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Hi! I'm Hazel, and this is a quick overview of the bosses in the Vault of the Wardens
as they appear on the Legion Alpha. Vault of the Wardens is a 5-boss dungeon coming
in Legion, and it's basically the supermax prison where Illidan's body and a bunch of
other fun stuff has been stashed away. Tirathon Saltheril is a blood elf demon hunter
and has to be the hardest first boss of all the new dungeons.. The second phase of this
fight will have one of two sets of abilities, depending on which Demon Hunter Spec Tirathon
feels like being that week. We fought the Vengeance Form on our run, with Havoc being
the other option. Darkstrikes empowers Tirathons attacks with Shadow Energy, which will give
him an absorption shield if he hits a target with no Active Mitigation. Tanks need to time
their cooldowns for this so that you don't shield him, while also holding onto as much
as you can for phase 2. Swoop will leap the boss to a random spot, knockback your party
and then he'll start casting Furious Blast. Furious Blast needs to be interrupted, and
you can't do it if he has that absorption shield up from Darkstrikes. If he gets that
furious blast cast off, he's going to deal massive damage to the whole party and leave
behind a bunch of fire so you really really need to stop that.
When he reaches 50% health, he'll shift into either Havoc or Vengeance form, which is random
from week to week. In Vengeance Form, he'll throw glaives and connect them with a Fel
Chain. The whole group will need to keep moving to avoid that chain. He'll also cast Fel Mortar,
which causes firebomb strikes at player locations, leaving fire at their feet. If you get the
Havoc demon instead, he'll deal 25% flat extra damage, cast an eye beam called Hatred and
to top it all off gets a nasty immolation aura. For either form, you'll need to burn
all remaining cooldowns including Bloodlust if you have it to try and end the fight quickly.
Inquisitor Tormentorum hangs out near the cell block, and he likes to unleash prisoners
on you for kicks. Sap Soul is an interruptible spell that's cast on a random player, and
causes their next spell to have it's cooldown increased by 15 seconds. Tanks and dps should
try to interrupt this, and if you end up with your soul sapped be mindful of what you cast
next. Either use an ability with a long cooldown to begin with, or something you can afford
to go without for fifteen seconds. He'll run around freeing prisoners, and is Immune to
Damage while doing so. Killing adds should become the priority. Tormenting Orbs will
spawn and cast Tormenting Gaze at players, which will daze you unless you turn to face
your character at the orb for the end of the cast. As for the prisoners themselves, there's
a bunch of them, they do all sorts of petty stuff and need to be killed. Move away from
stuff that looks ouchy, deal with the adds and you should be alright.
Glazer is a big ugly eyeball demon who's been cleverly contained in a room of mirrors. Lingering
Gaze creates little fire zones around the room, which need to be avoided. Pulse releases
a purple energy ball that will bounce around the room until it hits a player or the boss.
If a player eats it, there'll be an 8 yard aoe damage blast. If you can get the boss
to eat it, he'll take that damage instead. Your call. In phase 2, He'll Focus and start
channeling a beam that chases a random player. That guy runs the beam into the mirrors, and
other players redirect the rest of the mirrors to aim the laser into the bosses butt. That'll
stun him, he'll take a bunch of extra damage then go back to phase 1. The whole time he's
focusing, the party will take strong aoe damage so you want to phase him back as quickly as
possible. Ash'golm was one of Ragnaros's Lieutenants,
who did some nasty stuff back in Cataclysm that landed him down here. He'll summon gradually
overwhelming amounts of lava and stuff until the Countermeasures are activated, so you'll
need to time those carefully. Pyroclast will hurl a rock that summons a Volcano when it
lands, dealing damage to anyone standing there. Active Volcanoes will summon the Ember adds
around the room. Embers will sear players, which is pretty manageable unless they get
buffed by some lava. Lava Wreath creates a ring of expanding lava, which damages any
players it touches. If lava touches the Ember Adds, they get Fired up and you just don't
want to go there. Have players avoid the Lava unless it's on
path to hit an Ember Add, in which case someone needs to walk throught the lava to soak it.
Fissure makes even more lava, in a straight line out from the boss.This whole time, everyone's
taking constant damage from Smoldering so healers will have their hands full. When all
of this gets too overwhelming, someone can activate the Countermeasures by clicking on
one of the Owl things. The boss and adds will freeze, taking 100% more damage. Smash every
DPS cooldown available while the boss is frozen to try and end the fight as fast as you can.
Cordana Felsong should be pretty memorable from all her time spent chilling with Khadgar
in WoD. This fight centers around the Elune's Light Mechanic, which involves picking up
and dropping a lantern to make a small space of light. Knockdown Kick and Turn Kick will
knock the tank down and promptly punt him backwards, so the tank needs to constantly
position so he doesn't get kicked clean off the platform. Deepening Shadows spawns as
a small pool of moss fire on the ground, which expands outwards. Covering them with Elune's
Light will make them recede, so do your best to scootch the lamp around to stay on top
of that. Detonating Moonglaive is hurled at a random location, and explodes for nasty
damage if it hits anybody. Shadowstep starts the second phase of the
fight, where the boss will disappear. You need to find her using the lamp, while avoiding
the constantly spawning Fel Glaives. Avatars of Vengeance will spawn, and need to be also
found with the lamp and killed. If all of that wasn't bad enough, Creeping Doom causes
a line of INVISIBLE *** ghosts to cross the platform that can only be seen with, you
guessed it, the lamp. You need to use Elune's Light to find the opening in the ghost line
and pass through, or everything's pretty much over. This fight was ridiculously hard, and
can be pretty much derailed if one guy who doesn't know what to do grabs the lamp. Nobody
can say that Cordana's going down without a fight.
So that's Vault of the Wardens! Overall this dungeon took us roughly two hours, with most
of the holdups on the first and last boss. It should be better on live, but I definitely
predict this to be one of the hardest instances for pugs to try and clear. Thanks for watching,
let me know what you think and have a wonderful, wonderful day. Bye!