Igira the Cruel

Tanks

  • Tank the boss where she starts facing the back of the room. 
  • Stand next to the other tank as the boss cleaves the nearest person to the current target. 
  • Taunt swap at around 6 stacks of Drenched Blades

Healers

  • Keep an eye on players hit by Blistering Spear. They take an initial hit of damage and tick damage while standing in the puddles. 
  • After soaking a weapon, the boss will do raid wide damage while she forges her next weapon. 
  • The Heart Stopper debuff apply a large healing absorb that need to be healed off before they expire, and then explode for even more damage. Use throughput cooldowns here. 

DPS

  • Stand close behind the boss to make movement with Blistering Spear’s easier. 
  • Some ranged DPS should soak the weapon in the order the raid lead decided. 
  • Focus down Blistering Spear to free other players. Use defensives if stacking spears. 

Phase One

The tanks should position Igira where she is standing but facing the back of the room with the rest of the group standing close behind the boss. The tanks should always be standing near to each other. This is because the boss constantly uses Vicious Swings, which hits a second nearby player whenever she melees. If no one is near the primary target, that target will get hit twice instead. Usually you will use Heroism/Bloodlust at the beginning of the fight.
Throughout the fight the boss will turn to face a player and three swords will appear in front of her momentarily, before flying forward in straight lines. Players should weave between the gaps or move around them ahead of time.
Igira will place big circles on four players. These players should run towards the back of the boss and loosely spread out. After a couple of seconds, they will get hit by a spear which roots them to the area, and will take damage from each puddle they are now standing in. The raid should focus down these spears to free the players. This becomes even more important during some boss mechanics where you need to move out of the way.
When the boss reaches 100 energy, she jumps to her starting position and starts channelling a fire vortex. During this time some ranged players need to run to one of the circles around the room. The raid leader should have assigned the order.

Hacking Weapon (Left Side) 

When soaking this weapon, the boss will have soak circles appear a total of two times. Each time you should have half the raid soak with the current tank. On the second soak you should have the other half of the group soak it. This is because it leaves a debuff making the next one doesn’t include you in the soak, and if too few players are in the soak, the raid will explode. 

Flaying Weapon (Middle) 

This weapon causes the boss to jump to the furthest player, creating a big impact zone and causing several lines of swirls to form. When the boss hits the floor, it causes medium/heavy raid wide damage. The boss will do this twice. 

Slicing Weapon (Right Side) 

This weapon enables the boss to put Heart Stopper, a healing absorbs on several players that need healing off before the players heart explodes. When this is healed off, a small explosion around the player happens and tornadoes fly off outwards. 

Mythic Difficulty

On Mythic difficulty there is now 6 spears cast each Blistering Spear instead of the usual 4. Usually you will stack in three groups of two and have everyone else stand in between. The big change in Mythic is the boss now uses two weapons at once and the weapon the raid soaks is now the weapon she doesn’t use that turn. This means juggling two mechanics at once instead of just one.
This works by the boss using one mechanic like Heart Stopper and then a few moments later following it up by using the group soak. Fortunately, if you get the healing absorb, you will be guaranteed not to get it the next time. So having the half of the raid who hasn’t got the healing absorb soak the slam, and then alternating on the next one makes this much easier.
The next soak is usually Heart Stopper, meaning you will now get the leap attack and the soak. This one can be particularly painful as the boss is doing a huge amount of raid wide damage throughout the whole part. Positioning the boss is key here, and moving the boss need careful consideration due to how she cleaves melee near the main target.
The last part requires a huge amount of healing throughput due to Heart Stopper being a healing absorb and the leap being huge raid damage. Remember to have one range bait the leap and anyone with Heart Stopper should spread out. Mythic has more swirls, Twisting Blades and Heart Stopper orbs and starts to feel a bit like bullet hell, but when positioning of the Spears is done correctly, this fight will come together, and the raid can move on.

Spell Glossary 

Blistering Spear

Several players will be marked with a large circle. After a few moments they will be pinned by a spear and stuck in the floor puddle until the spear is killed.

Twisting Blades

Igira will turn to face a player and throw several blades in a straight line towards that player.

Vicious Swing

When Igira hits the tank, she will also hit the closest player to the tank, if no one is close enough to the tank, the tank will instead be hit twice. 

Drenched Blades

The current target gets hit by a stacking debuff every time the boss melees, this is a 20 second dot that stacks. Taunt swap at around 6-7 stacks.

Marked for Torment

Igira knocks players back and begins channelling. The raid takes moderate damage and Searing Spark swirls appear around the room. Three large circles appear, allowing players to soak the weapon they wish to deal with.

Gathering Torment

Players who stand in the circles of the three weapons during Marked for Torment will take damage. Leaving the area will mark the player with Flesh Mortification.

Flesh Mortification

Players who leave the Gathering Torment circles will gain a debuff for 10 seconds that increases the damage of Gathering Torment by 100%.

Umbral Destruction

A soak aimed at Igira’s primary target. Damage is split between all players within the soak and leaves the Brutalized debuff.

Brutalize

Doesn’t count the player as inside the soak for the next Umbral Destruction.

Smashing Viscera 

Targets a faraway player, leaping towards them and smashing the floor, causing heavy damage to the impact zone and forming several sets of swirls. After a couple of seconds, she will leap a second time. 

Heart Stopper

Igira puts a healing absorb on several players. If this healing absorb isn’t removed before expiring, deals heavy damage to the player. When removed, explodes dealing moderate damage within 7 yards and causing Vital Rupture, causing orbs to shoot off from the players location.

Vital Rupture

When the Heart Stopper debuff is removed, orbs shoot out from the players location in several directions.

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