Amalgamation Chamber

Tanks

Healers

  • Damage ramps up during phase one and resets when phase two begins.
  • Damage ramps up again during phase two.
  • Pulsing damage from Shadowflame Contamination ramps up quickly in phase two, plan healer cooldowns around this.

DPS

Phase One

The bosses should be separated and the group split between the two sides. This is because they each debuff players every 5 seconds, so if players are too close to both bosses at the same time, they will receive both sets of debuffs. Melee have an easier time with the Eternal Blaze due to his abilities requiring more close range movement, and range deal with the Essence of Shadow better for the same reason. Usually groups will swap somewhere between 8 and 10 stacks of the debuff.
The Essence of Shadow will spawn Coalescing Void in close proximity to it. This explodes after a short amount of time causing reduced damage the further away players are from it. All players should move away from it without going close to the Eternal Blaze boss. Several players will also receive a debuff that causes damage to anyone within 8 yards and dropping a puddle on the floor that lasts for the entire phase. These puddles should be placed around the edge of the room. Shadow orbs will also shoot out in several directions when these erupt that players need to dodge.
The Eternal Blaze will spawn a Fiery Meteor, which is a large circle always placed close to it. This needs soaking by as many players fighting this boss as possible. The damage from it is split, but will likely kill players if there isn’t enough inside when it lands. This boss will also turn and face a player and spawn three fire tornadoes towards them, these simply need sidestepping. The final ability this boss does is spawn several single player soaks that all need just one player inside of, otherwise the raid will take heavy damage. When either of these bosses get to 50% health, they will merge and share their remaining health so ideally you want both of them to be as close to 50% as possible.

Phase Two

The Shadowflame Amalgamation uses a combination of both of the previous bosses abilities. As the fight continues all players will now slowly gain stacks of Shadowflame Contamination which causes damage over time and reduces all players maximum health. This boss will use Gloom Conflagration which needs many players to soak a big circle near the boss, followed by running away around 40 yards. This is a great time for a druids Stampeding Roar or a shamans Wind Rush Totem.
The boss will marks several players with Blistering Twilight. This is also a combination of two previous spells that cause players to drop a puddle on the floor after 6 seconds, this time tornadoes will also fly off in all directions from each puddle. These puddles should still be placed around the edges of the area.
The last ability to deal with are once again single player soaks which after being soaked shoot out shadowflame orbs in several direction, once again being a combination of two abilities from phase one. It is usually a good idea to save Heroism/Bloodlust for phase two as you cannot reset stacks of the debuff and it is effectively a DPS race.

Glossary

Essence of Shadow

The shadow elemental boss in phase one.

Eternal Blaze

The fire elemental boss in phase one.

Shadowflame Amalgamation

When either the Shadow or fire boss reaches 50% health, they merge together to form a shadowflame combination of the two.

Elemental Instability

If the Eternal Blaze and Essence of Shadow are within 25 yards of each other, their damage is increased by 200%.

Corrupting Shadow

Every 5 second players within 50 yards of the Essence of Shadow get a debuff causing a small amount of shadow damage and their health reduced by 1%. This effect stacks.

Blazing Heat

Every 5 seconds players within 50 yards of the Eternal Blaze get a debuff causing a small amount of fire damage. This effect stacks.

Coalescing Void

A massive circle spawns near the Essence of Shadow pulling players towards it and exploding for massive shadow damage. The further away players are the less damage this deals to them.

Umbral Detonation

A debuff placed on several players near the Essence of Shadow. After 6 seconds they explode damaging anyone within 8 yards and leaving a puddle of Lingering Umbra on the floor.

Lingering Umbra

A puddle left behind after Umbral Detonation that deals moderate shadow damage every second to anyone who stands in it.

Shadows Convergence

The Essence of Shadow spawns several orbs that move slowly towards the boss dealing massive shadow damage to anyone they touch.

Fiery Meteor

A large circle appears near the Eternal Blaze that requires players to soak the damage. If it isn’t soaked it will deal massive raid damage.

Swirling Flame

The boss turns to a random player and spawns 3 fire tornadoes that move towards the player. These are avoidable but deal heavy damage.

Molten Eruption

Several soak circles spawn that require one person each inside to take the blast. If nobody is inside when the fireball lands, all players will take heavy fire damage instead.

Shadowflame Contamination

Every 10 seconds players receive a stack of this debuff, causing them to take light shadowflame damage every 2 seconds and reducing maximum health by 1% per stack.

Gloom Conflagration

A combination of Coalescing Void and Fiery Meteor. This requires at least 5 players to soak the meteor. After the meteor lands it pulls players towards the epicentre. and deals deadly damage to anyone who hasn’t moved far enough away. Damage is reduced by distance.

Blistering Twilight

This is a combination of Umbral Detonation and Swirling Flame. Several players get marked by a debuff that after 6 seconds inflicts heavy shadowflame damage to all players within 8 yards, creating a puddle on the floor for the remainder of the fight and sends out Swirling Shadowflame in several directions.

Convergent Eruption

Several fireballs fall to the floor causing heavy damage to any player hit. If no player is hit, the raid will all take shadowflame damage instead. After these fireballs hit the floor, orbs of darkness converge on the impact location.

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