Gul'dan Nighthold Raid Strategy Guide
This strategy guide covers how to defeat the
boss encounter and notable trash on all difficulties.
is the 10th and final boss of The Nighthold, and can only be accessed after players have defeated all of the previous bosses. He is the only boss of the
wing on LFR.
is available the week of January 17th on Normal and Heroic, January 24th on Mythic, and March 7th on LFR.
done before 7.2.5 hits. Several hotfixes were added in 7.2.5 to help with balancing and difficulty:
damage reduced by 15%.
's health decreased by 3% on Heroic and Mythic difficulties.
Gul'dan Normal & Heroic Guide Video
*May contain adult language.
Loot and Rewards
The boss loot table is the same between all difficulties: ilvl 865 LFR, 880 Normal, 895 Heroic, 910 Mythic. All loot has a chance to proc a higher ilvl through the Warforged and Titanforged system. Gul’dans loot has a higher base item level than all other loot in the instance.
More information on Tier set bonuses and loot from other bosses in the
Nighthold Raid Loot Guide
has several unique rewards:
is a 100% drop on Mythic difficulty.
can drop on all difficulties except LFR.
is a toy which turns you into Jaraxxus and lets you do his signature emotes.
is a BoE toy which only has a chance to drop for Demon Hunters.
is a title for defeating Mythic Gul'dan.
is a reward from
; this is the final quest in a long series from
Players who have completed
are given the follow up quest
- a hefty amount of Artifact Power. The follow up quest
will reward you with the 30 minute self-res
For the Balance of Power questline, you will need to kill Gul'dan for
– Gul'dan begins a ritual to bring his master into Azeroth, locking himself inside the active Eye of Aman'Thul and summoning his demonic lieutenants. However, proximity to the active Eye of Aman'Thul bestows equally powerful abilities to players, based on their role.
After his lieutenants fall, Gul'dan leaps into the fray himself, harnessing the power of the Fel to bolster his frail frame. At 85%, 70%, and 55% health, Gul'dan again taps into the active Eye of Aman'Thul, empowering his abilities.
As his health dwindles further, Gul'dan beseeches his Legion masters for additional power, unleashing his ultimate strength while disrupting the aid that players receive from the Eye.
to increase damage at opportune moments or cover distances quickly.
-afflicted allies in order to reduce the damage to manageable levels.
Move away from others when afflicted with
in order to reduce raidwide damage taken from
to absorb nearby allies' Fire damage taken at opportune moments.
Coordinate use of damage-reduction abilities to help tanks with Fel Lord Kuraz'mal's
Dispel Inquisitor Vethriz's
inflicts high raidwide damage.
to survive moments in the encounter that may otherwise kill you.
While fighting Fel Lord Kuraz'mal, be prepared for
D'zorykx the Trapper will throw
at his current target, drastically increasing their damage taken.
This guide provides tips and strategies for defeating the
encounter on Normal Difficulty. Changes to the fight for Looking for Raid, Heroic and Mythic difficulties are listed below in their respective sections, including tips and strategies for dealing with the new mechanics introduced in these difficulties.
is a three phase encounter which requires the raid to deal three mini-bosses in the first phase, followed by a direct confrontation against
himself in the following two phases. The raid requires a large amount of precise positioning and co-ordination in order to counter the mechanics
throws at you, as well as consistently high dps to beat his 12 minute enrage.
Phase One consists of avoiding
s spells whilst fighting three demon mini-bosses,
. Once all three mini-bosses are defeated phase 2 will begin.
Phase Two consists of fighting
directly. Players will need to deal with his high impact abilities that get empowered over the course of the phase.
Phase Three begins once
reaches 40% health, at this point he will lose most of his Phase 2 abilities.
Essence of Aman'Thul
Throughout Phase One and Two, players have access to an additional ability by using an extra action button. The ability players gain depends on which role they are playing.
. Once used, it will cause that player to absorb all damage taken for 6 seconds.
: Once used, it will cause that player to create a protective shield around them, absorbing 50% of fire damage taken up to a cap, shared among allies within 10 yards.
: Once used, it will increase that players casting, movement, and attack speed by 30% as well as decreasing cooldowns by 30% and causing their Periodic Effects to occur 30% faster.
If the player receives any fire damage whilst
is active, it will remove the effect.
Each of the abilities gained will help players counter mechanics and abilities that
and his mini-bosses challenge the raid with. These points will be covered throughout the guide.
Phase 1: The Council of Elders
At the beginning of Phase One, players can attack
until he summons all three of his mini-bosses, at which point he will become immune to damage inside the Eye of Aman'thul in the middle of the room.
does not need to be tanked during this phase, as he is instead chain casting two abilities.
. He marks a location of a random ranged player and throws a ball of fire towards it, dealing large raid wide damage which drops off the further away players are from it.
You can either have the ranged players spread out and then move away from the marked location before the ability lands, or you can have all of the ranged players stack up in one location and have the healers use
extra action button to help mitigate the damage.
If you chose to use the
, do note that you will need to organize the healers into two sets, as
comes in before
s cooldown has recharged.
will also cast
. He faces a direction and sends out a large beam of fire, dealing a large amount of ticking fire damage to anyone who stands inside it.
Players can see which direction he is going to cast this in, as he has to charge it up beforehand. Players can use this time to sidestep out of the path of the ability, to avoid taking any extra damage.
summons his demon mini-bosses, he will do so through the use of
This marks an area of the room an causes a meteor to land there, dealing a large amount of shadow damage to anyone caught within the targeting circle.
will cast this three times in a row, every 15 seconds at the beginning of this phase.
The mini-bosses that spawn from the
appear in a set order and must be killed off in order to progress into Phase Two.
will spawn first and will cast
on his primary target. This short cast deals an enormous amount of fire damage to the tank and will most likely kill them.
The tank must use the
ability to absorb the damage of this
. Tanks will need to rotate who gets hit by the ability in order to guarantee that
will be available for each incoming hit.
will spawn second. He will frequently teleport around the encounter area by using his
Tanks and melee damage dealers should move towards
as he will remain stationary on any location that he
will chain cast Dark Blast at the tank, dealing a small amount of shadow damage each cast.
will spawn in multiple eyes by casting
. These eyes will spawn around the location of random players.
The eyes will then send out a beam which deals a large amount of shadow damage to any player caught in their path. The eyes then slowly rotate on the spot.
The eyes will remain active throughout phase one.
Because of this, players want to stick to one side of the room whilst
This will cause any of the eyes that spawn to remain on one side of the room, keeping the other side of the room free for player movement for the rest of phase one.
Players also want to focus down
as soon as possible, as you are able to kill him before any eyes spawn through this ability.
D'zorykz the Trapper will spawn third and will cast
on the tank. This spell will hurl a soul cage at his target.
This cage will slowly pull in all players whilst dealing light ticking damage to them.
Any players who are caught near the cage are afflicted with
, a debuff which increases all physical damage taken by 100% and also deals light ticking shadow damage over the course of its 18 second duration.
When this ability is cast, the targeted player should move away from the raid and place the cage in a clear area of the room. The tank targeted by
cannot avoid taking at least 1 stack of
While under the effect of this debuff it is unwise to be taking hits from the mini-bosses, due to the additional damage you will take, so therefor the other tank should taunt after the
To make sure that the encounter area in Phase One remains clean,
must be killed as soon as possible.
Damage dealing players should save cooldowns and
for when he spawns so that they can kill him quickly.
has perished, the other two mini-bosses should be worked on next. The order of which dies next doesn't matter too much, however it is likely that
will be closer to death as he is the one that spawned first.
After the mini-bosses are dead, players should move towards the free area of the room and get close to
as he deals damage and knocks back all players upon entering Phase Two and any player who is knocked off the edge of the platform will fall to their death.
Phase 2: The Ritual of Aman'Thul
After knocking back all players,
will become damageable once again.
Tanks want to keep him in the middle of the encounter area, whilst the ranged players form a loosely stacked group, around 15 yards away from
. This is because he maintains his
When the ability comes in, ranged players can keep stacking underneath the
from healers, whilst the melee damage dealers take a significantly lower amount of damage as they're far from the explosion.
has 3 new abilities that the raid needs to deal with in this phase.
will place a debuff on multiple members of the raid. The debuff deals ticking fire damage and slows the player by 50%.
To remove the debuff, the affected player must break their chain by moving away from the location where they initially received the chain. When the chain breaks the player will receive a large burst of fire damage split between anyone within 5 yards.
You want to have the ranged players stacked 10 yards behind the melee players. As soon as the ability is cast, bonded ranged players can break into the melee camp, whilst the melee camp can break into the ranged camp.
This ability will always target the primary tank. The afflicted tank should be taunted off of, whilst they move into the melee camp to break their bond.
will spawn multiple
adds. These eyes will hover near
and channel shadow energy at a random player, dealing a large amount of ever increasing shadow damage to that player and anyone within 8 yards of them.
Players should try and be spread out before the ability lands to reduce incoming raid damage.
The eyes will also periodically duplicate, summoning a copy of itself nearby. The copy that spawns will have the same health as the Eye it duplicated from.
When the eyes spawn, you want to nuke them down as soon as possible. Damage dealers should plan for this and have
ready for the eyes, to make sure that they die quickly.
This will also help reduce the health of the duplicated eyes, or stop them from spawning all together, as the eyes can be destroyed before duplication occurs.
Whenever anyone is within 2 yards of
's primary target, he will cast
at the primary target.
This will deal a large amount of fire damage split between the tank and anyone within 2 yards of them.
This cast will also give
15% attack speed for 10 seconds. This buff stacks.
also has an energy bar. This energy is used up whenever he casts
For each point of energy used, it increases the damage of
reaches full energy, he will cast
regardless if the tank has anyone nearby.
You want to have
use this ability often enough so that the damage isn't too high from the energy, but not so often that his attack speed buff starts stacking.
To achieve this, tanks want to trigger this ability every 11-12 seconds by having the two tanks stand within 2 yards of one another.
Both tanks should use a form of active mitigation for the
to reduce the damage you take.
Although Tanks can also solo take the 100% energy hit, by stacking large cooldowns or by using their
extra action button ability, we recommend that you do not do this, as you would rather save large cooldowns for his
Throughout the phase
will empower his abilities at certain health breakpoints.
At 85% he will empower his
will knock the player directly away from Gul'dan and the bind them to that location. The damage and slow from the ability is also increased.
You want all Dps and Healers to be stacked up underneath Gul'dan so that when the boss knocks you back you'll land close together and on the platform.
All ranged players will then need to go and help soak the 2 non-tank bonded players.
This ability targets the main tank. That tank wants to use large cooldowns or
to break their bond without having the split the damage with raid members. Tanks may need to rotate who is tanking the boss to make sure that they always have a sufficient cooldowns to break the empowered bonds.
At 70% he will empower his
, causing it to deal more damage, as well as leave a patch of fire on the ground for 3 minutes.
You want to have ranged players stack up around 15-20 yards away from melee, so that the fire that spawns will be placed close together. This will give you more space in the encounter area to move and deal with additional abilities.
Ranged players need to be aware of overlaps, where the
will directly follow an Empowered Liquid Hellfire. You need to ensure that you move as a single unit as you move from the Liquid Hellife, so you remain stacked up for the incoming Bonds.
At 55%, he will empower his
When cast, this will spawn a single
. The eye will channel beams of fire damage to multiple players at once, dealing ever increasing damage to them and to anyone within 8 yards of them.
Ranged players must be spread apart 8 yards before the
spawns, as the splash damage from the beams deals a large amount of damage.
will also follow their highest threat target, so they should be picked up by the tank. The empowered eye can also duplicate, so nuking the eye down is even more important now due to its empowered form.
reaches 40% HP, Phase Three will begin.
Phase 3: The Master's Power
Gul'dan will briefly become immune in the middle of the room, and then emerge in an empowered state.
At this point a gust of wind will push players towards one side of the platform. Players want to be stacked in the middle of the room and run against this push-back to avoid falling off.
Gul'dan will then remove all players extra action buttons, and then phase 3 will begin.
Players in this phase must deal with mechanics quickly and efficiently in order to successfully defeat Gul'dan:
Tanks want to drag Gul'dan to one side of the platform. Throughout this phase you will need to continue to deal with his
every 11-12 seconds, just like in phase 2.
Ranged players will then want to spread out on one side of the room in smaller raid sizes, or two sides in larger raid sizes.
This will help deal with the incoming
works the same as it did in phase 2 and it must be killed off as soon as possible, as there is a large amount of raid wide damage present in this phase.
Dps should try and save cooldowns for each time an eye spawns, including using Bloodlust on the very first eye.
If tanks are able to face Gul'dan towards the center of the room, whilst still keeping him at the edge of the platform, this will cause the eye to spawn closer to ranged dps, allowing them to switch to it more easily.
Ranged players being spread also helps the raid deal with a new ability which is the
This is a debuff applied to multiple players at once. After 3 seconds, those players will start dealing ticking damage to themselves and anyone within 8 yards of them.
Shortly after anyone takes damage from this ability, a patch of
will spawn underneath them.
The raid needs to keep the amount of
patches to a minimum, so that they have the largest space possible in which to spread and move from other mechanics.
Anyone targetted by this ability must move away from the raid quickly and place the fires out of harms way, with melee players moving to the edges of the encounter area, whilst ranged players place the fires behind the group they are in.
This ability can be placed on the tank. When this occurs, have the other tank taunt so that the debuffed tank can move away to place the fire.
Whilst placing the
, you can severely limit the the amount of room the
takes up by controlling your movement.
You want to move out the raid, then stand still whilst the debuff ticks twice. At that point you then want to move to the edge of the
patches you have created and allow the remaining patches to spawn there.
This will keep the
as grouped up as possible, by having 2 patches of stacked fire, rather than 4 patches of spread out fire.
Throughout this phase, Gul'dan will be placing
debuffs on players.
This healing absorption debuff needs to be topped up to allow the affected players to receive healing during large incoming damage.
For each Siphon Soul cast on players, a single soul will be placed within the Well of Souls which is directly in the middle of the room.
These souls must be removed from the well before
is cast, as each soul will deal additional damage during the ability.
To remove the souls, ranged players need to stand within the well, this will deal a low amount of ticking damage to them every second, and for every 3 seconds a player is within the well, a soul will be removed.
That player will gain
, a 3 minute debuff which deals ticking damage. As this debuff stacks, you want to make sure that all ranged players soak, to allow the debuffs to be evenly distributed across the raid.
It is also important that players soak during the downtime between the
, as the healers will be preoccupied healing those abilities and may not be able to keep players alive whilst they are soaking in the well.
is cast, it is important that you use a healing cooldown. Players who have other abilities on them during this time, such as the
, should use personal damage reduction cooldowns to help survive the heavy incoming damage.
Another ability Gul'dan will cast is
. This is a series of four explosions which are blasted out from Gul'dans position.
The explosions will grow bigger and gain more damage over the course of the series.
You need to make sure that gul'dan is on the edge on one side of the room. Then, as soon as the cast starts, have everyone run over to the other side of the room to avoid the damage.
The explosions will clean up the room by removing any
patches on the ground. After the cast he will then teleport to the tank.
During the explosions, the boss can apply
to players. These players need to react quickly and try and place the
near the incoming explosions, so that the fire can be cleared immediately.
One bad crossover point is after the second
is cast. Before teleporting to the tank, he will summon an
The entire raid will need use a movement speed increase and run over to the eye, so that it can be killed off quickly before it starts duplicating.
DPS should save a cooldown for this point, even if it is just a second potion.
Avoid standing within
Ranged players should stack up whilst healers use
to mitigate the damage of
Tanks must take turns using
Tanks should move away from the group when
is cast on them, thus reducing the chance of extra players gaining stacks of
. Players should move away from the cage.
The entire raid should stick to one side of the room whilst
is active. This will keep the other side of the room clear of his
Damage dealers should save cooldowns and
spawns. This will reduce the amount of
eye beams in the encounter area.
as quickly as possible to reduce the healing
receives (Heroic Only)
Move from the rumbling
patches and the green
patches (Heroic Only)
Tanks stack on top of one another every 11-12 seconds to trigger
at the lowest possible damage, whilst allowing his attack speed buff to drop.
Ranged players should stack 10 yards behind the Gul'dan so that the ranged
targets can move to break their bonds into melee. Whilst the melee
targets break into ranged.
Tanks should taunt switch when the Bonds of Fel are applied, to allow the main tank to break his bonds into melee without triggering
Eyes of Gul’dan should be swapped to and killed off as soon as possible, preferably with players using
. Players targeted by their beams should move 8 yards away from any other player.
should be tanked in the middle of the room, to allow players targeted by
to remain on the platform after being knocked back.
Players should run over to targets affected by the
so that they can break their bonds without taking lethal damage, whilst the tank breaks their bonds solo by using large damage reduction cooldowns.
Ranged players should be stacked up away from
, whilst healers continue to use
to mitigate the damage it deals.
Ranged players should stay close to previous Empowered
patches to help keep the encounter area clean.
Tanks should make sure to maintain threat on the
as the DPS nuke it down.
Players need to move from the
and Damage dealers should kill off the Dreadlord it spawns as soon as possible whilst interrupting its
. (Heroic Only)
Be next to Gul'dan at the beginning of the phase, and run against the winds that try and push you off the platform.
Tanks want to position Gul'dan on one side of the room, whilst they stack of one another every 11-12 seconds to trigger
at the lowest possible damage, whilst allowing his attack speed buff to drop.
Ranged players want to be spread evenly on both sides of the room in larger raid sizes, or on one side of the room in smaller raid sizes.
DPS need to be kill off the
whilst the ranged players are spread 8 yards to avoid splashing damage onto one another.
Players afflicted with
need to run away from the group to place the patches of
away from anyone else.
should be stacked on top of one another as much as possible, to increase the space the raid gets to work with.
Healers need to heal up players with
to allow those players to receive healing during large raid wide damage.
Ranged players need to remove the souls in the
by standing within it, this will reduce the damage taken by
to survivable levels.
is cast, healers need to use healing cooldowns.
Looking For Raid Difficulty
Apart from abilities dealing less damage in comparison to normal mode, there are several mechanics that have been removed from this encounter on Looking For Raid.
Players will not have access to the extra action button abilities gained through the Essence of Aman'Thul. Abilities such as
have had their damage significantly reduced to compensate for this.
In Phase Two,
beam damage doesn't increase over time.
In Phase Three, there is no
Apart from abilities dealing more damage in comparison to normal mode, there are several mechanical additions to this encounter on Heroic.
In Phase 1, each mini-boss has one additional ability.
will summon several patches which will erupt into
s. These obelisks will stun any player hit by them for 7 seconds whilst dealing ticking damage to them. Players must keep an eye on the ground to make sure that they move from any patches.
to multiple players. This is a dispellable dot with a 21 second duration. Each tick of the dot will heal
for a substantial amount. It is important that healers dispel these debuffs as soon as possible to ensure that
will now send out volleys of
which will land on the ground and explode, dealing damage to any player struck. Players need to identify the green landing indicator of the ability and move out of its way.
In Phase 2,
will now cast
which will summon a Dreadlord of the Twisting Nether.
The Dreadlord must be picked up by the tank whilst the DPS focus their damage into him. Strong single target DPS may want to use
on the Dreadlord rather than on the
Dreadlords will cast
which will send out a large wave towards a player, dealing a large amount of shadow damage to anyone in its wake whilst putting them to sleep for 5 seconds.
is interruptible, so you should make sure that each cast gets interrupted. Each time the ability is interrupted, the Dreadlord will gain a stack of
, a stacking buff which increases damage done and attack speed by 25%.
Players must kill the Dreadlord before the
stacks become overwhelming.
During Phase 3, more Flame of Sargeras debuffs will be placed onto players throughout the phase. The same positioning rules carry over from normal mode when dealing with these debuffs.
This Mythic Overview has been provided by
from Sellswords of Eternal Kingdom-Proudmoore.
On Mythic difficulty,
will already be inside the Eye of Aman'thul and you can engage him immediately. The phase
The Council of Elders
from Normal and Heroic difficulty does not happen in Mythic. Instead, once
is engaged, you will begin in the phase
The Ritual of Aman'Thul
There are several Mythic only changes not listed in the dungeon journal, which will be covered below. There is also a Mythic Only phase once
reaches 10% Health.
It is recommended to Hero in Phase 1. Because this encounter is about 10-12 minutes in length on Mythic Difficulty, you will be able to get a second hero in
The Demon Within
phase. In addition, using hero in Phase 1 allows you to bypass the second
cast which spawns
. However, if you are not able to kill Gul’dan before the 4th Storm of the Destroyer, hero should be used instead after the 3rd
Phase 1 - The Ritual of Aman'Thul
On Mythic, some of the Essence of Aman'Thul abilities are significantly buffed, but are only able to be used once and are only available in this phase.
. Once used, it will cause that player to absorb all damage taken for 6 seconds. This does not change from Heroic.
. These bubbles should be used by healers throughout Phase 1 to help players break bonds. On Mythic, the damage absorb amount per bubble is 30,000,000 damage and allows three bond players per single bubble to solo break their bond as long as they break inside a bubble. Scattering Field should be only be used to break bonds and not for the Liquid Hellfires.
. On Mythic, Time Dilation lasts for 30 seconds rather than 10 seconds. DPS should use their Time Dilations immediately after breaking the first initial bonds when starting the encounter.
In addition, on Mythic Difficulty, after Gul'dan reaches 70% and gains
, each Empowered Liquid Hellfire will be dropped three times in succession, 5 seconds apart, instead of just once, creating three liquid hellfire pools. Ranged DPS should bait each of the three pools away from the raid.
Lastly, on Mythic, each
cast will spawn a demon from normal/heroic Phase 1. These demons have the same abilities as they had on Heroic difficulty, though they cast them much more frequently. The Hand of Gul’dan ability will also only target healers.
Hand of Gul’dan #1 –
Hand of Gul’dan #2 –
Phase 1 – Strategy
The raid should initially start around the West side of the platform and slowly drag him to the North edge for Phase 2 as the
pools come out.
The tanks should try to tank Gul’dan as close to the edge as possible, near the pillar locations. This helps group up the Eyes of Gul’dan.
Healers should use a single bubble for each
cast. The healers will want to cast the bubble in the middle of as many bonds as possible. Everyone should try to get knocked back in the same direction so all bonds can be broken with a single bubble. Players with blink type abilities can blink into a bubble if it’s too far away.
cast, the Ranged DPS will want to stay away from the boss on his left/right side until three liquid hellfire pools have formed.
It’s recommended to kill
before the second Soul Vortex is cast, as this lines up with the first cast of Empowered Bonds of Fel.
Phase 2 - The Master's Power
Once Gul'dan reaches ~50%, he will transition into Phase 2. The only change on Mythic Difficulty in this phase is that the Gusting Winds (pushback) will happen throughout the phase, rather than just the start at the start of the phase. The Gusting Winds will always push from the North side of the platform, to the South side of the platform.
In addition, there will be more Souls to soak in the Well of Souls on Mythic Difficulty.
Phase 2 Strategy
The Gust of Wind at the start of Phase 2 pushes significantly stronger than the subsequent winds throughout the phase. Because of this, you will want to make sure that at the start of Phase 2, the entire raid is at the far North edge of the platform.
Everyone in the raid will need to be mindful of the tank’s position throughout the entire phase and especially during the Gust of Wind as to not trigger any unnecessary
. The tanks should aim to get pushed straight down the middle of the room, while the melee and ranged get pushed down on either the left or right side of the
To deal with the increased number of souls in the
, it is recommended to assign 3-4 players to stand in the Well of Souls for the entire phase, 5 yards apart. This is because each player can only have a maximum of 9 stacks of
, and it is much easier to heal 3-4 players with 9 stacks, than the entire raid.
Phase 3 - The Demon Within
reaches 10% health, Archmage Khadgar attempts to return Illidan's soul to his dormant body. A new Mythic Only boss called
will then spawn. It is at this point that you have 40 seconds to kill
becomes active and attackable.
Once active, he will cast
, doing moderate raidwide AoE damage and knocking everyone back.
The Demon Within
phase is completely different from the Gul'dan encounter and includes many abilities and NPCs which are outlined below:
will inflict two players with Parasitic Wound. Upon expiration of the debuff, a
will spawn out of each of the players inflicting
, doing small AoE damage and a small knockback.
- Parasitic Shadow Demons fixate and stun a player until they reach their target or are killed. If a Parasitic Shadow Demon reaches its target, the player is then applied with
- Parasitic Shadow Demons are surrounded by a shadow shroud which absorbs any attack that is more than 15 yards away. This means that only melee will be able to effectively damage and kill these adds
every time he reaches full energy, initially doing a
. The boss reaches full energy every 10 seconds.
- At full energy,
leaps at the furthest target, and does a raidwide AoE, decreasing in damage as distance from the point of impact.
– At full energy,
strikes his target for 13650000 to 14350000 Physical damage and shears a soul fragment of his target from their body. This also creates several arcs of Shadow magic in a cone that travel outward. Each shadow arc also shears a soul fragment of any targets struck from their body.
– Any target struck by Soulsever is affected by Sheared Soul. This player cannot be healed until another player collects their Soul Fragment.
– Any player who collects a Soul Fragment becomes is inflicted with 1.2 million damage and is then given the Severed debuff, increasing their damage taken from collecting additional Soul Fragments by 900% for 30 seconds.
– Once the Sheared Soul player’s Soul Fragment has been collected by another player, the player is then afflicted with Severed Soul, which places a 7.8-8.2 million healing absorb on the player.
- Nightorbs are attackable NPCs that spawn occasionally throughout the phase in set locations.
The 1st Nightorb spawns on the West side of the platform
The 2nd Nightorb spawns on the North side of the platform
The 3rd Nightorb spawns on the East side of the platform
The 4tth Nightorb spawns on the South side of the platform
- The Nightorbs have a small void zone around them called Distortion Aura which will silence/pacify any player that comes into contact with it.
- The Nightorb will also cast Capricious Barrage at its current target which does a splash AoE.
- The Nightorbs are shielded by Nightshield which absorbs 50% of all damage taken. This can only be ignored by a player with the buff
- When a Nightorb dies, it spawns a Time Stop Field for 10 seconds. Any player inside the Time Stop Field will be stunned and immune from damage for its duration. All players debuffs, buffs, and CDs will also freeze.
– While a Nightorb is alive, it is unstable and removes about 1.3% of its health every second. Instability is also affected by
- Ushers in a glimpse of the end of all things, instantly killing all enemies every second for 15 sec. Use the
left behind by killed Nightorbs to protect the raid from instant-death.
- Roughly every 30 seconds,
will summon an attackable NPC called Soul Fragment of Azzinoth which should be picked up by a tank. These NPCs only cast a few abilities and can be Crowd Controlled.
- The Soul Fragments of Azzinoth manifest an orb of chaotic energy which explodes upon reaching its destination. Any player caught in the explosion will take massive ticking damage every half-second, for 6 seconds.
- Increases threat generated by 200% and decreases magic damage taken by 60%, and allows the wearer to bypass a Nightorb’s
. This can be removed from the
by Mages and Warlocks.
- The longer a
is alive, it will gain a stacking buff of Fervor, increasing all damage done by 30% and attack speed by 5%.
- When a Soul Fragment of Azzinoth dies, it will spawn a Demonic Essence orb at its location which starts at 1% HP. Standing in the Demonic Essence void zone will heal it for 4% a second, per player inside. At 100% health, the Demonic Essence will turn into a
, and cast
also has the important role of stunning the boss during the
ability applying both
to the boss and
to all enemies.
– Increases damage taken by 50% for 5 seconds. Demonbane is stackable. For example, if three
casts go off in a short period of time, then the boss will take 150% additional damage for 30 seconds. Likewise, if two
casts go off, the boss will take 100% additional damage for 15 seconds.
– Stuns the boss for 15 seconds.
Phase 3 Strategy
The first time the boss reaches full energy, he will cast
. Assign two different melee dps to alternate soaking the tank's soul fragment. The next time the boss reaches full energy, the offtank should run as far away from everyone as possible to bait the
. The boss reaches full energy about every 10 seconds. The tank that is tanking
will be taking massive physical damage throughout the entire phase.
Assign a mage or warlock to steal the
buff from each
. The mage or warlock should then attack and maintain aggro on any
and always be damaging them. The mage or warlock will also want to stand away from other players to avoid splash damage from
The melee DPS should be positioned on
right leg. The Ranged DPS and Healers should maintain a light spread behind the melee, and behind
. No player should ever go behind the The Demon Within’s tank unless soaking the tank's Soul Fragment.
Any players afflicted with
should run to
left leg for
. It is also essential to assign a stun rotation for each set of parasites, as they move very quickly.
will also need to die at preset locations so the
can be healed up quickly, and so that everyone has enough time to run to the Time Stop Bubble.
The 1st Soul Fragment of Azzinoth should die on the South side of the platform, next to the 3rd Nightorb.
The 2nd Soul Fragment of Azzinoth should die on the North side of the platform, next to the 1st Nightorb
The 3rd and 4th Soul Fragment of Azzinoth should die on the South side of the platform, next to the 3rd Nightorb and the first dropped Demonic Essence.
For the 1st
, everyone stand inside the
next to Nightorb 1 and heal it up to full. While it is being healed, kill Nightorb 1 and then run into the
For the 2nd
, everyone should run into the remaining
next to Nightorb 3 and heal all 3 up to full. While they are being healed, kill Nightorb 3 and then run into the
The 1st and 3rd Nightorbs need to die right before the 1st and 2nd
respectively. The 2nd Nightorb should be killed immediately by the ranged when it spawns and its
is not needed for the encounter. The 4th Nightorb can be completely ignored because it will kill itself off very quickly due to its stacks of
debuffs that appear right before the 2nd Visions of the Dark Titan should be ignored until the
has expired. The affected spell=206847 players should run directly into the
as this will freeze the duration of the debuff.
After the 2nd
, assign a CC rotation to begin Crowd Controlling all additional Soul Fragments of Azzinoth. Abilities such as
work well here.
After defeating Gul'dan, players watch the following cinematic:
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People said they wanted difficult end bosses, well...
Varian, Vol'jin, Tirion, may you find peace.
Gul'dan normal has a 12 minute hard enrage as we found out last night. I have a log but can't link in on a new account.
Why is there no tank/healer/dps summaries in this one?
How many souls are actually in the well? I haven't seen any mention of this. Is it directly related to raid size, or is it a set amount?
No one living has heard of the village of his birth. And no one. Ever. Will.
I'm having flashbacks to the
fight in Hellfire Citadel. Adds in phase 0, boss powering up as the fight progresses, growing patches of bad, pushing/pulling mechanics. Looking forward to it.
I had access to the extra button in LFR, today being the release date of Betrayer's Rise wing in LFR. I also think Well of Souls was present too. Was this changed from the information above?
LfR Gul'dan DPS ranged one liners:
Ph1: Spread, move from stuff, prio Inquisitor
Ph2: Spread for Eye, stack otherwise, prio adds, interrupt Carrion, move to ranged with Bonds of Fel
Ph3: Start at inside, run to edge with Flames, run away in Black Harvest, prio Empowered Eye
Seems like an interesting fihgt too bad 90 percent players will only be able to do it in lfr..not on normal
I beat Gul'dan on Normal today and now I want to work up to Mythic
just to see what he can do.
The fight is already exciting but I could go for an experience with everything so much more on fire.
I'm sure it's been mentioned, but getting rid of the Eyes that Gul'dan summons is
. The rest of the mechanics you can mostly dodge out of (if you're paying attention), but if those eyes are left unchecked, they multiply and can wipe the raid in seconds, targeting multiple players with death-rays.
I've seen a raid wipe up to 3 times on this (LFR nonetheless.. or maybe
of it) simply because people focused solely on Gul'dan.
In all fairness, even if you read the Dungeon Journal (usually a great tool for getting the jist of raid mechanics), it says literally nothing about the Eyes. Not. One. Word. This is either a brilliant "challenge-causing" decision on Blizzard's part, or they're just sadistic. Either way, be sure to give that Dungeon Journal a read-through before jumping into any new raid. Everyone will thank you.
"Legend has it that there is an additional phase for this encounter on Mythic. We'll have to wait and see!"
Would have expected this guide to be updated by now....
before the fight he says something like "death is coming &
will be the end of you" or something along those lines. Who's this "she" thats supposed to be our doom? Azshara (didnt know her & guldan were on speaking terms)?
WHERE IS KHADGAR AFTER YOU KILL GUL'DAN?
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