Maw of Lorkhaj – Reaper’s March Trial


Trial Preparation

  • 2 Tanks
  • 2 Healers
  • 8 Damage Dealers
    • 4 Melee
    • 4 Ranged

“Trash” Fights

  • The trash fights are basically the same few mobs thrown at you in different combinations, and quantities. Here they are in order of priority
    • Sun Eaters – These are always the Damage Dealers priority any time they are up. They must be killed asap
    • Shaman – These will heal other adds and deal heavy aoe damage to the group if left alive too long
    • Flesh Render – Tank will need to bash it to prevent it from knocking everyone down. Nearby dps should help with the bashing
    • Archers – These summon panthers, do not attack the panthers as they will be re-summoned. Kill the archer itself.
    • Shadowguard These do an AOE spin attack that must be blocked or dodge rolled

First Boss – Zhaj’hassa

Mechanics

  • Sar’m’athra Panthers
    • Must be chained into the boss by chains (cannot be taunted) so that they die to AOE damage
  • Void Pillars
    • Pillars will spawn throughout the room and the boss will occasionally raise his sword into the air with a big echo. This is the groups queue to run and hide behind a pillar to survive the coming blast.
    • DPS Check: Each time this mechanic happens less pillars are spawned, until eventually none are spawned and your group will have nowhere to hide
  • Curse
    • Occasionally the boss will curse random part members. They will have 30 seconds to reach a cleansing pad or they will die
    • See the diagram below and make sure the DPS do not use the tank/healer pads. If no pads are available for the DD’s they will die in the group so they can be rezzed
  • Boss Shield – 70% HP and 30% HP
    • The boss will put up a shield and until it is destroyed by the group will cause an aoe explosion under each players feet.
    • It is very important the group remains disciplined and follows the positions provided below to prevent overlapping AOE
    • The longer the shield is up, the more damage it each blast does

Tanks

  • MT and OT: Will swap taunt on boss when one is cursed so that the boss does not have to follow the tank to the cleanse pad
  • Will chain panthers into the boss

Healers

  • Be ready with damage mitigation and big heals during the shield phases

DPS

  • Save big damage ults for the shield phase to ensure you down it as quickly as possible
  • Cleave down panthers while focusing boss
  • Do not take your tanks and healers pads. Rez other DPS that are forced to die in group due to curse without a pad

Second Boss – Vashai & Skinrai

Mechanics

  • Holy / Shadow Aspects
    • at the start of the fight 6 players will receive shadow (blackish purple head) and 6 will receive holy (whitish yellow head)
    • You only do full damage to boss and adds of the opposite color
    • If you go near someone of the opposite color you explode an kill those nearby
  • Color Swap
    • Before every prayer there will be a color swap, where 3 players on each side will see a color under their feet indicating the color over their head is about to change. They must immediately run CLOCKWISE to the other side of the candles to join the other half of the group. If they fail to do this they will explode killing themselves and nearby group members
    • Healers should communicate if they are forced to swap. One may have to heal across the middle
  • Prayer
    • the bosses will jump into the air and then land and pray. You must immediately determine if the bosses head is the same color as yours or different.
      • If it is the same color as you, you must swap sides IMMEDIATELY in a clockwise fashion to avoid going near the players crossing the candle line with the opposite color.
      • If the boss head color is opposite of yours, you stay and parse on him. Meanwhile the tanks swap bosses (using ranged taunt). It is important the tank does not cross the line, they range taunt the boss and force it to cross the line during this phase
  • Adds
    • Must be chained to the boss of the same color and cleaved down immediately. The adds are the most dangerous part of this fight, especially toward the end. Save ults for the adds to kill them as fast as possible.
    • Must be bashed when channeling on players
    • Spawn each time the twins pray.
  • Simultaneous Demise
    • Must kill the twins within 20 seconds of each other. After one dies, the colors above your head will be removed and everyone will be free to attack the same boss and intermingle.

Tanks

  • Must swap bosses after every prayer phase
  • Must chain adds that match their bosses color to be cleaved and killed asap
  • Must face purple adds away from the OPPOSITE group as their projectiles deal more damage the farther they travel
  • Tank the purple boss along the wall, clockwise so that the negates are able to be moved out of each time he puts one down
  • Tank the white boss toward the middle

Healers

  • Announce when you must swap sides, so that you and the other healer know if both swapped, or if only one had to swap and now one will have to heal across he center to the other side
  • Watch for white adds to start channeling. They are killing someone somewhere, and if they channel your tank he will be killed if the add is not bashed immediately

DPS

  • Your primary target is the adds. They are the only real threat to your group. Save ults for the adds which spawn after prayer. each prayer will spawn more adds than the previous time.
  • Watch for white adds to start channeling. They are killing someone somewhere, and if they channel your tank he will be killed if the add is not bashed immediately

Final Boss – Rakkhat

Mechanics

  • The 8 Pads
    • The Main tank tank must stand on the gold pad, as it provides a buff that will prevent him from being 1 shot by the bosses heavy attacks so long as he is blocking
    • If anyone else steps on the pad they may steal this buff from the tank
    • If you step on a purple pad you will be cursed and must die and be rezzed
  • Cleanse Pads
    • These are 4 cleanse pads. These should be saved for the runners. The two runners will need go to the backyard and come back twice, therefore needing to cleanse twice, therefore needing exactly 4 pads.
  • Orbs
    • Through pad 4 : circle under feet will indicate a player is about to have balls explode in all direction from them. they should move out of the group and into a corner so it eats as many balls as possible
    • Pad 5 and 6 : Balls will tether to players, they should be pulled out of the group by the person they are tethered to as they do quite a bit of damage to nearby players
    • Pad 7 and 8 : large orbs will fall on players. all players should dodge these orbs
  • The Hulk
    • The off tank will need to taunt this add and bring it to rakkhat so it dies in the aoe damage. After the hulk places his debuffs on the off tank two times the main tank will need to grab him to prevent the Hulk from killing the off tank.
    • Off tank and dd’s should stun the hulk when he tries to scream to prevent the group from being crowd controlled
  • Lunar Phase
    • 8 pads, 8 DDs. Each DD will go to their designated pad and attack the add that spawns on it. Help the pads near you down their add
    • The tanks and healers will go to the middle to synergize with the beams. In this order
      • First – Beam the adds on Pad 1 and 5
      • Second – Beam the adds on pad 2 and 6
      • Third – Beam the adds on 3 and 7
      • Fourth – Beam the adds on 4 and 8
    • After this all pads will return to their starting point, and you will repeat the process until the boss is dead. It should be noted the cleanse pads will not come back so runner will need to die when they return so they can be rezzed and sent back out when the time comes
  • Backyard
    • Two runners will have to enter the backyard twice, on pad 3 and pad 5.
    • This is a timed event, if the runners do not find the 6 shadows fast enough the group will automatically wipe
    • Raid lead should announce how many shadows remain in left, middle, right so runners can react accordingly and help the other runner out if needed
    • See the image below for their proposed routes
    • Together they will kill a total of 6 shadows, two left, two middle, two right.
    • The shadows that need to be killed will appear after the runner synergises next to the offering bowl and the ghost will be doing the /ritual emote
  • Execute – 11% HP
    • DD must grab the orbs from their pad as they spawn and tether to the boss. these will cause the boss to take significantly less damage until they are picked up.
    • All of the 3 orb mechanics will be present during this phase, be prepared to dodge and heal through them
    • If Rakkhat is not killed fast enough he will wipe the room with the orb above his head
  • HARDMODE
    • Activate the two alters in the loot room just before the boss
    • Runners can no longer cleanse, so there will need to be two different sets of runners
    • After runners return with the curse they will need to stay away from other group members
    • Every two shadows that are killed will spawn an assassin
    • The off tank must tank these new adds near boss to make sure they die in the AOE damage

Tank

  • MT will tank the boss along all the pads as the glow gold
  • MT will be ready to taunt the hulk when the off tank announces he has been debuffed twice by the hulk
  • OT will position the hulk next to rakkhat to ensure it dies to the aoe damage
  • HM: Everything hurts more, and the Off tank will need to grab the extra adds that spawn and tank them to the boss

Healers

  • Healers
    • Because you will be farthest from the boss bombs will drop on you and you will kite them and then return

DPS

  • Be ready to block when the boss does his knock-back move.
  • Be sure to position yourself so that you are not knocked back into a purple pad if you fail to block