The Eternal Palace

by Chavian

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

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

Just a quick note about the guide; a lot of the information is based on PTR knowledge and might be slightly inaccurate, but will be updated rapidly in the first week of Heroic to reflect any changes since testing.

 

General Links & Tips

 

  • Purely single target fight.
  • When marked with Frost or Toxic, go to your raids respective side, don’t mix with players or mechanics of the other brand, unless absolutely necessary.
  • Specific types of movement or lack thereof required depending on the type of brand or mechanic.
  • Stack and spread mechanics with awareness of your stack count will help you and your raid survive.

Talent Suggestions

15 Chi Wave
30 Tiger’s Lust
45 Fist of the White Tiger
60 Good Karma
75 Diffuse Magic
90 Invoke Xuen, the White Tiger / Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • On the pull when afflicted by either Frost or Toxic go to your respective side decided for your raid, during the brief grace period.
  • Trigger an Unstable Mixture to reset the stack count of your brand. This deals moderate raid damage, so don’t do it by accident. You can trigger one by touching a player with the opposite brand, or a mechanic of the opposite brand.
  • Frost requires you to move around to stop your Frozen Blood bar from filling up.
  • Toxic requires you to stand still to stop your Venomous Blood bar from filling up.
  • Filling up your bar to 100% will stun or disorient you for 5 seconds.
  • Be prepared to move out with Overflow or to help split the damage of other peoples Overflow, but do so cautiously if you have Toxic, since it limits how much you can move. Using Transendence will not contribute to the bar, so placing this before you move out and porting back will help manage this.
  • Soak the same brand Frostshock Bolts (large arrows) to save other players from triggering Unstable Mixture, or help your same branded friends when they soak, and un-stun them by interacting with Javelin.
  • Be pre-spread for Inversion, /range 4 will be best.
 

Advanced Tips

  • Transendence placement and utilising it well can save you a lot of headache. Understand positioning requirements beforehand.
  • Plenty of raid damage to be prevented with Diffuse Magic or Karma.
  • Making an active effort to improve your uptime by minimising inefficient movement will be the biggest DPS gain.
  • I suggest Fist of the White Tiger because of the likelihood guilds will be using Heroism on pull, and that you will have less GCD’s to spare using Chi Wave.
  • Xuen versus Combo is largely personal preference. Combo will be the best options on some later fights in this raid, so this boss is a good time to get in practice.
 

Mythic

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Trinkets, Talents, Traits

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Opener

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Defensives

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General Links & Tips

 

  • Single target fight with brief target swaps.
  • Very thematic, not very complicated. Thank you Blizzard, very cool.
  • There is always a bigger fish.
  • Slightly punishing on melee heavy comps, be cognizant of your distance from other players.

Talent Suggestions

15 Chi Wave
30 Celerity
45 Fist of the White Tiger / Ascension
60 Good Karma
75 Diffuse Magic
90 Invoke Xuen, the White Tiger
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • Interact with the membrane for your Oxygen-Rich buff.
  • Chain kill each Pufferfish every 45s per platform for Bio 45s buff.
  • Don’t be in open water with Bio, or a bigger, badder fish will eat you whole.
  • Be spread 5 yards for Feelers. Don’t forget you can go above your fellow melee.
  • Shock Pulse does drop-off damage, so estimate a fair distance and roll back in afterwards, or use a defensive.
  • When the boss swaps platform at 100 energy, every 90s, utilise slipstreams to travel to its new location. Do so only when Bio has dropped. Dodge Jellyfish and interrupt Cavitation when your new platform’s Pufferfish is killed, then rinse and repeat.
 

Advanced Tips

 

Mythic

Soon™

Trinkets, Talents, Traits

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Opener

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Defensives

  •  

 

 

General Links & Tips

 

  • 2 Phase repeating encounter, with an add Phase.
  • Dodge tornadoes.
  • Dodge more tornadoes.

Talent Suggestions

15 Chi Burst
30 Tiger’s Lust
45 Ascension
60 Good Karma / Tiger Tail Sweep / Ring
75 Diffuse Magic
90 Invoke Xuen, the White Tiger / Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • Arcanado Burst spawns Arcanados at their location, move away if targeted.
  • Arcane Bomb will stun and damage you if you are inside its zone when it expires. Move it out to the platform edge if targeted and call for a dispel so it stops following you.
  • Unshackled power is unavoidable raid damage. Don’t get combo’d by it though.
  • Before reaching 100% energy, or 105s in, the boss spawns Traps, then starts Phase 2. One section of Traps should be triggered by someone with a strong DR or immunity, so the raid can access the other side.
  • In Phase 2 make your way to the Stormwraith. Interrupt Focus Power at the last moment to give your raid enough time to arrive.
  • Be prepared for Buffet casts, you will be knocked back. Make sure you are facing directly at the boss, with the Stormwraith behind you. You will be knocked back onto the platform.
  • Stormling‘s are spawned during the Stormwraith‘s uptime. Interrupt their Chain Lightning cast., you can use stuns or disruptions like Ring of Peace too. Don’t knock them too far away from the Stormwraith though, they will heal from Winds.
  • Phase 1 restarts when the Stormwraith dies.
 

Advanced Tips

 

Mythic

Soon™

Trinkets, Talents, Traits

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Opener

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Defensives

  •  

 

General Links & Tips

 

  • 2 Phase repeating encounter, with brief periods of cleave and boss burn in Phase 2.
  • Soak bubbles, kill bubbles, blow bubbles. Rotate around the room.
  • Each Phase 1 is longer than the previous. Destroy coral in Phase 2 to make every new Phase 1 survivable.

Talent Suggestions

15 Chi Wave
30 Tiger’s Lust
45 Fist of the White Tiger
60 Good Karma
75 Diffuse Magic
90 Invoke Xuen, the White Tiger / Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • Dodge Upsurge zones, which spawn targeted on player locations. If you get hit, you can Transendence down again.
  • Dodge Coral Growth spawn zones also.
  • When the boss casts Wave bubbles start travelling from each Growth towards her. Intercept these to stop the heal, but deal raid damage and be debuffed with Waterlogged. This debuff stacks so avoid intercepting more than one wave.
  • If the boss targets you with Briny make sure you are distanced 12 yards from non-briny players, and stacked with other briny players. Cleave down the bubbles to break players out.
  • Phase 2 begins when the bosses absorb is depleted, and will end at 100% energy, or ~70 seconds. She no longer casts Growth or Wave, but retains her other abilities and now casts exposed which is random raid damage, and arcing.
  • arcing marks pairs of players with a colour. 10 seconds later, a line is drawn between the paired players, which deals high damage and destroys Coral. Destroy as much as possible. This only happens twice in Phase 2.
  • Each Phase 1 will last ~50% longer than the previous Phase 1.
 

Advanced Tips

  • Invoke Xuen, the White Tiger is better for on demand damage, like during Phase 2 when you have to burn the bosses actual HP. Hit Combo does more overall.
  • Transendence can be placed in case you are knocked up by Upsurge. The damage from Upsurge and falling can kill.
  • Karma can be depleted on patches of coral, or more efficiently used for reducing raid damage when Wave are intercepted.
  • Anticipating Briny timers can be a big DPS increase, if you hold Fists.
 

Mythic

Soon™

Trinkets, Talents, Traits

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Opener

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Defensives

  •  

 

General Links & Tips

 

  • 2 Phase encounter, with a short ramp-run intermission.
  • Periodic add waves that should be prioritised, but cannot be stacked for cleave on top of the boss.
  • Phase 2 has way more adds, and even more mechanics.

Talent Suggestions

15 Chi Burst
30 Tiger’s Lust
45 Ascension
60 Good Karma
75 Diffuse Magic
90 Invoke Xuen, the White Tiger / Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • Phase 1 lasts ~180s, with 3 Zoatroid waves, the last wave spawning at the end of the Phase.
  • DPS these down quickly, or if handled by other DPS in Phase 1, focus the boss, but avoid their death pool splatter.
  • Dodge Dribbles areas, which come in 3 sets.
  • If affected by the randomly targeted fluid, then move 10 yards away from others before Current is cast.
  • When the intermission begins move down the ramp as quickly as possible while dodging the environmental knockbacks on the way. Jellyfish floating in the air between the ramps will one-shot you.
  • Interrupt Incubator at the last second for some extra DPS time on the last wave of Zoatroids, and to allow the rest of the raid to arrive, to begin Phase 2.
  • The boss can now summon other adds, Witches, Myrmidons, and Hulk.
  • Each time only 2 of the 3 possible adds will be summoned.
  • Interrupt the Witcheses Pulse cast or be stunned.
  • Move to the rooms edge if targeted by MyrmidonsLance.
  • Help split the Stomp cast by the Hulk by soaking it.
  • Keep adds managed, kill them before the next wave.
 

Advanced Tips

  • Invoke Xuen, the White Tiger is better for on pull boss DPS, if that is where your raid is struggling. Use Combo if you are struggling to manage add waves.
  • Ascension for strong add wave damage. You can pool a lot more energy and chi for the add waves with this.
  • Transendence can be placed away from the melee camp to move out for the Current cast.
  • Karma doesn’t have a great number of ways to be soaked, unless debuffed with fluid. Do not consider taunting the boss, he hits too hard.
 

Mythic

Soon™

Trinkets, Talents, Traits

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Opener

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Defensives

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General Links & Tips

 

  • Single Phase fight. Their health is not shared, and they cannot be stacked. Kill them no more than 15s apart.
  • Azshara decrees certain mechanics, changing the way you must play.
  • Short periods of add damage/cleave. Otherwise single target.
  • Stack, soak, spread and stack again.

Talent Suggestions

15 Chi Burst
30 Tiger’s Lust
45 Fist of the White Tiger / Ascension
60 Good Karma
75 Diffuse Magic
90 Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • Silivaz can cast eruption and charge.
  • Be inside the bubble during eruption.
  • Soak the charge, split the damage.
  • Pashmar can cast verdict, outburst and summon sparks.
  • Move 6 yards away from other players with verdict.
  • outburst does drop-off damage, so run away to stay alive.
  • When Pashmar summons sparks, they will slowly lose health. but can be DPS’ed to die sooner. They will cast potent upon expiration, and increase damage taken from potent briefly. Kill them in a staggered fashion to survive the damage.
  • Decrees change the way you can deal with other mechanics. The decrees are Obey, Sentence, Ranks, alone and Performance.
  • Obey just encourages you to not take damage. RH during this time might not be a good option unless you are sure the current tank is not healing immune.
  • Sentence requires you to keep moving to keep your stack count low. When the decree ends you take damage equal to the number of stacks remaining, so strafe around a bit.
  • Ranks spawns zones that need to be soaked to reduce raid damage.
  • alone has you spread 5 yards otherwise take damage.
  • Performance will pacify you if you cast the same ability twice in a row. This has very little affect on us, if you are performing your rotation correctly, and is a huge DPS loss if you are not, dropping Combo in the process.
 

Advanced Tips

  • Transendence can be set outside the boss room for resets. There are very few Transendence optimisation opportunities on this encounter.
  • Karma can absorb lots of different mechanics here. React appropriately though.
  • White versus Ascension is largely personal preference here.
  • There are very few ways to improve your DPS here, other than preparing for sparks to spawn, and holding cleave abilities.
 

Mythic

Soon™

Trinkets, Talents, Traits

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Opener

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Defensives

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General Links & Tips

 

  • 4 Phase fight.
  • Introductory initial 3 phases teach you the realm-based mechanics, 100% – 85%, 85% – 70%, 70% – 50%.
  • The final 50% – 0% Phase lasts the longest and is the deadliest.
  • Mechanics only visible on some realms affect all realms, so communication is key.
  • Add spawns, haste buffs, boss increased dmg taken, oh my.

Talent Suggestions

15 Chi Burst
30 Tiger’s Lust
45 Fist of the White Tiger
60 Good Karma
75 Diffuse Magic
90 Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • The 1st Phase teaches you 2 mechanics present in every phase; Dread and Grasp.
  • Dread fears you and should be dispelled, but deals raid damage.
  • Grasp tentacles spawn and slam across the room knocking you into the lethal beyond.
  • The 1st Phase also has some regular realm specific adds. Horrific Summoners are spawned by Portal of Madness. Avoid the of areas. These summoners in turn summon Horrific Vision adds, which must killed, but are a lower priority than any Summoners.
  • At 85% HP all players are moved to the  Fear Realm.
  • Hysteria is applied to the whole raid, which stacks, every 15s.
  • Manifest Nightmares targets two ranged players. Ranged need to be spread before this comes in.
  • Maddening Eruption marks an area that you must be out of. If the boss is inside it 20 seconds after it spawns, it explodes and debuffs the boss with  Punctured Darkness.
  • At 70% HP the boss will begin to cast  descent on a timer.
  • Soak the eyeball zone and you prevent raid damage but are sent from the Realm into the  Delirium Realm.
  • During this phase you can target adds from other realms, as well as the boss, but not players in the regular realm or Realm. You are hostile to allies also, inside the Realm.
  • Inside the Realm you are hostile to allies and gain Hysteria faster, every 6s. You also gain 80% Haste.
  • You must still avoid Grasp..
  • You must not stand in the pools left by Nightmares. They may be invisible, so take note of their location before enter the realm.
  • You cannot “die” in this realm, instead you are stunned (dispellable), returned to the Realm, and need to be topped quickly to not die from Hysteria stacks.
  • At 50% Phase 4 begins and all players are returned to the normal realm by First Arcanist Thalyssra. You can interact with a portal near her via Extra Action button, to move between regular and Realms.
  • Dread becomes  Manic Dread, meaning healers must dispel you only when other players aren’t nearby. Dispelling you spawns  Caustic Delirium, which can be stood in for 5 seconds to enter the  Delirium Realm. It also removes the Delirium.
  • The boss now spawns Summoners using  Dark Passage at high energy. These can now only be killed while in the Realm.
  • The boss will begin casting  Dark Pulse every time he reaches 100% energy. To stop the cast you must break the absorb placed on him at the beginning of the cast, briefly stunning him.
 

Advanced Tips

  • YOLO. Or more than once, if you use the Realm.
  • Fist of the White Tiger is stronger here because of the abundance of Haste if you’re committed to Realm. If you are not assigned, Ascension may be stronger for you for pooling more chi and energy for when the boss casts Maddening, and subsequently is debuffed with Darkness.
  • Karma can be used on lots of different mechanics here. I suggest saving it for Realm to extend your stay, if you are assigned to go down.
  • Horrific Vision adds take increased damage so they are not a priority, if your aim is to kill the boss. They should die to passive cleave, or to your raids rank-whore, if that’s you.
 

Mythic

Soon™

Trinkets, Talents, Traits

  •  

Opener

  •  

Defensives

  •  

 

General Links & Tips

 

  • 4 Phase fight.
  • 2 Intermissions.
  • Ancient Wards around the room must have their energy maintained.
  • Many types of adds, correctly prioritising is key.
  • Many mechanics to handle simultaneously.

Talent Suggestions

15 Chi Burst
30 Tiger’s Lust
45 Ascension
60 Ring of Peace
75 Diffuse Magic
90 Hit Combo
100 Whirling Dragon Punch
 

Mechanics & Awareness

  • Ancient Wards must have their energy maintained above 0%, done so by standing on top of them and sacrificing max HP, taking stacks of Drained Soul.
  • Phase 1 begins with just 2 adds, Aethanel and Cyranus. They do not share HP, but should be killed at a similar time. They should be kept in line of sight of one another during Longing, and out of line of sight of one another during Painful Memories.
  • Avoid zones spawned by their Cursed Heart ability.
  • Dodge Aethanel‘s Lightning Orbs and interrupt her Chain Lightning cast.
  • When targeted by CyranusCharged Spear, ensure no-one else is in its trajectory.
  • Oversealous Hulk‘s will spawn and attempt to power down the Ancient Wards. They can only be hard CC’ed once before being immune to all CC. Use Ring before it reaches its ward and prio-DPS it down for safety.
  • Soak Arcane Orbs to reduce raid damage.
  • When both Aethanel and Cyranus are dead, the 1st Intermission begins.
  • Soak more Arcane Orbs as much as possible, assuming the other intermission ability allows you to.
  • Different decrees are expected of you during the intermission also, sometimes more than 1 depending on the difficulty.
  • Stack near at least 1 other with  Stand Together!, move away from everyone with  Stand Alone!
  • If afflicted with Suffer! ensure you are soaking Orbs, or don’t soak if afflicted with Obey!
  • Phase 2 begins with Azshara directly attackable now.
  • The centre rune is now activated by Azshara, and must be kept depleted of power. Its position can change however.
  • In Phase 2, move out and line of sight your raid if rebuffed with  Arcane Burst. You can Diffuse this before it expires naturally if necessary, making your pillar available for someone else with the debuff to use.
  • Move out of line of sight of the boss together with your raid before  Arcane Detonation is cast.
  • Be prepared to DPS mind-controlled players.
  • 2 new adds, Azshara’s Devoted and Azshara’s Indomitable. Azshara’s Indomitable are the number 1 priority to burn down before they reach the Wards. They cannot be CC’ed.
  • When Azshara reaches 70% HP, the 2nd Intermission begins.
  • This is identical to the 1st Intermission, except she also summons waves of adds too.
  • At the start of Phase 3, 2 Tidemistresses and 1 Loyal Myrmidon will spawn. Tidemistresses are the highest priority but cannot die until you break their shield.
  • To remove the shield, a player targeted by the Myrmidon‘s  Charged Spear must aim it towards the Tidemistress.
  • Interrupt their  Chain Lightning casts. If targeted by a Tidemistresses  Static Shock be 8yds from other players.
  • Defeat both Tidemistresses to complete Phase 3, and begin the final Phase.
  • In Phase 4, no adds are summoned.
  • Mind-Controlled players can no longer be saved, and can only die.
  • Avoid  Nether Portal zones.
  • Watch for  Piercing Gaze beams, and avoid them at all costs.
  •  Overload is active on the Titan Console. You must release energy from the console to stop it wiping you when it’s  Massive Energy Spike triggers.
  • When you release energy from the Titan Console 3 effects can occur.  System Shock,  Short Circuit or  Essence of Azeroth.
  • Shock must be healed up, Circuit. drains a Ward of power, and requires more players to maintain its energy, and Essence gives you a huge DPS buff, but kills you after 40s.
 

Advanced Tips

  • This fight is hugely reliant on communication and prioritising adds, and being efficient with the Wards energy.
  • Save small DPS cooldowns for incoming add waves, and pre-position for deadly mechanics.
  • There are an immense number of ways to use Karma here. My only advice is to make sure you don’t use it with many stacks of Drained, for proper damage and healing value.
  • The same goes for Touch. It scales from your base HP, don’t use it with high stacks of Drained. It will hit like a wet noodle!
  • Trans is great for last second teleports with Arcane. Don’t leave it too late though…
  • Monk utility though Peace on the Oversealous is great. Delay their run to the Ward with it well before it will be stunned. It is immune after.
  • Hope for the huge DPS buff at the end, and carry your guild.

 

 

Mythic

Soon™

Trinkets, Talents, Traits

  •  

Opener

  •  

Defensives