Elemental Shaman DPS Uldir Raid Guide — Dragonflight 10.2.5
On this page, you will find tips, tricks, and strategies tailored to your Elemental Shaman for each boss of the following raid: Uldir. All our content is updated for World of Warcraft — Dragonflight 10.2.5.
Introduction for Elemental Shaman Boss Advice
In this section you will find information pertaining to each boss individually in the Uldir raid. It is generally recommended you follow the standard talent build found in the Builds, Talents, and Glyphs section of the guide, unless otherwise advised on a per boss basis. Much of the information is geared towards Mythic encounters, though it can usually be applied equally to the lesser difficulties.
Talent Cheatsheet for Elemental Shaman in Uldir
Taloc
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The fight is comprised of two main mechanics,
Plasma Discharge and
Sanguine Static. Sanguine Static
targets a player in the raid and shoots 5 blood orbs at towards target. Be ready
to sidestep the projectiles when he finishes the cast. Try to delay an instant
for the knockback, like
Earth Shock or
Flame Shock.
A location to drop Plasma Discharge should be marked before the
fight begins. Unless you spec for
Wind Rush Totem there is no quick way
for Elemental Shamans to drop these and go back quickly, you will most likely
want to use
Ghost Wolf to get the debuff out and place it in an optimal
spot, away from the raid. If Taloc has cast
Cudgel of Gore and his weapon
remains on the ground, do not stand between the boss and his weapon at any time
in Phase One or Phase Three.
In Phase Two, you begin your descent into the raid. Taloc goes immune
to all damage and begins to spawn two sets of adds. Coalesced Blood
is the Phase Two exclusive add and must be prioritized over all other targets.
Volatile Droplet will be soaked or burned down quickly as a secondary
target. If soaking is not ideal, you can help deal with Volatile Droplets by using
Capacitor Totem or
Thunderstorm.
M.O.T.H.E.R.
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M.O.T.H.E.R is another 3-phase fight, split into three rectangular boss rooms. Each room is on a timer based on when the boss enters. All players must pass through the barrier and reach the end to defeat M.O.T.H.E.R. before they are incinerated.
Each room has set mechanics. While the boss is in the first room, she will
cast Wind Tunnel and
Purifying Flame, and
once she enters the second room, she can cast
Uldir Defensive Beam.
Once she reaches the final room, she begins to take additional damage and the
fight ends quickly thereafter.
Wind Tunnel conjures a gust of wind in the room, which pushes you
towards zones of fire. It has about a 40-second cooldown and lasts for 10-seconds.
Try to position yourself so you do not lose too many casts during that ability,
although as an elemental Shaman there is only so much you can do.
Purifying Flame creates several void zones beneath players that must be
moved from. Once she enters the second room, she begins to cast
Uldir Defensive Beam. These create either vertically or horizontally
traveling beams that cover the whole room except for one safe spot.
The main fight mechanic revolves around Defense Grid. Every time
players cross into the next room, the entire raid takes damage and adds spawn,
based on how many players crossed the threshold. If many players are crossing
over, make sure you preemptively cast
Astral Shift.
These adds are the top priority in this encounter. They must be stunned,
interrupted, and knocked back until they are dead. If their cast completes, the
raid will wipe. Depending on how many people move over at once, you should
either burn them down one after the other, or AoE them down if there are 3 or
more close to each other. Stormkeeper comes in handy there.
When the boss enters the last room, she will gain a 100% damage taken debuff. Because of this, you should try to keep both your elemental(s) and your second potion for this part, unless you really need them to deal with the adds.
Fetid Devourer
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Fetid Devourer is mostly about swapping to priority targets and bursting down the boss during his vulnerability phase. The boss will take increased damage when he gets below 50% Health. If the boss is close to 50%, save your cooldowns to burn him down.
The main boss casts very few abilities. Rotting Regurgitation is a
cone ability targeted at a random player, which must be dodged or you will take
a large amount of damage and have
Malodorous Miasma applied to you. If
you are afflicted with Malodorus Miasma, be it random or through the breath, it
will evolve into
Putrid Paroxysm, which is another debuff which does
substantially more damage in a short duration. If you have this debuff,
consider casting
Astral Shift, especially if it lines up with
Shockwave Stomp.
Shockwave Stomp (Heroic and up) is a raid-wide knockback, which
pushes you backwards a considerable distance. Try to have your back to a wall
if possible.
Two adds will spawn from six waste disposal units at random. Burst them down quickly so the boss does not get to consume them for Health and Energy.
Zek'voz, Herald of N'Zoth
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This encounter was split into three phases with a few basic mechanics that
persist through the whole fight. The main mechanic is Surging Darkness.
This creates three zones of darkness centering where the boss cast the ability.
One zone will be safe for every pulse. If possible, try to delay your Shocks so
you can use them to move.
Phase One spawns many Silithid Warriors that fixate a target and can
be stunned and burned down effortlessly. Stormkeeper and
Liquid Magma Totem should help do the job nicely, and you may want to use
Capacitor Totem to help keeping them stunned.
During Phase One, players will be targeted with Eye Beam at
random. Players fixated by C'Thun's gaze will have a small indicator below
them that will show if they are standing close enough to cleave another player.
Always avoid having other players in your circle while being fixated and use a
Astral Shift.
Phase Two, is a priority damage phase. Three adds will spawn and will begin
casting on players. These casters can be interrupted, stunned,
crowd-controlled, but not moved. Make sure you use Wind Shear on
cooldown. During this phase,
Roiling Deceit is cast on a handful of
players. These players will take damage and then drop a cloud at their feet
upon expiration. Get this cloud out of the raid by running out before the
debuff expires.
Phase Three is the final phase of the fight. There will be no more adds or
previous Old God mechanics during this phase. Instead, the boss will spawn
Orb of Corruptions around the boss room. These orbs must be soaked
by players. Players who soak the orb get a temporary damage increase and once
the buff times out, they will be mind controlled until killed. Mind controlled
targets must be silenced, stunned, or interrupted while they live.
You can talent and gear based on your role during this encounter. If your group is light on multi-target damage, consider talenting for multi-target. If you struggle to kill the caster adds quickly enough, swap to a more consistent damage build and sacrifice your multi-target slightly. If you are an assigned orb soaker in Phase Three, save your cooldowns and spec into burst abilities.
Vectis
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This fight is split into two phases. There are very few mechanics but they are all deadly.
Vectis will begin the fight casting Omega Vector on a few party
members. This debuff does not expire and will bounce from target to target the
entire fight. Everytime the debuff bounces, the player contracts one stack of
Lingering Infection, which increases all nature damage taken.
While Omega Vector deals shadow damage, other fight mechanics deal nature
damage.
During the "up phase", the boss will cast two abilities.
Contagion is a raid-wide nature damage explosion and
Gestate stuns the target dealing shadow damage to all players
around the target and spawns an add. This add must be burned down immediately
or the healing absorb debuff it casts on the raid will be too much for your
healers.
Vectis submerges and spawns Plague Bombs, which must be soaked by
players. During this phase, Vectis will also send out waves of blood that must
be sidestepped or the player will take a stack of
Lingering Infection. These waves of blood move quickly and are
harder to dodge the closer you are to the submerged boss. Staying in
Ghost Wolf form is recommended, and
Spirit Wolf gets good
value.
Zul, Reborn
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The main mechanic that Elemental Shamans can handle is
Pool of Darkness (Heroic and up). Soaking these prevent raid damage but
causes you to take heavy damage every 2 seconds for 20 seconds. Elemental is
not the best spec to handle these, but if you have to, use first
Astral Shift and potentially
Harden Skin. Do not hesitate to
cast
Healing Surge on yourself if you have any doubt.
There are three sets of adds that spawn in Phase One.
Nazmani Bloodhexer spawn in packs of two and must remain separated.
Focus these first and kill them quickly. The second Bloodhexer may possibly cast
Congeal Blood and the add that spawns from this cast is the only
target that takes priority over the two Bloodhexers. Bloodhexers can be hexed,
knocked back, stunned, and silenced; so can the add that they spawn, and those
must be burned down quickly.
Nazmani Crushers are your second priority and Bloodthirsty Crawgs are normally just burned down through passive cleave. The Crushers will spawn one at a time and the Crawgs will spawn four at a time. When there are no Nazmani Bloodhexers active, target the Crusher and cleave off of him.
It is possible to dispel the fears from Minions of Zul with Tremor Totem
, or to purge the adds themselves, which kills them instantly. Generally however
a priest should be dealing with these adds. Note that Tremor Totem does NOT work
with the fear associated with the
Deathwish ability.
Mythrax the Unraveler
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This fight consists of a boss phase and an intermission phase. During the
boss phase, just be aware of any Annihilation stacks you have. Clear
them if they get too high or if you are called to clear them using
Existence Fragments. You can limit the number of stacks you receive
by avoiding casts of
Obliteration Blast, which targets a random player
and shoots a laser at them and its intermission counterpart,
Obliteration Beam.
Occasionally, players will be targeted with Oblivion Sphere and
become mind controlled. These players can be knocked out of the mind control
zone if you cast
Thunderstorm near them. Otherwise, damaging them will
slowly knock them out of the mind control zone as well.
When the boss reaches 75% Health the intermission phase begins. The boss
moves into the middle of the room and takes 99% less damage, so make sure you
do not use any DPS cooldown shortly before that. During the intermission, two
large N'raqi Destroyers spawn and must stay separated while being burned
down. Additionally, several players will be targeted with
Visions of Madness. Try to stay grouped so players can cleave them down
easily. Interrupt any adds that are out of the main group with
Wind Shear. Interrupt N'raqi Destroyers'
Void Volley as
well.
Damage timings are very announced during this fight. Raid-wide damage is
dealt after every mind control break, at the beginning of every intermission,
and also when Imminent Ruin expires. If any mechanics line up or you
are afflicted with Imminent Ruin, be sure to use
Astral Shift.
G'huun
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G'huun is the final boss of the raid. The encounter consists of an upstairs minigame portion as well as three downstairs phases.
Phase One is the add phase. Your focus in this phase is to cleave down all
enemies, but have at least one target ready to be focused down. The priority is
Blightspreader Tendril (Heroic and up), then Cyclopean Terror,
and finally Dark Young. Make sure all casts during this phase are kicked.
The Dark Young add will cast an ability called Dark Bargain in a circle
around itself. If you take one stack, you deal increased damage and healing but
also take increased damage. If you get a second stack, you will be mind controlled.
During this phase, G'huun will also cast
Explosive Corruption on one
random player (two in Mythic). This player should move to the edges of the room
so he does not infect any other members. This ability will persist throughout
the fight.
When G'huun is forced from his lair, he stops stops spawning the
adds from the previous phase and brings new mechanics to the fight. Be sure to
spread to reduce stacks of Putrid Blood contracted from the
Wave of Corruption. A player will be targeted with
Blood Feast and be rooted to the ground. Stack up on that player to
remove all stacks of Putrid Blood. He will spawn a Gibbering Horror,
whose strength is increased by the amount of Putrid Blood stacks that were
removed. Focus this down when it is active and avoid being interrupted by
Mind-Numbing Chatter.
The upstairs phase is a minigame separate from the rest of the boss encounter.
Players must run through a gauntlet to deposit a Power Matrix. After
5-seconds of holding the Power Matrix, you will become rooted to the ground and
have to throw it to another player using your extra action button. The power
matrix is not the only thing to slow you down while traversing the upper
platform. The path is covered in Amorphous Cyst that will slow you
considerably. When damaged, they are forced to shrink. As an Elemental Shaman,
you are most likely never going to be participating in this, apart from maybe
picking up the Power Matrix where it spawns and throwing it to someone better
suited for the job.
When three Power Matrix are deposited, Phase One will end. If
three are deposited in Phase Two, the boss and any boss adds will be stunned
and take 100% additional damage for 24-seconds. Be sure to save cooldowns for
these vulnerability phases, as well as defensive cooldowns because players are
taking damage as well.
At 15% health, the final phase begins. The upstairs mechanics end and the
raid takes a large amount of damage. Only two new mechanics are added to the
phase, but you are no longer able to remove Putrid Blood, so spreading
is very important.
Malignant Growth (Heroic and up) must be moved away
from if they spawn nearby and G'huun will also be casting
Gaze of G'huun,
which will fear you if you face him and that should never happen. Note that
Tremor Totem works on this fear.
Changelog
- 13 Jan. 2020: This page has been reviewed for the release of Patch 8.3 and no changes are necessary.
- 25 Jun. 2019: This page has been reviewed for the release of Patch 8.2 and no changes are necessary.
- 15 Apr. 2019: This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid.
- 31 Jan. 2019: Updated talent recommendations.
- 10 Dec. 2018: Updated talent recommendations for 8.1 changes.
- 31 Aug. 2018: Added Uldir guide.
- 11 Aug. 2018: Added placeholder page for now.
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This guide has been written by Stormy, Elemental main since Wrath of the Lich King and member of the Storm, Earth and Lava Elemental theorycrafting team.
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