Ny’alotha, the Waking City

These guides were written by Dyna, of Future. Check out his Twitch or follow his progress on Twitter.

Welcome to Peak of Serenity’s Mistweaver Monk guides for Ny’alotha, the Waking City Raid! The guides below will offer you a comprehensive view of the raid bosses in Ny’alotha from a healing perspective. You can expect to find information about general mechanics, surviving, advanced tricks,
and Mythic changes.

A few notes from Dyna:

I’ve written this based on how I would play these bosses from our testing on PTR, so as a bit of a disclaimer some things may have altered slightly. I’ve also written in this with early progression in mind, and what’s going to be the best for your raid, rather than with maximal throughput in mind, because there is a big difference. The new essences are likely going to be weaker than the 8.2 essence until you acquire rank 3. The only circumstance I can see to use the new essences, would be as a minor for the 10 corruption resistance, particularly if you get good, but high corruption pieces early on.

As a note on Worldvein it will HIGHLY depend on whether you can keep it stacked for the majority of the fight, as well as if any other players are using it. If you find yourself moving often, doing a lot of the mechanics of the fight, or if no one else in the raid is using it it will not be worthwhile.

If you have any further questions about the guides or suggestions on how to improve them, you can always contact us in the Mistwalker Monk section of the Peak of Serenity Discord server!

General Links & Tips

Quick Links

Quick Tips

  • Generally low group wide healing requirements, and really one the tanks will be taking some single target damage
  • You are fast, so if you can, try and run Shards in Phase 2
  • Make use of Ring of Peace on the Assassins bump back or break out stealth
  • Tiger’s Lust will remove the mythic only debuff from players, Creeping Madness

Talent Suggestions

Personally I’d probably use the old Upwelling build, as I’d anticipate being on mechanic duty during phase 2, and Upwelling allows for more time out of melee and mobile healing, however Rising Mist build will probably be better if you’re not doing mechanics during phase 2 and can just heal from melee. The second reason that I’d take Upwelling on mythic, is because most of phase 1 is static meaning you can let the other healers do more of the heavy lifting here – especially on mythic, as there will be guaranteed Rising Heat stacks after the first phase 2. Upwelling means you can do much more healing while on the move, and while certain other healers (looking at you Disc and HPally) will struggle due to not being in range of the boss. Rising Mist will do more overall throughput though if you’re being played around. If you do play Rising Mist take Chi-ji as a lot of the fight you’ll out-range your Jade Serpent Statue or have to waste many globals replacing it.

Upwelling Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling
 

Rising Mist Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Chi-Ji
100 Rising Mist

Essences

Major:

Personally I’ll probably be using Formless Void Major to add as much damage as possible assuming the healing isn’t too intensive as it’s the first boss. However if it is I’d consider one of the others listed below.

  • Formless Void Major – only at rank 3 (to ‘steal’ M+ Beam from a DPS to pump into the shards) Use on Pull then on shards at ~3m, if someone is using crucible of flame you can use that too till 3mins for more damage (1st on pull, 2nd at ~50s due to essence font overlap (it’s a 39s CD), 3rd at 1:30, 4th at 2:10 then save for M+ beam at 3:15, if someone is using breath of the undying, use on pull, then at 1:05, 2:10 then save for beam for the Crackling Shard spawns around 3:15)
  • Maybe Worldvein Major
  • If you struggle on mana, Lucid Major will be a very good option.

Minors:

Minor essences will have a little bit more variety as we’ll be using a lot of them, and realistically they’re fairly inconsequential.

  • Conflict and Strife Minor
  • Unwavering Ward Minor
  • Ever Rising Tide Minor
  • Lucid Dreams Minor

 

General Tips

Transcendence is great to set up before each Burning Cataclysm, but isn’t necessary to get to the safe spots if you pre move early – though in mythic will save you a lot of Creeping Madness stacks, and probably allow you to use Tiger’s Lust to clear someone else. Another good use of it is (If you’re soaking scales) to set it up while running to the soak point, then use it to clear the shards that are isolated in Heroic, or to get back to a large clump of Crackling Shards to debuff those on Mythic.

Tiger’s Lust is also great to speed up people taking Scales of Wrathion to use the Burning Madness clear Crackling Shards (You’re a good class to take this debuff due to both Diffuse, Fortifying and good mobility). What this entails is soaking the Scales of Wrathion circle, then running through the Crackling Shards to destroy them. On normal and heroic you probably want to prioritise the shards that are alone and a long way from any others so your DPS can focus on AoE rather than single targeting individual ones out of the pack. However ensure you make use of all the stacks as the Burning Madness debuff will fall off after 10 seconds, meaning that any of the 10 unused stacks will go to waste, make sure no stacks go to waste. Realistically Chi Torpedo can do the same job as Tiger’s Lust, however can obviously be used on other people to help them out too.

If you’re taking a scale, you can use 1 roll charge and warlock gateway to get into melee of the boss from the other side of the room to then soak a scale and use the rest of your mobility to run through your 10 shards as quickly as possible. This should allow for you to get 2 Rolls and a Tiger’s Lust through the shards if your first Roll back into the boss is early enough. Care for assassins here, it is likely that if their spawns are stagnant that you’ll be using Ring of Peace preemptively to instantly break their stealth when they spawn.

You can use Ring of Peace if you get fixated to clear your path a little from the Ashwalker Assassins. However if the spawn locations are static, it is more likely you’ll be using a pre ring to instantly break them out of stealth as they spawn.

You probably want to have a roll charge banked as well as knowing what free direction to go after each Gale Force as the fireballs drop really quickly, do a lot of damage and are targeted on players

Phase Breakdown

Phase 1

Spend the first 30s dpsing, just get your REMs out as late as possible without over-capping charges. Keep an eye on tank though as they may need a direct heal or two on the breaths.

You’ll want to use an Essence Font after every Incineration and Gale Burst, regardless of how stacked Upwelling is. There is little point using it outside these abilities as they are fairly frequent.

Burning Cataclysm will cause Wrathion to face an edge of the room, and teleport there, before spawning Scorching Blister zones around the map which grow over 10 seconds, before exploding as Molten Eruption is cast. Here you will run to the edge of the map, spot healing anyone who needs it as there will always be a safe zone on the opposite side of the map to Wrathion. Then you want to move back to the boss to carry on the fight.

Any Incineration which occurs as everyone runs back into boss is a good revival timing as everyone is moving so other CDs such as Tranq/Wings/Evang may not be as useful. This was an overlap every phase on PTR although timings may have changed slightly for live. However, if your raid cooldowns are assigned, stick to your assignments.

Phase 2

Immediately after the second Molten Eruption Phase 2 will start, all Molten Pools will form into Crackling Shards which are to be damaged and destroyed with the aid of the Scales of Wrathion ability (as previously discussed). After a minute in this phase, any leftover Crackling Shards will turn into Lava Pools, applying a permanent raidwide DoT in the form of Rising Heat, as well as a zone on the floor which deals damage to anyone inside it.

When a Crackling Shard is destroyed it does a small amount of damage to any players within 10 yards of it, meaning you should keep an eye on your melee during this phase.

Some Ashwalker Assassins will also spawn during this phase. They are stealthed adds and, upon reaching their target while still stealthed they will either stun a target for 10 seconds using Noxious Choke, or deal a large amount of damage with Dark Ambush. This stealth is removed by taking any damage or being hit by CC abilities. Spot healing those who get hit by Dark Ambush will be important.

There wasn’t much damage here on PTR so try to help the DPS as much as possible by trying to reveal the Ashwalker Assassins, debuffing the Crackling Shards with Mystic Vitality, or running the Burning Madness debuff into the Crackling Shards.

Mythic Changes

Every time you move you’ll get a stacking debuff called Creeping Madness. This lasts 45 seconds, and at 50 stacks you’ll take a large (almost lethal) burst of damage every time you move.

Tiger’s Lust will remove the movement debuff/slow on Mythic – Creeping Madness, it’ll remove the debuff when you use the ability but as soon as you start moving again Creeping Madness will start stacking (Even if Tiger’s Lust is still active) Clear your stacks before 50, as at 50 you’ll basically get one shot. You can also clear other people, a good idea is to use it on someone who gets Incineration without mobility – but probably shortly after they get the debuff due to Tiger’s Lust’s short range (20 yards). Bear in mind that you’ll still gain 2-3 stacks while taking a warlock gateway.

Way of the Crane may remove the Creeping Madness debuff as it removes snares and roots, like Tiger’s Lust, which would be a nice side effect of using it, however I still wouldn’t use it personally.

Diffuse Magic didn’t remove this on PTR and it probably won’t work on live either.

In mythic the Crackling Shards are immune to damage until debuffed from your Burning Madness, rather than being destroyed. This means it’s probably worth ignoring the isolated ones completely as you won’t be able to clear them all as there are more Cracking Shards than debuff stacks (or were on PTR this may change). By debuffing the ones within AoE range it allows the DPS to do more damage, theoretically destroying more Crackling Shards, meaning there is less raidwide damage going out later on in the fight.

 

General Links & Tips

Quick Links

Quick Tips

  • Phase 1 has generally low healing, so DPS and spot heal away!
  • With Forbidden Mana in Phase 2, use as most mana as possible
  • Coordinate cooldowns in Phase 2, as this is where all of the damage will occur
  • Watch dispelling Drain Essence until the individuals are out of the raid

Talent Suggestions

Personally I would us the Rising Mist build with Chi-ji rather than Jade Serpent Statue. The healing requirement during Phase 2 will be high, and you’ll have a lot of mana due to the mechanics to spam out your abilities, as well as near enough 100% uptime in melee.

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mist

Essences:

Major:

  • Worldvein Major
  • If you struggle with mana Lucid Dreams will provide a lot of value with the Forbidden Mana buff in phase 2, however I would strongly urge you to try to play the fight without having to rely on mana essences (This goes for minors too).

Minors:

  • Ever-Rising Tide Minor
  • Conflict and Strife Minor
  • Unwavering Ward Minor
  • Well of Existence Minor
  • Vision of Perfection Minor – This along with 1 uplifted spirits will ensure you get a revival during every P2. If you’re spamming vivify with Rising Mist you may not need Vision to achieve this depending on the number of Vivifys you cast, your crit chance, and the average number of hits per Vivify cast. For example: without Vision, you’ll need 60 Vivify crits within 2 minutes to reduce Revival to a 2 minute CD. In order to hit this with a 30% crit chance, and averaging 6 hits per Vivify cast, you would have to cast 33 Vivifys in that 2 minute window, which is a lot. This will be possible, however realistically unlikely so I would heavily recommend using this as a minor in order to ensure Revival will be ready at the same point during every phase 2.

 

General Tips

The most effective use of transcendence you’ll most likely get is to place it far off to the side of the encounter so if/when you get targeted with Devour Magic, you can instantly get out of melee and place it somewhere out of the way, then use Roll/Chi Torp/Tiger’s Lust to get back to melee.

If you’re using Tiger’s Lust, helping immobile melee to get out far enough with the Devour Magic circles will be very useful.

Phase Breakdown:

I won’t include many time stamps on Maut as they’re all based on his mana, which, depending on how you deal with the fight (if you interrupt ads, how quickly you break his mana shield in P2 etc) they may change. However the fight is on a rough 2 minute cycle, so bear that in mind.

Phase 1:

Focus on dps initially – for like the first 15s, keep your Renewing Mists rolling and extended with Rising Sun Kick. Spot heal as much as is needed, keep an eye on the tanks.

Realistically on heroic there’s probably not going to be too much damage going out in P1, but good Essence Font timings will be around the Dark Manifestation spawn (The first being roughly 20s into the fight). Be careful not to start channeling Essence Font if you get targeted by Devour Magic as when the debuff drops off you’ll instantly get silenced by the void zone (Devoured Abyss) left behind. Also don’t walk into one of those zones while channeling Essence Font. You can use your first Mana Tea around 15 seconds into the fight here, however it probably won’t get too much value and as you’re near full mana and there’s probably not too much spamming needed, though, you’ll get another cast at the tail end of your first phase 2, then I would hold every subsequent Mana Tea for wherever you feel is most valuable in phase 2, as it should be up for flexible use in every phase 2, due to the roughly 2 minute cycle of the boss.

After the Dark Manifestation spawns, it’s probably worthwhile to go back to DPSing and just keeping an eye out for spot healing as there probably shouldn’t be much damage going out in this phase.

Phase 2:

This is where it becomes spicy. The longest this phase will last is 1 minute, as he’ll wipe the raid at the end of his Obsidian Destruction cast. If you’re playing RJW you’ll find yourself over-saturated with buttons to press on CD (Renewing mist, RSK, RJW, Essence font) while trying to Vivify as much as you can in the middle of it all. Because of this, and because of how strong Vivify will be with 5-7 Renewing Mists out consistently, Chi-ji may be a good option here, especially on mythic as you’ll also have to look out for, and dispel those affected by Drain Essence further over-saturating your globals.

Your priority will be Essence Font > Renewing Mist > RSK > Vivify, as per your standard maximal throughput priority. Ensure you’ve got Mana Tea to use within phase 2 at some point as well, as well as Revival, and whichever essence you are using. Do not worry overly about your mana during phase 2 as the Forbidden Mana debuff which goes on those soaking Forbidden Ritual orb will show a circle from around the player and after 6 seconds, will give you massively increased mana regeneration if you’re inside the circle. If you’re using Lucid Dreams use it while you have the increased base regeneration.

Ensure all of your Thunder Focus Teas go into Rising Sun Kick – but especially during this phase.

Cycle through your abilities and ensure you’re setting up adequate Renewing Mists and Essence Fonting at the important damage spikes and you’ll do just fine.

Mythic Changes

You’ll want to be stacked with your melee this fight as Black Winds is an additional phase 1 ability which targets melee, meaning that it’ll probably also target us, so to avoid this being baited badly, stay with your melee, and move with them. These are good times to use a roll charge.

During the fight the entire raid will get the Ancient Curse debuff, you’ll want to pop in and out of the Devoured Abyss to clear the curse (or get de-cursed by another player). When you clear the curse you’ll inflict a light amount of raid wide damage. If you don’t clear the curse within 24s you’ll be killed. The first of these is at roughly 15 seconds, when the first group or two clear their curse is a great time to use your first Mana Tea, to let you spam your abilities and still get the cooldown back for a use within P2, the latest time you can use Mana Tea to ensure another full value usage within P2 is at roughly 25-30s. You’ll then have a 3rd Mana Tea for the start of the second P2.

You’ll want to be ensuring you’re in melee as much as possible to get the most out of Rising Mists and as many Renewing Mists out as possible as there will be a lot of consistent damage during this phase due to the Ancient Curse aoe when dispelled. You’ll want to be focusing Vivifies on low health targets while keeping up a blanket of Renewing Mists out to gain extra cleave healing and Essence Fonting regularly. As a note, make sure you Rising Sun Kick after every Essence Font, having buffed with TFT if possible as it will provide a lot of extra healing.

General Links & Tips

Quick Links

Quick Tips

  • Move quickly and also spot heal those individuals with Shred Psyche
  • In Phase 1, the illusions that spawn are affected by Ring of Peace and Paralysis
  • In Phase 2, utilize Essence Font on the move to cover the ticking damage as you work to find the real boss

Talent Suggestions

Personally I recommend Upwelling here is because in P2 there will be a lot of movement before you’re able to get into melee with the ads, and Upwelling is much more consistent in fights where your uptime in melee is questionable. It will be possible to get very good results from Rising Mist I’m sure, however I believe Upwelling will be more valuable to progress.

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling

Essences:

Major:

  • Lucid Dreams Major

Minors:

  • Conflict and Strife Minor
  • Well of Existence Minor
  • Ever Rising Tide Minor
  • Lucid Dreams Minor
  • Well of Existence Minor

General Tips:

Not much to say about this boss really, not many mechanics but a few fun things you can do as a MW. So a few quick tips are below:

  • Tiger’s Lust will be great for helping out whoever gets the Shred Psyche debuff, to allow them to place the Shredded Psyche add on the correct location.
  • You should probably place your transcendence on your Shred Psyche stack point for easy movement.
  • Ring of Peace interacts with the Illusions to bump them off their current trajectory allowing a safe corridor between two Image of Absolution adds.
  • Song of Chi Ji will be able to stop the ads from moving, however as the disorientate won’t last the entirety of the time they’re immune to damage, however in the absence of any mass entangles it may be a ‘decent’ alternative. However I believe Ring of Peace will always be superior.
  • Paralysis is another great way of dealing with a singular Image of Absolution that you want to stop in its tracks.

Phase Breakdown:

This boss uses it’s abilities on a cooldown based system in phase one, meaning you may get one or two Shred Psyche debuffs, and therefore Shredded Psyche ads per phase 1 (Or three if you have very low damage) As such I won’t put timers in past the first uses of Shred Psyche and Illusion spawns.

Phase 1:

On pull you’ll want all your Renewing Mists out, and then a fully stacked Essence Font, potentially with Revival (if that’s where revival is assigned – however in my opinion Revival is better in P2 as there is a lot of recovery time in P1) for the first cast of Psychic Outburst from the Shredded Psyche add. After that burst, you’ll want to stabilize everyone with Vivifies while the Shredded Psyche add deals light ticking AoE.

When the first set of Illusions will spawn. You’ll want to help clear a safe path with Ring of Peace and Paralysis, unless one has been created already with Mass Entangle or something similar.

Repeat this for each of the 5 P1s you’ll see. (Assuming P2 occurs every 20% as in PTR)

Phase 2:

In P2 you’ll want to use Crackling Jade Lightning to get Mystic Vitality on as many of the P2 Prophet Skittra’s as you can see, ensuring that as soon as the real Prophet Skittra is identified that it has the debuff on it. After this you’ll want to have a fully stacked Essence Font, ready, as well as Mana Tea and your essence at some point within P2 in order to have high throughput with as efficient mana usage as possibly during this phase as the entire phase has light ticking AoE.

Mythic Changes

In Mythic mode the entire raid will be giving the Twisted Mind or Clouded Mind debuff, meaning that only half the raid will be able to see (and therefore damage) the Shredded Psyche add. This also means only half the raid will be able to see the Image of Absolution adds as well however the Surging Images zone around them will hit players with either debuff. This means raid communication is key in this fight.

It’s super important to note that on PTR Ring of Peace would knock the adds REGARDLESS of which phase the MW was in. If this carries on to live it means that regardless of which phase you’re in, you may be relied on to create a safe path, however it also means a poorly communicated Ring of Peace could wipe your raid.

General Links & Tips

Quick Links

Quick Tips

  • Move out of the void / bad stuff
  • If you are not assigned to running the orbs, then you can essentially stay in melee and DPS and heal the entire time.

Talent Suggestions

I would use the standard Rising Mist build here as you can stay in melee for almost the entirety of the fight, which means you’ll get the most efficient use of the talent, as well as being able to add significant damage to the boss. Personally I think this is a Chi-ji fight as it’ll add an extra buffer in later stages of the fight when the Void Touched damage starts ramping up.

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mist

Essences:

Major:

  • Lucid Dreams Major

Minors:

  • Ever Rising Tide Minor
  • Conflict and Strife Minor
  • Unwavering Ward Minor
  • Well of Existence Minor

General Tips:

Set up a transcendence for when you’re on Voidwoken (football duty), so you can get to your bounce point immediately to let the other players aim their bounces better. Also, because of transcendence opt for one of the furthest corners to bounce the ball.

As MWs are both tanky and mobile, you’re probably going to be taking one of the first sets of Voidwoken debuffs. If you need to you can use Diffuse Magic and Fortifying Brew and potentially Life Cocoon yourself as well if you need to stand in a Torment zone in order to punt the Void Orb in the correct direction.

As with every boss, Tiger’s Lust is great for helping you and other people get around the room, either to get to their corners to bounce the void orb when they’re Voidwoken, or to dodge the Torment patches, or get Soul Flay.

Other than that there’s no big damage spikes, just the light ticking damage from the boss. Keep up your efficient AoE, get some damage in there, and be ready to shoot some spot heals out, and look to cocoon any Voidwoken people that may need to stand in Torment while moving the ball around.

Phase Breakdown:

There is really only one phase on this fight, the boss will do some tank damage, and Queen Azshara will cast Torment creating void zones that you need to dodge. If you get the Soul Flay debuff, move away from where you were when you acquired the debuff to reduce the damage you take from the mechanic.

Outside of when you are on Voidwork/Void Orb duty you can sit in melee for the entire fight and make the best use out of Rising Mist.

Mythic Changes

On mythic this fight changes a little. The Void Touched debuff (meaning the player can’t soak another Void Ritual to do Void Orb duty again) is permanent, meaning the fight has both a time limit, as well as ramping raidwide damage as Void Touched has a DoT effect too. What this means is realistically the healers will be taking the first sets of Void Rituals to do the Void Orb duty. However, as with Heroic and Normal after that you can sit in melee for the entire rest of the fight and just do efficient healing and damage. Make sure not to blow too much mana too early in the fight as the damage will ramp.

The other mythic change is when a Voidwoken player hits the Void Orb to redirect it, an Awakened Terror add will spawn. This will spam cast an interruptible Terror Wave, which will fear everyone if not interrupted. Make sure to debuff these with (remember Crackling Jade Lightning has 40 yard range and will apply Mystic Vitality), and aid the DPS in killing them as quickly as possible. These adds were immune to Leg Sweep, Ring of Peace and Paralysis on PTR, so it seems likely that they will be on live as well.

General Links & Tips

Quick Links

Quick Tips

  • The fight contains a lot of avoidable damage, so do your best to identify where and when to move as quickly as possible.
  • If Mind Numbing Poison is not interrupted, the DoT placed on the raid can be dispelled by Revival.
  • Time Mana Tea with the phase changes, as the AoE damage is unavoidable and will hit the entire raid.
  • Aqir Darters can be interrupted with all of our CC abilities.

Talent Suggestions

I would use the Upwelling build here, even though you’ll be in melee for probably the entirety of the fight as I think Conflict and Strife major will be the play on this encounter. However if you don’t have/plan on using Conflict and Strife major then use the Rising Mist build. If you use the Rising Mist build I think Chi-Ji would be better than Statue due to the ebb and flow of the incoming damage.

Upwelling Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling

Rising Mist Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mist

Essences:

Major:

  • Conflict and Strife Major (I would HIGHLY recommend C&S major over everything else)
  • Formless Void Major (To steal M+ beam for more damage)
  • Lucid Dreams Major

Minors:

  • Lucid Dreams Minor – If you’re using Conflict and Strife major, personally I think Lucid Dreams minor is essential unless you have at least one Innovate.
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor

General Tips:

Transcendence is going to be good to be able to instantly port out of melee when Echoing Void is cast as everyone needs to be 4 yards spread, letting the melee have more space.

Ring of Peace will be useful to help to direct the drone adds into an AoE meat grinder area. As well as a ranged pseudo interrupt on the Darters. Paralysis and Leg Sweep can also be used on the Darters to CC them to prevent their cast. The Darters shouldn’t get to cast their Psionic Resonance ability. If they do, they’ll add a fairly large source of damage.

Ka’zir casts Mind Numbing Nova periodically, an interruptible cast which puts a DoT on everyone and reduces everyone’s haste by 50% if it doesn’t get interrupted. Revival will dispel everyone’s poison debuffs, probably saving your raid from wiping. If this happens, instantly Revival, as even if it isn’t your assigned time to use the cooldown it will turn a wipe into a playable pull. However don’t sit on Revival for the entire fight just in case this cast goes off.

Just over every minute, starting at around 15s the boss spawns large swarms of drone adds. Because there are lots of adds being funneled into a small area, your Spinning Crane Kick will be able to do tonnes of healing with Way of the Crane.

When the bosses change who is in control of The Hivemind the raid will take 12 seconds of light AoE from Devouring Frenzy, which increases by 15% every time they swap. This is a great time to use Mana Tea, then a fully stacked Essence Font and spam some Vivifys, keep Refreshing Jade Wind up, and dump all your Renewing Mist charges, then clip Way of the Crane cast into the end of Mana Tea, as the add wave also spawns shortly after the bosses swap control of The Hivemind. You should be able to maximize your healing with Mana Tea around every other phase change.

Sets of untargetable adds called Acidic Aqirs will spawn around the room, rolling across the encounter area in a straight line. These will put a stackable debuff called Corrosion on anyone hit, which is an 8 second DoT and increases damage they take by 25%. On PTR this was able to be dispelled as it was a poison. Ring of Peace will not interact with Acidic Aqirs

Mostly this fight comes down to a lot of avoidable damage, so make sure to put on your dancing shoes on and avoid it!

Phase Breakdown:

Phase 1 (Tek’ris):

When Tekris has control of the Hivemind (the boss which starts with it) one of the drones will transform into a Ravager (after an Accelerated Evolution cast) when this ravager is up, keep an eye on whoever is tanking that add as if it stays alive for a while it can hurt as it casts a stackable physical DoT every 20s.

When the large adds spawn they will take a few seconds to clump up, this is a great time to ensure you’ve got no Renewing Mist charges, so you can use Way of the Crane on the adds when they’re grouped to both not waste Renewing Mist charges, as well as get maximal throughput from Way of the Crane – both in healing and damage. Personally I would refrain from using Mana Tea or Innovate here, as I think a more efficient use will be on your second Way of the Crane.

Make sure to keep an eye on the Aqir Darters in case they look to get a Psionic Resonance cast off as you can disrupt it with Leg Sweep, Ring of Peace and Paralysis. This is the phase the Aqir Ravager will evolve from a random Aqir Drone so ensure to keep an eye on the player tanking this add.

Around a 1:15 into the fight the bosses will swap who’s in control of the Hivemind and phase 2 will start.

Phase 2 (Ka’zir):

I would look to Mana Tea just as the boss enters this phase. This is in order to be able to use a full Essence Font as well as some other globals of healing, before clipping a Way of the Crane cast into the end of the window so you can heal traditionally during the start of the damage. and then when all the adds are grouped you can start using Spinning Crane Kick to heal. The raid will probably look to stack on the Volatile Drone here, so look to be near that when you cast Way of the Crane.

At around 2:30 the bosses will swap who’s in control of the Hivemind again, sending you back to phase 1.

Mythic Changes

Devouring Frenzy will increase each subsequent Devouring Frenzy by 20% instead of 15%, meaning these windows will need much more healing.

The Acidic Aqir will drop a pool of acid on the floor while it hatches from its egg, yet another thing to not stand in. The Corrosion debuff from being hit by them will also increase the damage taken by 50% not 25%.

Mind-Numbing Nova will decrease everyone’s haste by 100% not 50% if uninterrupted.

The main new mechanic though is Echoing Void. This will do unavoidable damage to everyone in the raid, then spawn a 4 yard zone around every player called an Entropic Echo, which deals damage to anyone within it after a few seconds. This is where you want to use your Essence Fonts around outside of the phase changes.

General Links & Tips

Quick Links

Quick Tips

  • Watch Debilitating Spit targets. This is a hard hitting DoT and they will require healing.
  • When soaking Entropic Buildup, use defensives to potentially take more stacks
  • Phase 3 is a race to kill the boss before it kills you. You will want to save as much mana as possible.

Talent Suggestions

This is another fight that you can be in melee for the majority of it so Rising Mist will be the play here.

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mists

Essences:

Major:

I expect this – initially to be a large throughput check – both for damage and healing, so for early kills I think Lucid Dreams will allow for the most sustained throughput, however as kill times get shorter you’ll probably do better with a higher throughput, lower sustain essence like Life Binder’s.

  • Lucid Dreams Major
  • Worldvein Major – Potentially

Minors:

  • Conflict and Strife Minor
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor

General Tips:

This is all based off most recent PTR build – it’s changed a lot over time on PTR and may end up changing more before going live.

Keep an eye on the tanks during the Crush/Dissolve combo, as this will be when their damage intake spikes, and as Dissolve is a fairly heavy nature damage DoT if both tanks get it (which from what the dungeon journal says could happen) then they will both need some love.

Debilitating Spit is super important as it is a heavy DoT that gets applied to a random target. This ability has a cast time and the boss targets the person who is going to get the debuff at the start of the cast, so you can place a Renewing Mist on them, then start channeling soothing into an enveloping as the debuff hits. When this overlaps with anything that causes you to move it will be a good idea to look to Life Cocoon them.

Living Miasmas will spawn and fixate someone, when they collide with their target they’ll explode dealing raid wide damage, which falls off with distance.

Good times to Essence Font is when the Living Miasma explodes on the raid, however due to the damage output on this fight, it may be most valuable to not hold it slightly for the Living Miasma explosions, and just press it on cooldown however, ensure you have enough mana to last throughout the fight

Phase Breakdown:

Abilities which trigger during every phase are covered in the General Tips.

Phase 1:

The boss has Umbral Mantle and will deal ticking damage to everyone in the raid encounter.

Make sure to dodge the Umbral Eruption bolts, these will hit the ground very quickly – do not finish your cast. These will trigger quicker and quicker the longer the phase progresses.

The boss will cast Umbral Breath periodically, targeting a random player. If it hits anyone they’ll take a large amount of damage and be feared. On PTR this fear was dispellable.

At 66% health the boss will transition into phase 2.

Phase 2:

The boss does increasing raid damage every 2 seconds with Entropic Mantle, this damage increases the longer the boss is in this phase.

The boss will periodically spawn Entropic Buildup zones, these need to be soaked to reduce their size, and remove them completely or they will explode for raid wide damage. Each stack soaked will give the soaking player a stack of Entropic Buildup, which is a stacking DoT.

Your defensive utility with Diffuse Magic and Fortifying Brew and mobility make you a very good candidate to soak an Entropic Buildup zone. If you do this make sure to use your defensives late as the DoT lasts 10 seconds after you finish soaking, and is the majority of the damage from the mechanic. This is especially relevant as immunities didn’t remove/negate the DoT during testing. If you tunnel heal yourself with your defensives it will be possible to solo a zone, however as multiple zones spawn at a time, and they spawn frequently it’ll probably be unrealistic to be assigned to solo them, it’ll more likely to be a mechanic that everyone has to deal with proactively during the fight.

The boss will also cast Entropic Breath periodically, which targets a random player. If it hits anyone they’ll take a large amount of damage and receive 50% less healing for 6 seconds.

At 33% the boss will enter phase 3

Phase 3:

The boss will gain 25% damage.

The boss gains Noxious Mantle, dealing raidwide damage every 3 seconds. This hits hard. You will want to go into this phase with as much mana as possible in order to be able to keep everyone up.

In addition to this Bubbling Overflow will spawn in the middle of the room. This is a pool which deals 10% of your maximum health every tick while you’re in it, and doubles every tick. This pool in the middle of the room grows in size. In addition to the middle of the room, 2 more pools will occasionally spawn under random players, these will also grow in size.

The boss will cast Bubbling Breath periodically which targets a random player. If it hits anyone they’ll take a large amount of damage and receive an extra DoT for 10 seconds.

Mythic Changes

When someone is fixated with Living Miasma, the player will be rooted. Tiger’s Lust and Blessing of Freedom removes this root, so be sure to communicate with anyone else who can remove the root on other people as these spawn frequently.

The boss will frequently gain a stack of Hungry. When the boss gets 10 stacks it will enrage, increasing it’s damage by 250%. In order to counter this every Living Miasma will drop a Morsel when it dies. This needs to be picked up (just by walking over it) then fed to the boss (by walking into the boss). Feeding a Morsel to the boss will give them a 3 minute debuff – Slimy Residue, this will prevent the player from picking up another Morsel, and give them a small DoT.

The way most guilds will probably deal with this is just by having whoever gets targeted by the Living Miasma run the Morsel into the boss, however if that person has Slimy Residue someone will need to be on back up for it. You’re a good candidate to be ready to take a morsel from the Living Miasma’s explosion to feed the boss with due to your mobility and tankiness. So be ready to cover this if someone gets fixated twice within 3 minutes. You can proactively move out with them, or be ready to roll out as soon as the explosion goes off to collect the morsel and carry it to the boss.

General Links & Tips

Quick Links

Quick Tips

  • The main source of damage is Throes of Agony – be mindful and read whenever this is cast by the boss
  • If you are the only monk, be sure to spread Mystic Touch to as many adds as possible
  • Quickly move between adds if you are running Rising Mist to not delay your rotation and in turn healing
  • Be aware of what types of adds are near you as Throes of Agony is cast, so you can plan your movement accordingly

Talent Suggestions

Both the Rising Mist and Upwelling build will be viable I think for this fight, however due to your mobility, and the Void Miasma around the Tentacle of Drest’agath adds you’ll probably spend the majority of the fight in melee with something. However if you have a heavy melee healer comp (multiple paladins or other mistweavers) it may be worth swapping the the Upwelling build to help heal the ranged more so than the melee.

If you play Rising Mist this will probably be a fight you want to use Jade Serpent Statue, as it’ll allow you to give the tanks a little bit of trickle healing while you’re out of line of sight of them in the Void Miasma around the Tentacle of Drest’agath adds.

Upwelling Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling

Rising Mist Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue
100 Rising Mist

Essences:

Major:

  • Lucid Dreams Major

Minors:

  • Conflict and Strife Minor
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor

 

General Tips:

First things first, if you’re the only monk in your raid group you’re going to have a lot of Mystic Vitality debuffing to do, however you should focus on the ones that are going to be taking physical damage. Be sure to remember that Crackling Jade Lightning is the best way to debuff an add that’s far away. The most important one to debuff will be the Tentacles of Drest’agath, and maybe whichever appendages your hunters (if you have them) are hitting. If you don’t have any physical damage classes hitting a certain type of appendage, you can save globals and movement by not debuffing them.

In order to permanently damage the boss you need to have a Void Infused Ichor buff, these are acquired by walking into one of half a dozen or so orbs that drop from each add whenever they die, and last 30s. On the last round of PTR testing (in Mythic) you will be unable to get this buff again for 1 minute after picking it up due to a debuff that it leaves on you called Umbral Aversion.

You don’t need a Void Infused Ichor buff to be able to extend your hots with Rising Mists, meaning you’re low priority to take one as you will do less damage than a DPS, however, if there are spare orbs, definitely take one to use on the boss as damage is always good.

The ads spawn in set positions around the room so you can pre-place transcendence. I would recommend placing your transcendence on the North side of the boss room for the 3rd set of ads, however depending on the way you move around the boss room, and how you kill the ads you may find other, better places to put your own transcendence. Make sure to keep track of where your transcendence spirit is, as there will be plenty of opportunities to use it potentially on cooldown.

Make sure to Essence Font after each time the boss casts Throes of Agony and Entropic Crash. These are both large AoE damage – with Throes of Agony applying a raidwide DoT then causing any appendage currently spawned to cast an ability depending on which type of appendage they are (these are listed below in the section on each appendage). Throes of Agony is also a good time to revival, as there is generally more recovery time after the Entropic Crashes, and as Throes of Agony is both a DoT, and causes more mechanics from the appendages other cooldowns may be hindered due to movement.

Entropic Crash is a raidwide AoE nuke that does more damage the closer you are to the boss, or to an active Tentacle of Drest’agath which duplicates the ability.

Void Glare is a boss cast that targets a random player and after a cast time channels a beam toward where that player was.

Mutterings of Insanity is a boss cast, that applies a debuff to one person called Unleashed Insanity. This is echoed by any Maw of Drest’agath ads that are alive at the time. This will show a large circle around them and slow their movement speed progressively over the 5 seconds of the debuff. At the end of the 5s Unleashed Insanity will trigger, stunning them, and anyone else within the circle. Unleashed Insanity is dispellable, and you should look to dispel it instantly. Revival will dispel every instance Unleashed Insanity. Tiger’s Lust should increase the movespeed of the person affected by the Mutterings of Insanity debuff, however on PTR they still got stunned at the end of the debuff. This may change on live but probably won’t and will likely be hotfixed within a day if it does. Tiger’s Lust didn’t Dispel Mutterings of Insanity debuff on PTR.

Another thing to take note of is that when the boss casts Throes of Agony, any other active adds will activate a special ability – more on those later.

There are 3 different types of appendage adds: Tentacle of Drest’agath, Eye of Drest’agath, and Maw of Drest’agath.

Realistically this fight will differ in damage spikes and healing requirements based on the strategy your raid uses, so I’ll just say to ensure you min max your Mana Tea and Essence Fonts around your own strategy and timings. Sorry.

Add Breakdown:

Tentacle of Drest’agath

These adds will have a cloud around them – Void Miasma, which acts as a line of sight mechanic as well as doing light ticking damage to anyone inside, meaning that, as a melee healer, you’ll most likely be healing the melee within that circle. Be sure to pay attention to the Crushing Slam zones that spawn within melee of it, and not stand in them. While inside the line of sight mechanic you should focus on keeping the melee alive near you, and trust the other healers outside the zone to keep the ranged alive. Spells like Essence Font and Chi Burst will still heal people outside the line of sight, so aim Chi Burst appropriately.

When the boss casts Throes of Agony these tentacles will cast Reality Tear. Reality Tear is a void puddle that moves away from the Tentacle of Drest’agath that spawned it, with a tentacle rising out of the middle of it. This lasts 9 seconds before despawning.

As mentioned before, these will echo any Entropic Crash cast, dealing a large amount of damage to anyone around them, which is lowered the further you are from the caster – so be sure to move away from these and the boss when Entropic Crash is cast.

Eye of Drest’agath

These adds will constantly channel Mind Flay on someone, this is an interruptible channel that deals low ticking damage and slows a random player. Unfortunately the adds are immune to hard CC like Leg Sweep, Paralysis and can’t be displaced by Ring of Peace, meaning you can’t help with interrupts. Keep an eye on people if they have more than one Mind Flay being channeled on them at once.

When Throes of Agony gets cast by the boss, these adds will cast Errant Blast, causing Falling Gore to occur – don’t stand in the big red circles.

When the boss casts Void Glare, these eyes will also echo it, picking a different random person and casting for 3 seconds in their direction before the beam starts, dealing a large amount of damage to anyone caught in the path of the beam.

Maw of Drest’agath

These adds will cast Acid Splash on a nearby player. It’ll do a small amount of damage to them, and anyone within 4 yards of them. You most likely won’t end up being in melee with them as you can use Crackling Jade Lightning to debuff it with Mystic Vitality.

On heroic and mythic they have a permanent aura called Mutterings of Betrayal which debuffs everyone within 10 yards applying a stack of Mutterings of Betrayal. At 4 stacks you’ll gain the Betrayed debuff and become hostile to allies. If you end up in melee with these for any reason, leave.

When Throes of Agony is cast These ads will cast Spine Eruption, this spawns rings of spines every 3 seconds that damage and apply a DoT anyone caught within them. They have a maximum range of 30 yards, so, don’t be near them.

No one should get hit by Spine Eruption, however if someone does, you’ll need to Life Cocoon or pump them full of Enveloping Mist and Vivifies to keep them up (Possibly both).

As mentioned before, whenever Mutterings of Insanity is cast by the boss, each living Maw of Drest’agath will echo the cast, applying the debuff to an extra person.

Mythic Changes

Whenever an appendage dies, all of the same type of appendages cast their ability usually triggered by Throes of Agony – ie. When a Maw of Drest’agath dies, all other Maw of Drest’agath adds alive will cast Spine Eruption.

Drest’agath also gains Agony when any appendage dies, reducing the time till the next Throes of Agony cast.

These basically means the boss and appendage mechanics will come in very frequently so you’re going to have to be on your toes with dodging, and communicating with your raid to find a tactic that works for your raid group.

General Links & Tips

Quick Links

Quick Tips

  • Phase 1 has generally low overall damage so use this time to DPS as much as possible
  • In Phase 2, keep an eye on add HP and location to be sure you are ready to heal as the add AoE triggers when they die
  • Use your movement CDs to get out of the group whenever you have Gaze or Cursed Blood
  • On Mythic, be sure to monitor you dispels and only dispel when the circle is at its smallest

Talent Suggestions

This is likely to be a fairly melee unfriendly fight, meaning the Upwelling build could suffice, however realistically you should be able to get extremely good value out of Rising Mist and playing within melee. Personally I’d stick to Rising Mist, as even if you can’t get into melee of the boss or of an Organ of Corruption briefly, there may be a Blood of Ny’alotha that you can easily hit. I think this will be a Jade Serpent Statue fight as it’ll allow you give a little healing to one of the groups that are interrupting one of the Organ of Corruptions that you aren’t killing, however you may need to replace it mid fight.

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue
100 Rising Mist
 

Essences:

Major:

  • Lucid Dreams Major

Minors:

  • Conflict and Strife Minor
  • Unwavering Ward Minor
  • Ever Rising Tide Minor
  • Lucid Dreams Minor
  • Well of Existence Minor

 

General Tips:

Most likely you’ll want to be placing your transcendence near where you’re kiting the Corruptor’s Gaze so the Morass of Corruption (the pools the gaze leaves on the floor) so if you get targeted by the gaze, you can port backwards and ensure the pools get left in good places (Remember to replace your Transcendence afterwards). Just before this is cast you probably want to start moving slightly toward the area you’re kiting the pools on the floor too, unless you’re stacking and running the entire raid round the boss to kite them through the boss.

Depending on whether Tremor Totem dispels Touch of the Corruptor will drastically change how you deal with it. On PTR it worked in heroic however didn’t on mythic, if it works, then you can be stacked in melee for the entire fight. If it doesn’t work then you’ll want to be spread for the cast, however can stack for the rest of the phase except the Corruptor’s Gaze. I would recommend not ever trying to use Ring of Peace on a player who is mind controlled by Touch of the Corruptor as they could move unpredictably and may hit another friendly player.

Cursed Blood is a debuff applied to multiple random people in the raid, it deals a low amount of ticking damage, and when it expires after 8s everyone within 11 yards take a large amount of damage. Make sure to be able to find a free spot out of the way if you get targeted by it, you have good mobility, use it!

Phase Breakdown:

Phase 1:

You’ll be able to be stacked in melee for this phase when there’s no mechanics going on, however shortly before the Touch of the Corruptor, and the Corruptor’s Gaze abilities are used you should look to spread slightly.

Make sure you’re never stacking on the tanks in this phase, as the boss will cast Eye of N’Zoth at them – a big void beam that follows the boss’ target and deals a lot of damage.

There’s little real raid wide damage going here so focus on damaging the boss and spot healing.

When the boss reaches 1hp it will transition into phase 2.

Phase 2:

During phase 2, and on subsequent phase 1s, Bloods of Ny’alotha will periodically spawn. These fixate someone and melee them, and applying Recurring Nightmare on them. When they die they’ll cast Hemorrhage dealing damage to the raid.

The boss will also cast Cursed Blood on a number of players that scales with raid size, this will put a DoT on each of these people and a circle around each player. When the debuff expires it will inflict a large amount of shadow to everyone within the circle. Tiger’s Lust can be used here to help immobile players move out of position. You’ll want to time your Essence Fonts around these Cursed Blood explosions.

Mythic Changes

There’s a new Clotted Corruption add, they will dash forward, damaging everyone in a line in front of them, and absorbing any Blood of Ny’alothas in their path, gaining a stack of Reconstituted Blood for each Blood absorbed, increasing their damage by 10% per stack. Don’t stand in front of them, and keep an eye on the tanks if they get too large as their melee attacks will also get buffed and may hurt a lot.

Cursed Blood is a different mechanic on Mythic. It still applies to players, however, occurs in phase 1 as well as phase 2, is dispellable, and has infinite duration. It also has a radius indicator which increases and decreases in size over time. When dispelled it deals raid wide damage based on the size of the ring – the larger the ring the more damage it deals. This means that you’ll have to use your eyes, and dispel based on what you can see in the fight rather than just your frames. I would recommend using a mouseover macro for dispel and when the circle around someone’s avatar is at its smallest point then mouseover their avatar and press your keybind to dispel. Keep an eye on everyone with the debuff though as every time it reaches maximum size, everyone within the radius of the circle will take a moderate amount of damage. You’ll probably be assigned to dispel whichever circles you see as the smallest with another healer as a 2 person dispel team.

Here is my detox macro, it’s not the most efficient but it works for me:

#showtooltip

/cast [@mouseover,help,nodead][@target,help,nodead][@focus,help,nodead]Detox

What this does is it prioritizes whoever you’re mousing over to dispel, if you’re not mousing over anyone then it’ll try to dispel someone you’re targeting (clicked on) if they’re friendly, and if it can’t do either of those it’ll dispel whoever your focus is.

This may be trivialized by a Weak Aura in the future however best to assume not and plan for a strategy to deal with the mechanic.

General Links & Tips

Quick Links

Quick Tips

  • Monitor the Despair debuff on your tanks to understand when raid damage will be occuring
  • Sinister Soulcarver and Spellbound Ritualists can be CC’ed with all of our abilities. You can save Ring of Peace and Paralysis for the Sinister Soulcarvers channeled ability
  • The damage ramp in Phase 3 is strong, so make sure to save the majority of your mana for this phase
  • Coordinate you raid cooldowns for use during Phase 3
  • Tiger’s Lust was negating the slow when the targets had Desolation, so use on raid members who are away from the group

Talent Suggestions

On the surface this looks like a great Way of the Crane fight, however due to the damage and healing race in phase 3, I think that Rising Mist will be much better. I think this will be a Chi-ji fight due to phase 3 needing more concentrated healing, and Chi-ji will provide substantial throughput for that 25 second window.

If you do decide to use Conflict and Strife major for Way of the Crane, you’ll want to use the Upwelling build.

Upwelling Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling

Rising Mist Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Chi-ji
100 Rising Mist

Essences:

I don’t think Conflict and Strife major is going to be optimal for killing this boss, as while it’s great in P1 and P2 for the adds, it will be very underwhelming in P3 which is a damage and healing race. I think Rising Mists will perform much more strongly.

However, if you use Way of the Crane, I would recommend using it on the 2nd portal on each phase 1, as Vexiona will shortly after entering Phase 2, where she’ll do strafing runs with her breath – Twilight Decimator. Because of the increased movement to avoid the breath, other healers will struggle on their output here (as will some DPS), meaning that it’s going to be more beneficial to the raid to use Way of the Crane here, rather than on the first. Then in Phase 3 use it on cooldown.

Major:

  • Lucid Dreams Major
  • Formless Void Major may be useful if your raid struggles with killing the Adds in time – as on Wrathion to steal the M+ beam. The issue with this, however, is that you won’t be able to help out on every wave of Adds.

Minors:

  • Conflict and Strife Minor
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor
  • Lucid Dreams Minor

General Tips:

I’d pop a transcendence pre pull around 1/3 of the distance between the stairs at the entrance of the room and the boss, and probably replace it after each use. This will let you port to a known location instantly as mechanics happen – for example after the Encroaching Shadows debuff wears out, to allow you to place the Shadowy Residue pool far away from the raid, and be able to instantly be back in the action (And on mythic reducing the stacks of Void Corruption you get from standing in the Shadowy Residue).

Another good reason for this is to let you dodge the Twilight Decimator breath during P2, if you place it correctly you should be able to be in a safe lane – either the middle one or the back one, within a few steps of your transcendence.

Throughout the fight players will be targeted with Encroaching Shadows, when this expires it’ll deal damage to anyone with 9 yards, and put a pool of Shadowy Residue on the floor which will last till the end of the fight, so it is important to place these well, as a monk, you have no excuse for placing these as far away as possible from the boss.

The Void Ascendant add will cast Annihilation periodically. This is a frontal beam that targets and follows the person tanking this add, and deals low damage 4 times a second for 5 seconds, each tick of damage will debuff everyone hit with Annihilation, and subsequent ticks will make that debuff stack, with each stack increasing the damage taken by the Annihilation beam by 25%. This is dispellable however don’t do it too early, as it’ll just carry on stacking again after you dispel it. Tanks should be dispelled at least once per cast, you’ll want to keep the stacks as low as possible, but also even, so if the tank is dispelled once, dispel at around 10 stacks, if twice, then coordinate a dispel order, and dispel at 6-7 stacks etc. Revival also dispels the Annihilation debuff. When this add dies it’ll drop a Gift of the Void orb, don’t pick this up as the tanks will need it to clear their Void Corruption stacks.

Void Corruption is a stacking debuff that certain mechanics apply. This DoT remains for the entirety of the fight and is only cleared by the Gift of the Void orb

Phase Breakdown:

Phase 1:

Despair is a tank mechanic that you need to track. What it does is it puts a DoT on the tank, and upon expiry will deal some raidwide damage, increased by the missing health of the person debuffed. This means that you’ll want to ensure that the tank with this debuff is near enough full HP as it expires. Life Cocoon is a great way to ensure minimal raid damage, you won’t be able to Life Cocoon every single one, however you’ll be able to get one Despair per phase 1.

Vexiona will also use Twilight Breath – a frontal cone aimed at the tank, don’t stand on the tank.

Twice per phase 1, roughly 0:35 and 1:10 into each phase 1, a Dark Gateway will spawn at a random location within the room, dealing a small amount of raid wide damage, before some Fanatical Cultist, and Spellbound Ritualist adds spawn in through the gateway. Fanatical Cultists will transform into a Void Ascendant at full energy but otherwise aren’t of note. The Spellbound Ritualists spam cast Void Bolt at random players, but can be interrupted, and CC’d. Leg Sweep, Ring of Peace, and Paralysis all work on these adds. The Annihilation beam from the Void Ascendant can also be aimed at these adds as they take damage from it, so if you’re in melee with them watch out!

A Sinister Soulcarver will also spawn on Heroic and Mythic. This will periodically free itself from roots and slows (not Stuns and Hard CCs), then teleport to a player up to 15 yards away and cast Spiteful Assault. This is a channeled ability that deals damage every 0.4 seconds for the entirety of the 4.8s channel. Ring of Peace and Paralysis should be saved for these to disrupt the cast.

I would look to time an Essence Font just after each Dark Gateway spawn, to help heal up the AoE that it does, other than that as and whenever it’s needed.

Phase 2:

Vexiona will take off into the air, and cast Twilight Decimator, where she will strafe the ground with her breath, dealing heavy damage to anyone caught under her, and leaving shadowy pools on the ground which will damage anyone who is inside them.

There will likely be some adds still active in this phase as well so be on the watch for their abilities too. Encroaching Shadows will also still be active in this phase so plan your movement accordingly.

Phase 3:

Phase 3 will start at 40% until Vexiona dies. She will still use her conical breath attack centered on the tanks – Twilight Breath, and debuff people with Encroaching Shadows, however adds and Dark Gateway will no longer spawn. She will also apply Terrifying Presence – a debuff which reduces your haste by 100% unless you’re within 6 yards of another player. This fear is dispellable. Obviously you’ll want to stack with your raid members, and either escort out the people with Encroaching Shadows, or remain separate stacked groups of 4-5 people.

Vexiona will also gain a new ability in phase 3 called Desolation. This is a debuff that slows the player by 50% for 4 seconds before dealing an extremely large amount of damage, and apply stacks of Void Corruption, split between everyone within 10 yards of the player, so it’s important to keep stacked for this last phase – especially as if not split between at least 3 people Desolation will find another target. In PTR Tiger’s Lust was negating the slow but not removing the debuff. This is likely to remain the case on live. Your healing team’s CDs will likely be needed and save for Phase 3, and used around each of the Desolation casts. So ensure you have Revival ready for this Phase as well as Chi-ji if you’re using him (though the later you can use them the better).

The other new ability in phase 3 is Heart of Darkness. When Vexiona reaches 100 energy she will cast Heart of Darkness, which, after a 4 second cast, deals an extremely large amount of shadow damage to everyone in the raid, which is reduced the further away from the boss you are. These casts are a good time to use your defensives.

Void Corruption will be changed to Empowered Void Corruption in Mythic. This change means that all of her abilities, apply a stack of Void Corruption to anyone hit. The ever increasing damage from Void Corruption will likely be the soft enrage of the boss.

Due to the ramp up of this fight in Phase 3 – from 40% to 0, that will probably be the most healing, and therefore mana intensive part of the fight. You will want to have as much mana saved for it. Most likely during P3 you will be casting Essence Font on cooldown – at least from around 30% where the ramping damage will be outweighing the passive light healing that your, and the other healers HoTs will be countering. Your extra damage in this phase will be very impactful in ensuring smooth early kills, especially on Mythic.

Mythic Changes

An extra add – the Iron-Willed Enforcer will also spawn from the Dark Gateway portals. They’re immune to CC (including Ring of Peace) called an Iron-Willed Enforcer, which uses No Escape to grip the furthest 3 players within 50 yards toward it and then casts Brutal Smash in an AoE 10 yards around it. Transcendence will allow you to port to safety while flying toward the add from the grip. It is however, unlikely that you will be targeted by No Escape as you’ll probably be in or around melee with these adds due to playing with Rising Mists.

Shadowy Residue, the pool left on the floor after Encroaching Shadows will give anyone Void Corruption stacks who takes damage from it. This means that the Void Corruption damage will be a lot higher than in Heroic.

During phase 3 Vexiona will cast a shadow of herself and essentially replicate her phase 2 ability Twilight Decimator. Get your dancing shoes on and be ready to Tiger’s Lust anyone caught in a bad position, or just generally the slower classes.

General Links & Tips

Quick Links

Quick Tips

  • Time you healing burst with when orbs are being absorbed by the boss
  • Decaying Wound is a new tank mechanic that will do damage to the raid based on how much health the tank has when it expires. Be aware and let you tanks dip low during this.
  • You are going to be stacked and in melee for much of this fight, so DPS away and keep up that rotation

Talent Suggestions

Melee for the whole fight? Lots of healing required? Seems like it’s time for Rising Mist to me!

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mist
 

Essences:

Major:

  • Lucid Dreams Major
  • Worldvein Major

Minors:

  • Conflict and Strife Minor
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor
  • Lucid Dreams Minor

 

General Tips:

I’d recommend be setting up a transcendence on one of our stack points for the Unstable Vita – blue orb mechanic, to allow me to transcendence straight out there when I need to be, then using roll to get back into melee. On mythic I would place transcendence somewhere similar – however it’ll be specific to how you deal with the overlapping mechanics and what you’re assigned to do specifically.

Every time an orb gets consumed by the boss the raid will take a lot of damage, this is a good time to Essence Font, followed by double Rising Sun Kick due to Thunder Focus Tea. If you have the time, set up three stacks of Teachings of the Monastery in order to use those stacks after your 2nd RSK to try to get a third. This is worth delaying both Thunder Focus Tea, and Rising Sun Kick for.

Phase Breakdown:

Phase 1:

When the Essence of Vita (Electrical/Blue orb) hits the boss, a Crackling Stalker add will spawn which spams chain lightning, it should be nuked by your dps and it’s damage on the raid probably won’t be too noticeable as long as it dies quickly. The boss will place Unstable Vita on a random player which after 7 seconds will bounce to the furthest player and put a debuff on them increasing the damage from subsequent bounces meaning you’ll need 5 people to deal with it. As a tanky class with good mobility you’re very likely to be taking one of these bounces. A good way to deal with this is have your transcendence pre placed as stated previously.

When the Essence of Void (Void/Purple ball) hits the boss, a Void Hunter will spawn and periodically place Void Collapse on someone which deals a large amount of split damage, and reduce the healing received by everyone hit by 50% for 14s. Everyone will also gain a healing absorb that deals light ticking damage. This would be a better revival point than the Essence of Vita on heroic as the instant heal on everyone will be very beneficial toward removing the absorb, and getting rid of the ticking damage from it. The boss will also cast Unstable Void which is an orb that bounces 5 times around the room, it needs to be soaked or it’ll deal raidwide damage and silence everyone. Again you’re a great choice due to your tankiness as well as snap mobility – ie. roll. As with Unstable Vita it puts a debuff on whoever soaks it, making them take 300% extra damage from subsequent Unstable Void hits meaning you should only soak one. However with Diffuse Magic you should be able to soak 2 hits on Heroic, with both Diffuse Magic  and Fortifying Brew up you probably can soak a 2nd hit on Mythic however it isn’t recommended – more a last minute way if recovering from a wipe situation.

Phase 2:

Phase 2 starts at 40% until the boss dies and he will gain Ruin, a permanent AoE aura.

Every 30 seconds he will cast Gorge Energy, giving him a stack of Lingering Energies, which is a static 10% damage increase, this stacks. No more Essences will spawn in this phase and so the DPS race begins.

At 100% energy, Ra-Den will cast Decaying Strike on the tanks, which deals damage to the tanks, then applies Decaying Wound – a DoT that scales in damage based on their current HP when the cast ends (the more HP they have, the more damage it does). This means the tanks will want to be as low as possible when it hits, so as the boss nears 100% energy, don’t try to spam the tank up before this hits, they want to be relatively low, once the DoT is on them however, spam away. It may be a good idea to Life Cocoon them after they reach an amount of health they’re happy with just to allow their HP to be stagnant rather than dropping to more dangerous levels.

During Phase 2 Ra-Den will cast Void Eruption which puts purple zones on the floor which explode dealing a large amount of damage a few seconds later, don’t stand in them, you’re a monk, you have no excuse.

He was also frequently apply Charged Bonds to 2 people, tethering them together and dealing ever increasing damage to each of them until they move 40 yards apart. If you get it, as you’re a monk, here is another great time to make more use of your transcendence. If you don’t get it you also may need to give the two people with the debuff some vivify love.

Mythic Changes

A third Essence will spawn with the other two called an Essence of Nightmare. When an Essence of Nightmare hits the boss every player in the raid gets targeted by a missile with a 5 yard radius around the player, doing a large amount of damage to each person inside it, meaning everyone needs to be pre spread. After this a Night Terror will spawn, this add will periodically spawn a beam near a random player which will chase them for 5 seconds, damaging anyone hit. Next a random player will get the Unstable Nightmare debuff, this has 5 stacks and deals high damage to everyone within 15 yards after 6 seconds, also applying Instability Exposure, increasing the damage they take from subsequent Unstable Nightmares by 300%. This debuff then jumps to the closest player and loses a stack. As with all the other debuffs, you’ve got high mobility, you’re tanky, you’re a great candidate to assist with these so be ready too.

On mythic, you can still only prevent 1 orb from hitting the boss so be ready to do a LOT of mechanics. Essence Font when the first orb hits the boss, then be ready to spam heal – with Mana Tea every third set of orbs as they’re roughly 30-40s apart. They spawned more frequently during mythic testing than heroic but PTR is PTR.

Lastly and most importantly during phase 2 Ra-Den will cast Corrupted Existence, this will deal a large amount of damage to the three people he targets with it, however if you heal them to full for the 30 seconds after they will die. Do not use Enveloping Mist on them, and it’s probably not worth it to use Renewing Mist on them either, heal them slowly be smart about how much you heal them – there are other healers as well and you will need to factor their hots and random AoE healing into when to stop actively healing them.

General Links & Tips

Quick Links

Quick Tips

  • Keep an eye on Mental Decay targets, covering them with REM as needed
  • The adds that spawn from the tentacle can be knocked back and stunned
  • Watch for Eternal Darkness casts, this is the raid wide damage in Phase 2. Be ready with either REMs or Essence Font
  • In Phase 3, spread for Insanity Bomb, just keep in mind you want to be in melee as much as possible

Talent Suggestions

I expect the Rising Mist build to be the play on this fight as you’ll be able to stay in melee for the majority of the fight. You’ll spend a lot of time running around, but overall I think it will be more valuable than Upwelling, as the last phase is the most important and you’ll be able to spend basically the entirety of the phase in melee. You will probably be able to find good success using Upwelling as well though.

With Rising Mist I believe Chi-ji will be the play due to the amount you’ll have to move Jade Serpent Statue around, and also Chi-ji will add an extra buffer in the last phase.

Upwelling Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling

Rising Mist Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mist

Essences:

Major:

  • Lucid Dreams Major

Minors:

  • Conflict and Strife Minor
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor
  • Lucid Dreams Minor

 

General Tips:

Personally I’d set up transcendence pre-pull around the middle of the room, so as soon as you’ve fully regained sanity having used the cloak extra action button to fly to Wrathion, you can get back into the fight as soon as possible. After that I’d look to set it up near the entrance to phase 2 for less movement at the transition. On each phase transition, it is likely that you’ll be needed to help immobile classes get around the encounter with Tiger’s Lust – so make sure to have transcendence set up to reduce the total amount of movement you need to do.

The boss will cast Adaptive Membrane on adds or itself during the fight, if it targets one add, all adds of the same name will get the buff. This buff is a 12 second shield, when it is up the targets are immune to crowd control and can’t be slowed below 60%. If this shield is broken the add will take the damage done to the shield, and a Fragment of Sanity will spawn, which restores 10 sanity when run into one, they last 15 seconds. If the boss gains the shield, and it drops multiple Fragment of Sanitys rather than just one.

You’ll gain an extra bar on your UI, which shows your sanity level. If this reaches 0, you’ll gain the Gift of N’Zoth debuff, which increases your damage and healing by 100% for 20 seconds, then the player will be permanently charmed, and have to be killed off by the raid.

Phase Breakdown:

Phase 1

Keep an eye out for the big shadows, you’re a monk, don’t get hit by the tentacle slams. Due to your mobility, you’ll probably be climbing up the tentacle in order to debuff the Horrific Hemorrhages and top anyone that needs it. These Horrific Hemorrhages will spew fluid out showing small circles on the floor below, these will spawn the Nightmare Antigen adds. After these Horrific Hemorrhages are dead, be on the lookout to jump off the tentacle in a good location so you can debuff the Nightmare Antigen adds if you don’t have another monk. These ads can also be CC’d with Leg Sweep, and Ring of Peace as well to prevent the tanks from getting the debuff from their melees. Tiger’s Lust can also be extremely useful to use on the tanks here as each melee they take from the adds will slow them.

The boss will also cast Madness Bomb on some players (the number probably scales with the number of people on normal and heroic) keep an eye on them as it’ll hurt a bit when it goes off. Try to have a Renewing Mist on everyone affected, then when the bomb expires give everyone who didn’t have a Renewing Mist a vivify or two if needed.

Roughly every 30 seconds, the boss will debuff a few players with Mental Decay, this is a slight DoT on them which may do more damage on live, so keep an eye on these people, they’re good Renewing Mist targets.

At 50% hp the boss will transition into Phase 2.

Phase 2

I would place transcendence near where the boss channels (after you’ve finished killing the Synthesis Growths on the sides) so when you use the cloak to regain your sanity after engaging with the Fury of N’zoth. Alternatively, if you don’t have a warlock gateway, or need to reset your sanity at Wrathion while you have cooldown on being able to use the gateway, you could place it on the edge of the Mycelial Growth (the red goo on the ground surrounding the Mycelial Cysts) that is between Wrathion and the boss, so, when resetting you can instantly port into a safe zone.

The boss will also periodically cast Eternal/Infinite Darkness (It’s been listed as both) – in the Journal it’s listed as Eternal Darkness, on PTR it was casting Infinite Darkness. This ability does a large amount of raidwide damage, you should be focusing your Essences Font around this ability regardless of using Upwelling or Rising Mist. This ability should also spawn an Infinite Void orb that you don’t want to stand in, but it also shouldn’t be an issue because roll.

At 40% the boss runs off to phase 3.

Phase 3

In phase 3 the tentacles slams are still present, don’t stand in them.

The boss will also cast Insanity Bomb on the entire raid, it is fundamentally the same as Madness Bomb but applies to everyone, as well as spawn a Nightmare Antigen. The boss still casts Eternal/Infinite Darkness in this phase too – which will still spawn an Infinite Void orb, these mechanics can overlap. The tentacle slams can also overlap with these too.

This is going to be the dps check of the fight, with little movement. While you will need to give way to melee for the Insanity Bomb explosions you will be able to stay in melee for the majority of the phase.

Mythic Changes

Bear in mind that there has been no mythic testing on this boss so things may have changed. Updated will be done once the fight is seen on live servers.

Friendly players can be targeted by Adaptive Membrane, which gives you an immunity to sanity draining effects and a large shield, and reduces the damage you take by 75%. When removed it spawns a Fragment of Sanity or a Shard of sanity, which grants 10 sanity to all players within 20 yards of it.

Wrathion is unavailable in Phase 2, and also the phase ends as soon as all the Synthesis Growths are dead, meaning phase 3 will be a lot longer. This is a big change and will mean that sanity preservation is essential.

Each time a Synthesis Growth is killed in phase 2 a pair of Nightmare Antigens will spawn.

During phase 2 I’d look to replace your transcendence near the back of the room to reduce the amount of movement you’ll need to do on the transition, leaving your Tiger’s Lust free to use on any slow immobile players.

All the Mycelial Cysts have been buffed on mythic as well, upon reaching 1 health they’ll become untargetable for 18 seconds, after which they’ll deal a very large amount of damage to all players within 15 yards, and healing it to full.

It is likely that there will also be Mycelial Cysts on the ground during this phase as they’re listed in the Dungeon journal.

General Links & Tips

Quick Links

Quick Tips

  •  

Talent Suggestions

I expect the Rising Mist build to be the play on this fight as well, however due to how early in the tier we are currently, Upwelling will probably provide more value while you’re learning the boss rather than Rising Mist. But overall I think Rising Mists will be more valuable than Upwelling if played optimally, as with your innate mobility you’ll be able to stay in melee enough to Rising Sun Kick on cooldown, especially as you can still hit the boss even if there’s nothing else spawned in to extend your Renewing Mists.

Upwelling Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Rushing Jade Wind
100 Upwelling

Rising Mist Build

15 Chi Burst
30 Tiger’s Lust
45 Mana Tea
60 Ring of Peace
75 Diffuse Magic
90 Statue / Chi-ji
100 Rising Mist

Essences:

Major:

  • Lucid Dreams Major

Minors:

  • Conflict and Strife Minor
  • Ever Rising Tide Minor
  • Unwavering Ward Minor
  • Well of Existence Minor

General Tips:

On pull, make sure to debuff N’zoth with Crackling Jade Lightning before you get lifted up and sent into the mind realm, then, as soon as you regain control of your character I would debuff Psychus, the big scary add that just spawned on your raid, then place your transcendence so you can instantly port back to your body to exit the realm after Psychus is dead.

Sanity is a very important mechanic on this fight, however you gain an extra action button to channel your Heart of Azeroth for 4 seconds, restoring 25 sanity a second. We found the best place to channel this was immediately after the stun on N’zoth ended, as he regained his 99% damage reduction, before the Corrupted Neurons spawned and Mindgrasp happened. If your sanity is reduced to 0, you’ll gain a large damage and healing buff for 20 seconds, however after that you’ll be mind controlled by N’zoth, and need to be killed as you’ll spam cast Mental Decay on a random raid member, reducing their sanity.

This is going to be a long fight, so make sure to conserve your mana so you can keep up good amounts of throughput all the way until the boss dies.

You’ll likely want to plan your cooldowns and Essence Fonts around Eternal Torment casts as they deal heavy raidwide damage, however in the last phase Evoke Anguish will also deal a large amount of raid wide damage too.

This fight repeats itself a lot so I’ll try to make a fairly simple overview here.

  • Phase 1 – Everyone in mind realm dealing with Psychus
  • Phase 2 – N’zoth stunned, mind grasp, first wave of tentacles spawns
  • After the first wave of tentacles half of the raid (group 1) goes back to deal with Psychus again, while the other half (group 2) deals with more tentacle waves.
  • When Psychus is dead, N’zoth is stunned again, as are the remaining tentacles, and you have another 30 seconds to hit N’zoth.
  • Next, group 2 will go back into the mind realm to deal with Psychus, while group 1 deals with tentacles.
  • When Psychus is dead again, N’zoth is stunned again, and you have another 30 seconds to damage N’zoth. This is where we lusted.
  • After this Phase 3 starts, which is the last phase.

Phase Breakdown:

Phase 1/Mind Realm

As soon as you start the fight you’ll be ported into the mind realm, where Psychus, a large add, will spawn, along with many Exposed Synapses. The premise of this phase is to drag Psychus over an Exposed Synapse as you kill it, as when each Exposed Synapse dies, if Psychus is within 8 yards of an Exposed Synapse when it dies, Psychus will take a stacking debuff which lasts 30 seconds, called Synaptic Shock, each stack increases the damage dealt to Psychus by 50%. This means Psychus will be moved around the encounter area so it can receive a debuff from each Exposed Synapse as you kill them. As each Synapse will heal to full health you only need to apply Mystic Vitality to whichever Exposed Synapse your raid is about to focus, rather than trying to apply it to all of them as soon as possible.

While in this phase Psychus will be casting Creeping Anguish, which puts a small void puddle on the ground under him, however this puddle grows very quickly, and deals high ticking damage, as well as reducing your sanity. Don’t get caught out by this as you’ll be in melee. Make sure to position yourself around the Psychus so you don’t need to move through the Creeping Anguish as you move around the room.

After around 5 stacks of Synaptic Shock you’ll want to focus your damage on Psychus as it needs to die before reaching full energy as if Psychus reaches full energy it’ll cast Manifest Madness, which will wipe your raid.

As soon as Psychus dies N’zoth will be stunned for 30 seconds and phase 2 will start, however to get back to the physical realm you’ll need to find your copy and click on it – hence why you set up transcendence at the start of the phase so you can instantly get back and start hitting N’zoth. If you’re too slow in leaving this realm, you’ll be killed.

During this phase there is relatively low damage, it’s mainly tank damage and light ticking damage on the raid via the Exposed Synapses casting Probe Mind. As Probe Mind chains between players with 5 yards of each other your damage intake may vary, so be ready to do some spot healing or Essence Fonts as required.

Subsequent entry into the mind realm will add some swirlies to dodge on the floor, as well as light ticking damage and sanity drain to everyone within the mind realm that needs to be healed up.

Phase 2/Physical Realm

As previously mentioned, N’zoth will start this phase stunned for 30 seconds, and is able to be damaged properly. This is where you’ll want to do as much damage as you can. After this 30 seconds window, N’zoth will regain it’s 99% damage reduction shield, and now is a great time to channel your Heart of Azeroth if you need to in order to restore your sanity.

During this phase N’zoth will deal heavy damage to everyone in the Physical realm with each Eternal Torment cast, as well as consistent, persistent, low ticking damage from Infinity’s Toll. You’ll want to ensure you have Essence Font ready for each Eternal Torment cast.

Next a lot of Corrupted Neurons will spawn around the room. These have a low amount of health, however have an Anguish puddle around them, the size of this zone depends on the health of the Corrupted Neuron that is spawning it. This is the same Anguish as spawns under Psychus in phase 1. Applying Mystic Vitality to these is low priority as they have so little health, so if you need to top people then do so, however if you can you’ll want to debuff a line of these between the N’zoth and the edge of the encounter area, as you’re about to be dragged through them via Mindgrasp. After a few seconds you’ll get a shadowy line spawning from your character model either going from your model toward, or away from the boss. This is the direction you’re going to be dragged, so, if the line is going from you toward the boss, move to the edge of the encounter area, and if it’s going from you away from the boss, move toward the boss, so you don’t get dragged into Anguish puddles.

Next tentacles will spawn, 2 Basher, 2 Corruptor and a 4 Spike Tentacles. Your priority on applying Mystic Vitality are the Basher and Corruptor Tentacles. The Basher Tentacles will need to be tanked, and their damage will ramp up quickly so keep an eye on the tanks the longer the Tentacles live. The Corruptor Tentacles will spam cast Corrupted Mind (which is interruptible by kicks, but not hard CC), if this successfully casts the targeted player will get a debuff, also called Corrupted Mind, which deals DoT damage and needs to be dispelled, as, if it expires naturally after 10 seconds the player will lose sanity. This is dispellable with revival. When each of these tentacles dies, there will be a lot of small dark red swirlies to dodge on the floor.

During this phase you’ll have to deal with Paranoia. This links you with one other random raid member (which can include a tank so be sure to save some mobility for this, and have Tiger’s Lust ready to help you out or another immobile class). You’ll have a circle around you, that your partnered player must be inside otherwise you’ll take frequent ticking damage. When separated by more than 5 yards, you’ll have a line between you and your partner so you know where they are, however if anyone else stands within 5 yards of you, you’ll lose sanity (as will they if they also have Paranoia but aren’t your partner). This affects many people at once, meaning being able to quickly move around the room, however also being somewhat pre spread is important.

After this first set of tentacles, half the raid will stack within a Void zone to re-enter the Mind realm and go back to phase 1, while more sets of tentacles spawn for the other half in the physical realm. If you’re going back into the mind realm go back up as it’s the exact same deal as before but with a little more to dodge and slightly more ticking damage and sanity drain.

Phase 3

Eternal Torment and Infinity’s Toll will continue in this phase.

At the start of this phase a Thought Harvester add will spawn (make sure to apply Mystic Vitality to this), and everyone will be debuffed with Evoke Anguish. This is a debuff which deals large, but infrequent DoT damage on the player, then places a small pool of Anguish under the player when it times out. Make sure to move this to the edge of the room, or stack it as a raid then move the entire raid away from it. You do have a small grace period after the debuff drops to move away from it without taking damage or losing sanity.

After this is placed the Thought Harvester will cast Harvest Thoughts. You will need to stack near it to split the 200 sanity loss with as many people as possible. If less than 3 people are inside it’ll drain 50 sanity from the whole raid. The damage of this cast isn’t split and hits for a large amount, so look for Life Cocoon opportunities. The rest of the time this add will melee the tank and cast Mindwrack on them, increasing their physical damage taken so keep an eye on them.

Next the boss will cast Stupifying Glare, 4 eye portals will spawn from the boss dividing the room into quarters, and then will shoot a beam that deals heavy damage and fears anyone caught in it. These eye portals will rotate around the boss, as will the beams when they start, so make sure you have enough room to move. Remember if you need to, with some pre planning you can jump across the beam with Transcendence.

Then N’zoth will cast Mindgrasp again, it’s the same mechanic as at the start of each phase 2, so move toward or away from the boss accordingly, this shouldn’t be an issue for you as a monk, however make sure you’re not going to be dragged through an Anguish pool, and make sure to not start channelling an Essence Font just before this as it will interrupt your channel. 

These abilities will repeat as the phase goes on, and additional Thought Harvester adds will spawn. Remember to use your extra action button to increase your sanity if you need too.

This phase will have a lot of damage going out in it, so make sure you’ve got enough mana for it.

Mythic Changes

This will be updated when it becomes clear how the boss plays out on Mythic.

This is all speculation from the dungeon journal at this point in time so bear that in mind.

It seems like the initial phase 1 is skipped, this is likely to make time for a mythic only phase. 

When Psychus is killed the Tentacles are not stunned, so you’ll need to time killing Psychus so to avoid having lots of tentacles up and being unable to have everyone focussing the boss.

When an Exposed Synapse is killed, ‘one or more’ Psychophages spawn into the physical realm. These have a cast which inflicts a lot of damage and reduces the sanity by 10 of anyone within 10 yards of the add. When killed they explode, dealing a large amount of damage and draining 30 sanity from anyone caught in the explosion radius.