Pre-position near soak zones before each Collapse cast — reaction time is now too short to improvise.
Keep the raid above 80% entering each Upheaval cast — the damage amp punishes low health significantly.
⚔ DPS
A third Voidshaper type spawns mid-grid with a Void Shield — break the shield first before dealing damage.
Grid completion now happens significantly faster — mispositioned boss causes enrage-equivalent damage spikes.
Assign a dedicated watcher to call grid line-of-three threats — DPS tunnel vision causes fast wipes here.
Do not slow Voidshaper kills to preserve uptime on boss — empowered Averzian kills the raid faster than DPS loss.
🛡 Tank
Void Fracture at 70% HP splits Averzian into a shadow copy — tank both copies in opposite arena halves simultaneously.
The two copies cannot share a quadrant — if they converge they merge and wipe the group instantly.
Communicate copy positions constantly via voice — the off-tank's repositioning must never push their copy toward yours.
Defensives must be split between both tanks independently — no shared cooldown windows after the fracture.
✚ Healer
Both copies deal full melee damage to their respective tanks — two healing cooldowns must be staggered at the split, not combined on one tank.
Split healer assignments per copy at the Void Fracture — one healer per tank group, no overlap.
Umbral Collapse soaks continue during the fracture phase — assign soak coverage per arena half.
Collapse both copies before they reach 25% individually or the surviving copy enrages permanently.
⚔ DPS
Both copies must die within 5 seconds of each other — the survivor gains Void Ascendance (+300% damage per second) until it falls.
Assign DPS kill teams per copy before the pull. Do not swap mid-fight unless your copy is far ahead on HP.
Designate one HP caller per group to communicate the gap — start slowing your copy when the gap hits 8%.
Use Heroism/Lust at the Void Fracture — this is the maximum window for synchronized simultaneous damage.
Boss 2 of 6
Vorasius
A colossal predator. Healer throughput and movement execution check.
🛡 Tank
Taunt swap when your Devour stack reaches 3 to prevent lethal damage amplification.
Face Vorasius away from the raid at all times — frontal cleave hits anyone in the arc.
Kite boss to the arena's edge during Feeding Frenzy; use defensives before the opening Slam.
Reposition quickly after Vorasius leaps — never let the raid get cleaved by his landing orientation.
✚ Healer
Sustained raid damage runs the entire fight — this is a throughput check, not a reaction check.
Use healing ramp cooldowns during Feeding Frenzy when Vorasius gains Bloodrage stacks.
Devour targets need immediate top-up between stacks; do not let the tank sit below 70%.
Keep the whole raid above 70% — Vorasius checks player health thresholds on key abilities.
⚔ DPS
Spread at max distance during Void Geyser telegraphs — they target random players.
Dodge Carnage ground pools — they persist and overlap with each other over time.
During Feeding Frenzy, Vorasius is stationary — minimize movement and maximize uptime.
Bloodrage phases are your DPS burst windows — use on-use trinkets and major cooldowns.
🛡 Tank
Devour now leaves a 15-second bleed after taunt swap — immediately call the swap so healers can pre-top the off-tank before the bleed ticks.
Feeding Frenzy activates 10 seconds earlier in each cycle — be at the arena edge before it begins, not during it.
Taunt swap window is now shorter — the incoming tank must have defensives ready before taunting, not after.
Never delay repositioning after Vorasius leaps — the landing cleave window is smaller and faster on Heroic.
✚ Healer
Void Geyser now splashes to players within 5 yards of the target — clustered players take 60% of the full hit. Enforce strict spread.
Save an additional minor cooldown for mid-fight when Bloodrage stacks reach 4+ on Vorasius.
Bleed from Devour on the off-tank is the primary death cause — top them immediately after every taunt swap.
Keep the raid above 75% instead of 70% — health check thresholds are tighter on Heroic.
⚔ DPS
A second Feeding Frenzy add spawns at 50% HP — both adds must die simultaneously or the survivor heals Vorasius for 10% HP.
Assign cleave responsibility for both adds before the pull — improvised targeting loses the kill window.
Bloodrage stacks carry between phases on Heroic — never allow more than 5 stacks going into Feeding Frenzy.
Spread strictly for Void Geyser even in heavy AoE phases — splash clusters can one-shot squishier DPS.
🛡 Tank
Maw Pull at 60% HP drags both tanks to the arena center for 6 seconds — no movement possible. Stack all remaining defensives before it resolves.
Pre-position centrally as Vorasius approaches 65% so Maw Pull doesn't yank you through ground pools.
After Maw Pull ends, immediately return to facing Vorasius away from the raid — he will cleave in whatever direction he was facing at release.
Communicate Maw Pull timing to healers 5 seconds early — they need to front-load cooldowns before movement is locked.
✚ Healer
Maw Pull prevents all player movement — front-load your entire cooldown window before it resolves, not during it.
Any player below 40% HP when Maw Pull ends is killed instantly — raid must be above 40% before Vorasius hits 65% HP.
Save your largest single healing cooldown exclusively for Maw Pull — it cannot be used for anything else.
After Maw Pull, you have 4 seconds of normal play before Feeding Frenzy activates — use this window to top the tanks urgently.
⚔ DPS
Maw Pull also locks DPS movement — finish any positioning commitments before Vorasius hits 65% HP.
During Maw Pull, continue dealing damage to Vorasius — he does not become immune. Maximize the window.
After Maw Pull, pivot to second Feeding Frenzy add immediately — the timer overlaps with Maw Pull recovery.
Use Heroism/Lust at Maw Pull release — Vorasius is stationary and both tanks are repositioning, creating maximum uptime.
Boss 3 of 6
Fallen-King Salhadaar
A significant complexity spike. Add control, orb management, and constant movement.
🛡 Tank
Disrupt energy conduits connecting Salhadaar to the Riftlabs machinery — they empower him.
Taunt swap when Salhadaar casts Empowered Strike — incoming tank must have defensives ready.
Stay near disrupted conduits and reposition frequently as the arena's energy grid shifts.
Kite Riftbound Constructs away from the raid during each add wave.
✚ Healer
High throughput fight — sustained pressure with no real downtime.
Ensure assigned players grab their orbs; missed orbs cause heavy raid-wide damage spikes.
Pre-heal the raid before each add wave; burst healing required immediately after Rift Surge.
Save a major cooldown for Phase 2 when Salhadaar reaches full energy and casts Kingfall.
⚔ DPS
Assign clear kill targets per add wave; coordinate AoE to burn Riftbound Constructs fast.
Orb mechanic: grab only your assigned color — wrong color applies a stagger debuff and damage.
Interrupt Riftblast casts on Constructs; each uninterrupted cast stacks raid damage.
Maintain high mobility — Salhadaar shifts the energy grid frequently, forcing constant repositioning.
🛡 Tank
Riftbound Constructs now apply Rift Burn on every melee hit to the active tank — dispel within 4 seconds or it stacks uncontrollably.
Assign one healer to monitor tank debuff status and call dispels — do not rely on tanks to self-report.
Empowered Strike now also applies a 6-second silence to the tank — taunt timing must account for silence duration.
Hold Riftbound Constructs away from the healer group — burn debuffs can chain-splash on Heroic.
✚ Healer
Kingfall now targets the highest HP player — that player must stand in the designated zone or raid damage doubles.
Track who has the highest HP at all times and communicate — this changes as players take damage during the fight.
Rift Burn dispels are time-sensitive — prioritize them over throughput healing if the tank is above 60%.
Double cooldowns for Kingfall on add wave overlaps — this is the hardest simultaneous pressure in the fight.
⚔ DPS
Orb color assignments now switch mid-phase without announcement — watch the indicator above your head, not the last verbal call.
Absorbing the wrong orb on Heroic applies an 8-second stagger debuff plus 20% damage taken increase — zero margin for error.
Interrupt Riftblast on Constructs immediately — on Heroic each uninterrupted cast applies a stacking AoE bleed to the raid, not just a single hit.
During Kingfall, the highest HP player must stop DPS to move to the zone — communicate and let them disengage cleanly.
🛡 Tank
Mirror Conduit activates at 50% HP, creating a duplicate energy grid offset 90 degrees. Both tanks split to control conduits on each grid simultaneously.
Coordinate with your co-tank via voice constantly — a conduit empowering on either grid affects both tanks.
Riftbound Constructs spawn on both grids during Mirror Conduit — each tank kites their own wave without crossing grids.
Use defensives independently — no shared cooldown timing is possible when tanks are on opposite grids.
✚ Healer
Rift Surge pulses every 4 seconds during Mirror Conduit phase — chain healing cooldowns with zero gaps between them.
Split healer assignments per grid at Mirror Conduit activation — each grid's tank must have dedicated healing coverage.
Both grids generate Rift Burn stacks simultaneously — two dispellers working independently are required.
Kingfall during Mirror Conduit phase targets the highest HP player on each grid independently — both zones must be covered.
⚔ DPS
Three orb types active simultaneously during Mirror Conduit. A grey Null Orb must be hit by exactly 3 players at the same time — too few or too many detonates the raid.
Pre-assign 3 players as Null Orb team before the pull — do not improvise this mechanic.
DPS split 50/50 between both grids at Mirror Conduit — one group handles boss, one group handles conduits and Constructs.
Use Heroism/Lust at Mirror Conduit activation — this is the highest simultaneous pressure window and the DPS check of the fight.
Boss 4 of 6
Lightblinded Vanguard
Three simultaneous targets — Lightblood, Bellamy, and Senn. Each with independent energy.
🛡 Tank
Assign one tank to Lightblood (execution strikes) — never drop guard on this target.
Off-tank takes Bellamy; rotate taunts when Bellamy applies Volley Suppression to the active tank.
Pre-position the raid so Senn's Mounted Charge path is clear and predictable.
All three targets have independent energy bars — watch all three simultaneously.
✚ Healer
Senn's absorb stacks compound quickly — cleanse them before they overwhelm your throughput.
Bellamy's Silence makes proactive pre-healing critical; you cannot react when silenced.
Assign healers per group if split raiding — coordinate dispels for Senn's channeled damage.
Stagger healing cooldowns across the fight — the trio regenerates pressure constantly.
⚔ DPS
Kill order: Bellamy first (removes raid silence), then Lightblood (removes execution risk), Senn last.
Interrupt Bellamy's Holy Volley every cast — one uninterrupted chain hits every player.
Assign dedicated interrupters per target and rotate — never rely on a single person.
Don't tunnel one target; Lightblood and Senn will overwhelm tanks if left unattended.
🛡 Tank
Bellamy's Volley Suppression now silences both tanks simultaneously — pre-taunt before the silence lands to prevent a threat gap.
Senn's Mounted Charge path must be explicitly called out before each cast — the charge angle changes per cast on Heroic.
Lightblood gains faster energy generation — watch the energy bar more frequently and call DPS when it approaches 80%.
Both tanks silenced simultaneously creates a window where neither can communicate — pre-agree on positioning before each Suppression.
✚ Healer
Senn's absorb stacks now regenerate if not fully cleansed — dispels must fully clear all stacks, not partially reduce them.
Bellamy silencing both tanks simultaneously removes your two best communicators — pre-call next positioning before the silence resolves.
Add a second healer to Senn dispel rotation — one dispeller is not fast enough to clear full regenerating stacks.
Stagger both major cooldowns at least 30 seconds apart — the trio's pressure waves now overlap more frequently on Heroic.
⚔ DPS
Lightblood gains a Conviction shield every 45 seconds — designated DPS must burst through it within 8 seconds or Lightblood begins executing random raid members.
Assign a dedicated 3-person shield-break team on Lightblood — do not pull them off Bellamy unless the shield is active.
Bellamy chains Holy Volley faster on Heroic — interrupt rotation needs 4 dedicated players, not 3.
Kill order remains the same but Bellamy now requires twice as many interrupt assignments to hold down cleanly.
🛡 Tank
Synchronized Surge triggers when any two targets' energy bars hit 100 simultaneously — the resulting combined ability wipes the group.
Tanks must manipulate threat and positioning to stagger energy generation — actively slow one target's energy by breaking contact briefly.
Call energy percentages continuously via voice — at 85% on any target, the other tank must force a gap to avoid synchronization.
Prioritize energy staggering over damage optimization — a clean kill beats a fast wipe every time.
✚ Healer
Synchronized Surge cannot be healed through — it requires damage mitigation. Pre-assign 2 DPS to defensive cooldowns exclusively for this window.
Communicate Surge risk windows to the assigned defensive DPS at 80% energy on any two targets simultaneously.
During intentional energy staggering, the raid takes increased sustained damage — maintain throughput even during lower-intensity phases.
Keep a cooldown available at all times in case energy staggering fails and a surprise Surge occurs.
⚔ DPS
Bellamy now channels Holy Volley twice consecutively with no recovery time — 4 dedicated interrupters required rotating every single cast.
Two DPS must hold a defensive cooldown on standby exclusively for Synchronized Surge — do not use them offensively.
Kill order still Bellamy → Lightblood → Senn, but Bellamy's interrupt demand means fewer DPS available for Lightblood shield breaking.
Communicate loudly when your energy staggering assignment is near the cap — everyone needs to know before a Surge window opens.
Boss 5 of 6
Vaelgor & Ezzorak
Twin draconic siblings. If their HP gap exceeds ~10%, they enrage. No exceptions.
🛡 Tank
Two tanks required — one per dragon, kept separated but visible to each other.
If HP gap exceeds ~10%, both dragons enrage — call DPS swaps constantly via voice.
Coordinate tank swaps during aerial phases; the grounded dragon's melee damage ramps rapidly.
Stack defensives for the combined burn window when both dragons land together.
✚ Healer
The airborne dragon bombards the raid with Gloomfields — keep everyone topped between drops.
Nullzone patches drain heals from players standing in them — call them out immediately.
Combined burn phase brings heavy raid-wide damage — have a major cooldown ready.
Dispel Void Corruption on priority targets (tanks first, then anyone with 2+ stacks).
⚔ DPS
Most critical mechanic: keep Vaelgor and Ezzorak within ~10% HP at all times.
Assign a dedicated HP caller — DPS must swap targets immediately when the gap opens.
During aerial phases, DPS the grounded dragon — the airborne one cannot be targeted.
Save major cooldowns for the combined burn — both dragons take amplified damage when landed together.
🛡 Tank
HP sync threshold drops from ~10% to 6% — DPS must respond to gap calls with zero delay. Any hesitation risks a double enrage.
Tank swaps during aerial phases now have a 2-second window instead of 4 — pre-position for the swap before the aerial phase begins.
Gloomfield volume increases during aerial phases — plan movement paths to avoid clusters.
Combined burn window now overlaps with Nullzone spawns — clear Nullzone patches before the burn begins.
✚ Healer
During aerial phases, the grounded dragon now pulses Void Corruption to all raid members — sustained throughput required even during the "low damage" window.
Nullzone patches now persist until dispelled rather than fading — call them out immediately and ensure someone clears each one.
Combined burn phase brings higher damage per second — major cooldown must be pre-cast before the window opens, not during it.
Void Corruption stacks faster — dispel at 1 stack on tanks, 2 stacks on DPS rather than the Normal thresholds.
⚔ DPS
HP gap threshold is 6% — the HP caller must announce swaps at 5% gap, not after the enrage triggers.
At 40% HP, Vaelgor and Ezzorak tether — they share a health pool and cannot be separated. Pivot to unified burn immediately.
Aerial phase void corruption pulses mean you cannot simply stand still — dodge Gloomfields while maintaining DPS on the grounded target.
Save major cooldowns for the tether at 40% — the shared health pool makes every burst cooldown double-effective.
🛡 Tank
Draconic Bond at 30% HP fuses both dragons into a single entity for 12 seconds. Face the fused form away from the raid and use all remaining defensives immediately.
The fused dragon's melee damage equals both dragons combined — this is the most dangerous tank window of the entire fight.
After the bond breaks, both dragons reappear at 30% HP independently — taunt your assigned dragon instantly on reappearance.
HP sync rules still apply at 30% on both independent dragons after the bond breaks — return to gap-calling immediately.
✚ Healer
Draconic Bond pulses 100% max HP damage to the raid over 12 seconds — two major cooldowns required, staggered at 4 seconds and 8 seconds into the bond.
Save both cooldowns exclusively for the bond — do not use either during any phase before 30% HP.
After the bond breaks, both tanks take simultaneous full melee damage from two separate dragons — burst-heal both tanks before DPS re-engage.
Void Corruption dispels must continue throughout the bond — do not let stacks sit while focusing on the bond cooldowns.
⚔ DPS
When the Draconic Bond breaks, both dragons emerge at 30% HP. They must die within 4 seconds of each other or the survivor enrages permanently.
Pre-plan final burst per target before the bond forms — assign kill team A and kill team B, one per dragon.
Use Heroism/Lust at the Draconic Bond formation — the fused form takes amplified damage during the entire 12-second window.
The HP caller role becomes critical in the final 4 seconds after bond breaks — communicate gap instantly and swap if needed.
Boss 6 of 6 — Final
Crown of the Cosmos
Alleria Windrunner in full Void descent. Multi-phase, heavy movement, coordinated cooldown distribution.
🛡 Tank
Phase 1: Position Alleria center — strafe to dodge Void Beam sweeps, never run backward.
Phase 2 (Void Surge): Taunt immediately after the surge resets aggro — she also resets positioning.
Phase 3 (full Void): Heavy damage amp — rotate all tank defensives, never let stacks cap.
At each phase transition, reposition immediately — the arena geometry shifts significantly.
✚ Healer
Phase 1 is manageable; Phase 2 ramps hard — save at least two major cooldowns for P3.
Void Cascade in Phase 3 hits everyone simultaneously — pre-place your cooldown ~5 seconds early.
Assign one healer to watch Void Sickness on tanks — it stacks silently and spikes fast.
Keep the raid above 60% HP entering each Surge — Alleria checks health at transitions.
Phase 2: When Alleria channels Void Ascendance, immediately destroy Void Rifts spawning on edges.
Phase 3: Pure DPS race — she gains damage stacks per second. Use Heroism/Lust here.
Final burn: she is briefly vulnerable — maximize all burst cooldowns with clean positioning.
🛡 Tank
Phase 3 introduces a third Void Beam orientation that rotates counter-clockwise — memorize all three patterns. Strafe without losing boss positioning.
Void Surge resets occur more frequently — the incoming tank must be ready to taunt on every Surge transition, not just the first.
Void Sickness stacks faster on Heroic — communicate to healers at 2 stacks, not 3, to allow dispel time.
Phase transitions are faster — defensive pre-casting before each transition is mandatory, not optional.
✚ Healer
Void Cascade in Phase 3 targets only the 5 lowest HP players instead of the full raid — identify and pre-heal those players before the cast resolves.
Track the 5 lowest HP at all times in Phase 3 — they are the primary healing priority during Cascade windows.
Keep 3 major cooldowns available for Phase 3 instead of 2 — Heroic Phase 3 is significantly longer.
Health check entering each Surge is 65% on Heroic instead of 60% — keep the raid topped more aggressively.
⚔ DPS
Void Rifts in Phase 2 now require 2 players to destroy simultaneously — a solo DPS cannot kill them. Assign pairs per rift.
Void Rifts spawn faster on Heroic — rift pairs must pre-assign positions before Phase 2 begins.
Phase 3 damage stacks apply twice as fast — the DPS race is significantly tighter. Use Heroism/Lust immediately at Phase 3 entry.
Third Void Beam pattern in Phase 3 requires two directional dodge movements — practice the counter-clockwise pattern specifically.
🛡 Tank
Void Echo spawns at 40% HP — a shadow copy of Alleria dealing 60% of her melee damage. Tank the echo into the original for 10 seconds to collapse them.
During the 10-second overlap both copies take +100% damage — this is the maximum DPS window of the entire fight.
Face both Alleria and the Echo away from the raid simultaneously during the overlap — both frontal attacks are active.
After the Echo collapses, Alleria continues at full speed — immediately return to standard Phase 3 positioning.
✚ Healer
Void Echo cannot be slowed, gripped, or dispelled — pure throughput required during the 10-second overlap window.
Reserve your single largest healing cooldown exclusively for the Echo overlap — the combined melee damage from both copies on the tank is lethal without it.
Do not pre-cast your major cooldown for Phase 3 entry if the Echo is imminent — wait and save it.
After the Echo collapses, Void Cascade frequency increases — immediately rotate to the next cooldown with no downtime.
⚔ DPS
Use Heroism/Lust at the Void Echo collapse window — both Alleria and the Echo take +100% damage during the 10-second overlap.
All major DPS cooldowns must be held until the Echo appears at 40% HP — nothing used before this point.
Continue destroying Void Rifts in pairs during the Echo phase — they do not pause. Pre-assign rift pairs before 40% HP.
After the Echo collapses, Phase 3 damage stacks resume at maximum speed — the kill must happen in the post-Echo window or the enrage timer catches you.