Dathea, Ascended

Tanks

  • Zephyr Slam deals a lot of damage and knocks you back.
  • Each time she uses Zephyr Slam, the damage and knockback are increased by 50% for 55 seconds.
  • Taunt swap after 2 stacks of Zephyr Slam.
  • Use momentum stopping abilities to deal with larger Zephyr Slams.

Healers

DPS

The Fight

The group should be split into two before the pull. Start the fight not too spread out due to the healers being out of range of players. There will be Raging Tempests which appear on the platform that as the fight goes on more will spawn and will continuously shoot in random directions. Being hit by these will cause a large amount of damage and knock you into the air, so always think about your positioning first.
Periodically Dathea will cast Cyclone, which will pull the group towards her for 10 seconds and deal heavy raid wide damage. Anyone who gets to close to her will be knocked high into the air. It is very possible to die from the fall damage when this happens. It also makes moving around Raging Tempests more difficult so plan ahead. Players will randomly get Conductive Mark on them. Its a 4 yard circle that deals moderate damage and will spread to anyone who goes into it, refreshing the debuff. This also increases the nature damage received and stacks so players need to spread out and not run through other players when this happens otherwise things can go bad quickly.
She will also spawn Volatile Infusers, which are large air adds that need tanking by the off-tank to one side. These guys will power up Dathea the longer they are left alive. On heroic difficulty one of these adds are on a platform to the side. So your team will need to move to the appropriate side before killing the one on the main platform, and this is where the designated group will get knocked over to the side platform, kill the second one (and the smaller enemies) and get knocked back. On the next set of Volatile Infusers, the other designated group should be knocked across, as the first one will have a debuff at this point.
The fight is a repeat of this, with stacking and overlapping mechanics to deal with. If you don’t deal with the adds properly they will power Dathea up too much for any tank to handle. Because there is around 80 seconds before the first adds spawn, it is advisable to use Heroism/Bloodlust at the start to gain maximum value from it.

Glossary

Zephyr Slam

Tank smash that causes heavy damage and knocks them back. Each one deals 50% more damage and knocks back further for 55 seconds.

Cyclone

Dathea pulls players towards her for 10 seconds, dealing damage every second this is active. If a player gets to close to her, they get knocked upwards.

Raging Tempest

Tornadoes that wander around the area dealing heavy damage to anyone that touches them and knocks the player into the air.

Volatile Infuser

A large add that appears in a pair. When one dies it knocks players back.

Conductive Mark

A debuff placed on random players that deals moderate damage and increases nature damage received by 10%. This effect stacks. If anyone runs within 4 yards of the player with Conductive Mark, they will get it too and refresh the stacks.

Crosswinds

Dathea blows the Raging Tempests to a new location, dealing heavy damage to anyone it hits along the way.

Coalescing Storm

Dathea casts a spell that summons the adds to the fight.

Diverted Essence

The Volatile Infusers channel their power into Dathea, increasing her damage by 10% per stack for 30 seconds.

Blowback

When the Volatile Infusers die, they deal moderate nature damage to all players and knock them back.

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