Raid boss Guide: Grand Magistrix Elisande (Nighthold)

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Background

Elisande once distinguished herself by resisting the Legion. She and her highborne followers broke away from Queen Azshara and the dark path she was taking, harnessing the power of the Eye of Aman’Thul to create the Nightwell, protecting Suramar from the Sundering. But over ten thousand years later, the Legion’s arrival offered her no such recourse. She has cast her lot with the demons, hoping to once again use the power of the Nightwell—this time in a very different sense—to save her people.


 

Overview

This fight consists of the Boss and also 2 elementals that are summoned periodically.
This fight is divided in 3 phases called Time layers.
A new phase starts when Elisande has 10% health left, then she will cast an ability called Time Stop in which gets her health back again.
The boss has a set of 3 new abilities in each phase, 2 on raid and 1 on tanks.
When a new phase starts, some raid abilities from previous phase(s) will repeat into current phase. Meaning, these abilities will happen again on every phase, and it will happen on the exact same location.

Phase 1 abilities

Arcanetic Ring
Spanning Singularity
Ablation

Phase 2 abilities

Delphuric Beam
Epocheric Orb
Ablating Explosion

Arcanetic Ring (repeats from phase 1)
Spanning Singularity (repeats from phase 1 on same location)

Phase 3 abilities

Permeliative Torment
Conflexive Burst
Ablative Pulse

Arcanetic Ring (repeats from phase 1)
Spanning Singularity (repeats from phase 1 on same location)
Epocheric Orb (repeats from phase 2 on same location)


Abilities and tactics

This fight is divided in 3 phases based on time zones, and adds that are summoned periodically that are not phase dependent.

When the boss almost dies (10%), she stops the flow of time (Time Stop) for all but herself, and sends her enemies back in time.

The boss has 3 abilities that are specific for each time zone (phase).

Non-phase dependent abilities

Cascadent Star

The boss shoots an orb at a player then bounces to other players. Each player that gets takes Arcane damage. 
The amount of targets hit is based on how much energy the boss has.

Heads up for healers.


Time Elements (Elemental adds)

The boss periodically summons 2 Elemental adds.
When the elementals are killed, they leave behind a dome that persists until they are consumed.

There are 2 types of elementals:

  • Recursive Elemental
    This add has 3 abilities
    - Shield
    Shields the boss from nearly all damage
    - Blast
    Does high Arcane dmg to the target (tank).
    Each successful cast of Blast increases the damage of successful Blast by 5%.
    - Slow time
    When it dies, it leaves a blue bubble of slow. Touching it decreases casting, movement, attack speed, cooldown recharge and periodic tick rates by 30%.
  • Expedient Elemental§
    This add has 2 abilities
    - Exothermic Release
    Does Arcane damage to all enemies.
    Each time the add casts this, it deals 5% extra damage.
    - Fast Time
    When it dies, it leaves a pink bubble of Fast. Touching it increases casting, movement, attack speed, cooldown recharge and periodic tick rates by 30%.

Tactic: Elemental adds

The key is to kill the 2 elemental adds next to each other. So that the dome that spawns after they die are next to each other.
In this way, you control the small orbs on the ground when they are moving towards the boss (Arcanetic Ring).
When orbs pass through the Fast time (dome from Expedient elemental) they move faster.
When orbs pass through the slow time (dome from Recursive elemental) they move slower.
In this way you open up a path between the orbs so you can pass it.

Tanks
1) One elemental add (Recursive) doesn’t move. The main tank brings the boss to that elemental add. Help interrupt the Recursive elemental when it does Blast.

2) The other elemental moves (Expedient add). Off tank brings that add next to the elemental that doesn’t move.
Beware that the domes that spawns after they die needs to be close to each other. Tank the Expedient elemental 10-15 yards away from the Recursive elemental add that doesn’t move.

Dps
All dps focus nuke Recursive Elemental first.
Interrupt Blast that Recursive add does (this add spams blast all the time).
Nuke the Expedient add second
The elemental adds needs to die fast so that the domes that spawn (when they die) will appear before boss does Arcanetic Ring.

 

Tank the elemental adds next to each other but with an approx 15 yards distance. 

In this way, the 2 domes that spawns when they die, are just nex to each other. 


 

Time Layer 1 (PHASE 1)

Arcanetic Ring

Boss summons a big circle of smaller orbs on the ground that moves from the walls inwards towards the boss.
Does deadly damage to all in its path.

Tactic: Arcanetic Ring

The key is to kill the 2 elemental adds next to each other. So that the dome that spawns after they die are next to each other.

In this way, you control the small orbs on the ground when they are moving towards the boss (Arcanetic Ring).
When orbs pass through the Fast time (dome from Expedient elemental) they move faster.
When orbs pass through the slow time (dome from Recursive elemental) they move slower.
In this way you open up a path between the orbs so you can pass it.

Enter the dome only when needed

Main tank
Take the boss closer to the middle so it will be easier to dodge. 

 


 

Spanning Singularity

Boss does several pools on the ground under all players.
Each pool explodes and does damage to players standing on it.
After explosion, a singularity is created. Does high arcane damage every second to any player that enters that singularity.
The longer time the player stand on the pool the more it shrinks and then disappears.

Tactic: Spanning Singularity

Stay spread from each other.
Move away from the hole and the singularity afterwards.
Certain players need to soak the pools so they disappear. Choose players that have good defensive/immune abilities.

 


 

Ablation

Boss puts a stacking debuff on the tank, doing arcane damage every second.

Tactic: Ablation

Tank swap at 3 stacks.
Non-boss tank tanks adds when they spawn.


 

Time Layer 2 (PHASE 2)

This phase starts when boss has 10% health again.
She will stun the players and enter the Nightwell to get back her health.

Boss will have 3 new abilities in this phase.
- Delphuric Beam
- Epocheric Orb
- Ablating Explosion

Boss will have a repeat of 2 abilities from phase 1 (an effect of Time Stop). Remember that the locations the abilities were expressed on phase 1 will be the same on phase 2:
- Arcanetic Ring
- Spanning Singularity

Delphuric Beam

Boss targets random players and shoots a beam of Arcane energy at them.
Any player caught in the path of the beam suffers high Arcane damage.

Tactic: Delphuric Beam

A white arrow from the boss shows the aim which makes it easier to dodge.
The targeted player will also get a mark on the head, which makes it easier to dodge.
Stand spread and move away if you stand in the way.


 

Epocheric Orb

Boss unleashes an Arcane orb at a random location.
When it hits the ground, it does high Arcane damage to all players.
If a player stand under the orb (catches the orb), the radius of the explosion is reduced to 5 yards instead.

Tactic: Epocheric Orb

Either have selected players to catch the orb (with abilities to move fast) or anyone just catches it.
Use defensive cooldown before it lands on you.
Healers, heal up that player.


 

Ablating Explosion

Boss puts a trace on the tank.
After 8 seconds, the boss will shoot that tank.
The impact does very high (deadly) arcane damage to all players.
The damage decreases, the further away players are from that tank.

Tactic: Ablating Explosion

Tank runs away from raid fast.
Raid, make sure you are far away from tank.


Time layer 3 (PHASE 3)

This phase starts when boss has 10% health again.
She will stun the players and enter the Nightwell to get back her health.

Boss will have 3 new abilities in this phase.
Permeliative Torment
Conflexive Burst
Ablative Pulse

Boss will have a repeat of 2 abilities from phase 1 and one ability from phase 2. Remember that the locations the abilities were expressed on phase 1/2 will be the same on phase 3:
- Arcanetic Ring
- Spanning Singularity
- Epocheric Orb

Permeliative Torment

Boss puts a ticking debuff on 4 payers that does Arcane damage and the damage increases every time it occurs.
This lasts for 10 seconds.

Cannot be dispelled.
This will only disappear if raid wipes or boss dies.

Healers
Use cooldowns if it becomes too intense.

Raid
Use defensive cooldowns if needed to help the healers.


Conflexive Burst

Boss puts a debuff on 3 players.
After 20 seconds, each targeted players shoots out high Arcane damage to all players within 200 yards.

Tactic: Conflexive Burst

Players that have the debuff need to use the bubbles that spawns after elemental adds die.
One player needs to enter the slow bubble.
One player needs to enter the fast bubble.
One player doesn’t enter anything.


Ablative Pulse

Boss does Arcane damage to tank every 10 seconds
This leaves a stacking debuff which increases damage taken from the next Ablative Pulse by 10%.

Tactic: Ablative Pulse

In general: Tank swap at 3 Pulses.

Interrupt the Ablative Pulse as much as possible.
DPs helps with interrupts as well.


 

When to use Bloodlust/Timewarp/Heroism

Use it at phase 3 since boss will have 3 abilities plus 3 more that repeats from phase 1 and 2.

 

 

18 Jan 2017