Fire Mage DPS Uldir Raid Guide — Dragonflight 10.2.5
On this page, you will find tips, tricks, and strategies tailored to your Fire Mage for each boss of the following raid: Uldir. All our content is updated for World of Warcraft — Dragonflight 10.2.5.
Disclaimer
This page will be a rough outline of the bosses and mechanics in Uldir. This page will focus primarily on how a Fire Mage can optimize its performance on the raid bosses in Uldir, and not on an actual raid strategy for the bosses. Initially this page will focus on heroic mode and lower, however, as more bosses are being killed on Mythic, the guide will also include optimizations for Mythic bosses.
Fire Mage in Uldir
Fire Mages have all the abilities to deal with anything Uldir throws at them. However, Fire Mages are tuned a bit on the low end currently, which means they might fall behind in some cases. There are still class balance changes incoming before Mythic Uldir is out though, so this can still change.
Talent Cheatsheet
Taloc
More Taloc Guides on Icy Veins
 
  
 Rune of Power should only be used when you are very comfortable on the
encounter, as there are a lot of mechanics that can make good Rune of Power
usage very difficult.
 Rune of Power should only be used when you are very comfortable on the
encounter, as there are a lot of mechanics that can make good Rune of Power
usage very difficult.
Fire Mage playstyle on Taloc
The fight is comprised of two main mechanics,
 Plasma Discharge and
 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. Due to
 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. Due to  Scorch
and the many instants Fire has, you should be able to sidestep this without
losing much DPS.
 Scorch
and the many instants Fire has, you should be able to sidestep this without
losing much DPS.
A location to drop  Plasma Discharge should be marked before the
fight begins. You should use
 Plasma Discharge should be marked before the
fight begins. You should use  Shimmer to Shimmer out of the group and
start dropping the blood. When you are done dropping the blood you can use your
second stack of Shimmer to get back into the group. If Taloc has cast
 Shimmer to Shimmer out of the group and
start dropping the blood. When you are done dropping the blood you can use your
second stack of Shimmer to get back into the group. 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.
 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, so make sure that you do not use any big DPS cooldowns right before the boss enters Phase Two. 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.
M.O.T.H.E.R.
More M.O.T.H.E.R. Guides on Icy Veins
 
  
 Rune of Power is a lot better DPS on this boss if you can pull it
off effectively, so it is advised you practice with Rune of Power and only
change to
 Rune of Power is a lot better DPS on this boss if you can pull it
off effectively, so it is advised you practice with Rune of Power and only
change to  Incanter's Flow if you end up having a lot of issues
with Rune of Power.
 Incanter's Flow if you end up having a lot of issues
with Rune of Power.
Fire Mage playstyle on M.O.T.H.E.R.
Effectively playing Fire on M.O.T.H.E.R. is all about how effectively you can deal with the different abilities that force you to move a lot.
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
 Wind Tunnel and  Purifying Flame, and
once she enters the second room, she can cast
 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.
 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. On the Beta, you could stand against the wall where the
boss is tanked to avoid getting pushed into the fire. However, the assumption
is that this will be changed to no longer work on live. If this indeed does not
work on live, you can deal with this effectively by using simply using
 Wind Tunnel conjures a gust of wind in the room, which pushes you
towards zones of fire. On the Beta, you could stand against the wall where the
boss is tanked to avoid getting pushed into the fire. However, the assumption
is that this will be changed to no longer work on live. If this indeed does not
work on live, you can deal with this effectively by using simply using
 Shimmer and
 Shimmer and  Scorch if necessary. This should allow you to
keep DPSing the entire duration of the wind without ending up in the fire.
 Scorch if necessary. This should allow you to
keep DPSing the entire duration of the wind without ending up in the fire.
 Purifying Flame creates several void zones beneath players that must be
moved from. You can use any available instants or a stack of Shimmer on this,
but make sure you check the timer of Wind Tunnel, and hold onto the Shimmer
if Wind Tunnel is coming soon.
 Purifying Flame creates several void zones beneath players that must be
moved from. You can use any available instants or a stack of Shimmer on this,
but make sure you check the timer of Wind Tunnel, and hold onto the Shimmer
if Wind Tunnel is coming soon.
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
 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  Blazing Barrier, or if truly
lots of people are moving over at once, use
 Blazing Barrier, or if truly
lots of people are moving over at once, use  Ice Block.
 Ice Block.
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. Using  Meteor combined with
 Meteor combined with  Rune of Power is a
great way to deal with these adds.
 Rune of Power is a
great way to deal with these adds.
When the boss enters the last room, she will gain a 100% damage taken debuff. Because of this, you have to make sure that your DPS cooldowns and second potion are ready before entering this final room.
Fetid Devourer
More Fetid Devourer Guides on Icy Veins
 
  
Fire Mage playstyle on Fetid Devourer
Fetid Devourer is a fight that Fire Mages should excel on.
This is due to the vulnerability phase which starts at 50% Health,
which is quite close to  Searing Touch's activation percentage of 35%.
This means that Fire will both good great DPS during this portion of the fight,
and is extremely mobile. If the boss is close to 50%, save your cooldowns to
burn the boss.
 Searing Touch's activation percentage of 35%.
This means that Fire will both good great DPS during this portion of the fight,
and is extremely mobile. If the boss is close to 50%, save your cooldowns to
burn the boss.
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
 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
 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
 Putrid Paroxysm, which is another debuff which does
substantially more damage in a short duration. If you have this debuff,
consider casting  Ice Block, especially if it lines up with
 Ice Block, especially if it lines up with
 Shockwave Stomp.
 Shockwave Stomp.
 Shockwave Stomp (Heroic and up) is a raid-wide knockback, which
pushes you backwards a considerable distance. Make sure you watch for this
timer before using cooldowns such as
 Shockwave Stomp (Heroic and up) is a raid-wide knockback, which
pushes you backwards a considerable distance. Make sure you watch for this
timer before using cooldowns such as  Rune of Power. You can use
 Rune of Power. You can use
 Shimmer while mid-air from this knockback to return back to your
original position.
 Shimmer while mid-air from this knockback to return back to your
original position.
Two adds will spawn from six waste disposal units at random. You can save
a stack of  Rune of Power combined with
 Rune of Power combined with  Meteor or even
 Meteor or even
 Combustion for these adds to quickly burn them down.
 Combustion for these adds to quickly burn them down.
Zek'voz, Herald of N'Zoth
More Zek'voz, Herald of N'Zoth Guides on Icy Veins
 
  
There are a couple of choices that you can make in terms of talents. It
mostly comes down to what your raid needs extra help with. If your group has
trouble clearing the phase one Silithid Warriors, you can opt into
 Flame Patch (or
 Flame Patch (or  Living Bomb for a more hybrid approach).
 Living Bomb for a more hybrid approach).  
Fire Mage playstyle on Zek'voz, Herald of N'Zoth
This encounter is 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. Make sure you have
 Surging Darkness.
This creates three zones of darkness centering where the boss cast the ability.
One zone will be safe for every pulse. Make sure you have  Shimmer
stacks available for this mechanic.
 Shimmer
stacks available for this mechanic.
Phase One spawns many Silithid Warriors that fixate a target and can
be stunned and burned down effortlessly.  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 personal like
 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 personal like
 Blazing Barrier.
 Blazing Barrier.
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.   Counterspell should be used to interrupt
them. The boss mechanic during this phase casts
 Counterspell should be used to interrupt
them. The boss mechanic during this phase casts  Roiling Deceit 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 using
 Roiling Deceit 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 using
 Shimmer right before the debuff expires, and then using your second
charge of Shimmer to get back to the group.
 Shimmer right before the debuff expires, and then using your second
charge of Shimmer to get back to the group.
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 should
soak one of these orbs while all your cooldowns are ready so you can maximize
the DPS bonus from the orbs.
 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 should
soak one of these orbs while all your cooldowns are ready so you can maximize
the DPS bonus from the orbs.
Vectis
More Vectis Guides on Icy Veins
 
  
Fire Mage playstyle on Vectis
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. Every time the debuff bounces, the player contracts one stack of
 Omega Vector on a few party
members. This debuff does not expire and will bounce from target to target the
entire fight. Every time 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.
 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
 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. If you get this debuff, you should
 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. If you get this debuff, you should  Shimmer out of the group,
and your second Shimmer to get back into the group after you spawned the add.
 Shimmer out of the group,
and your second Shimmer to get back into the group after you spawned the add.
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
 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 quite quickly and
are hard to dodge if you are close to the submerged boss, so you should remain
relatively far away. If a Plague Bomb spawns close to the submerged boss, you
can soak this by using
 Lingering Infection. These waves of blood move quite quickly and
are hard to dodge if you are close to the submerged boss, so you should remain
relatively far away. If a Plague Bomb spawns close to the submerged boss, you
can soak this by using  Shimmer to get to it and then casting
 Shimmer to get to it and then casting
 Ice Block to avoid getting hit by the waves of blood.
 Ice Block to avoid getting hit by the waves of blood.
Zul, Reborn
More Zul, Reborn Guides on Icy Veins
 
  
If you are very comfortable with the fight you can run  Rune of Power
to help burst down adds quicker. However, there are a lot of reasons that make
Rune of Power hard to use, especially if you are one of the main soakers for
 Rune of Power
to help burst down adds quicker. However, there are a lot of reasons that make
Rune of Power hard to use, especially if you are one of the main soakers for
 Pool of Darkness, in which case
 Pool of Darkness, in which case  Incanter's Flow is a better option.
Additionally, you can go either with
 Incanter's Flow is a better option.
Additionally, you can go either with  Conflagration if you need more
single-target damage, or
 Conflagration if you need more
single-target damage, or  Flame Patch if you need more adds DPS (or
 Flame Patch if you need more adds DPS (or
 Living Bomb as a hybrid option).
 Living Bomb as a hybrid option).
Fire Mage playstyle on Zul, Reborn
The main mechanic that Fire Mages can handle is
 Pool of Darkness (Heroic and up). Due to having both
 Pool of Darkness (Heroic and up). Due to having both  Shimmer and
 Shimmer and
 Frenetic Speed we have a lot of mobility to get into the pools. You can
then use
 Frenetic Speed we have a lot of mobility to get into the pools. You can
then use  Blazing Barrier to reduce the damage taken from them, or
 Blazing Barrier to reduce the damage taken from them, or
 Ice Block if you are soaking these pools at the same time
 Ice Block if you are soaking these pools at the same time
 Dark Revelation or
 Dark Revelation or  Deathwish is happening.
 Deathwish is happening.
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. If your runs a strategy in which you
crowd control these adds, you can use  Polymorph on them when needed.
The second Bloodhexer may possibly cast
 Polymorph on them when needed.
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. Bloodhexer's can be hard crowd controlled, knocked back, stunned,
and silenced as well as the add that they spawn. These adds are the adds you
will most likely want to use your DPS cooldowns on.
 Congeal Blood and the add that
spawns from this cast is the only  target that takes priority over the two
Bloodhexers. Bloodhexer's can be hard crowd controlled, knocked back, stunned,
and silenced as well as the add that they spawn. These adds are the adds you
will most likely want to use your DPS cooldowns on.
Nazmani Crusher is your second priority and Bloodthirsty Crawg are normally just burned down through passive cleave which fire excells at. 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.
Mythrax the Unraveler
More Mythrax the Unraveler Guides on Icy Veins
 
  
The choice between  Rune of Power and
 Rune of Power and  Incanter's Flow largely
depends on how comfortable you are with the encounter. You will want to
go the standard single-target DPS talents on this fight, however,
 Incanter's Flow largely
depends on how comfortable you are with the encounter. You will want to
go the standard single-target DPS talents on this fight, however,
 Flame Patch can be considered if your group
has trouble killing the groups of adds.
 Flame Patch can be considered if your group
has trouble killing the groups of adds.  Living Bomb is a good
hybrid option if you want to add a bit more DPS to the groups of adds
without giving up a lot of single-target DPS.
 Living Bomb is a good
hybrid option if you want to add a bit more DPS to the groups of adds
without giving up a lot of single-target DPS.
Fire Mage playstyle on Mythrax the Unraveler
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
 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
 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 Blast, which targets a random player
and shoots a laser at them and its intermission counterpart,
 Obliteration Beam. If you get
 Obliteration Beam. If you get  Imminent Ruin simply
 Imminent Ruin simply
 Shimmer when it is about to expire, and then your second Shimmer
to get back.
 Shimmer when it is about to expire, and then your second Shimmer
to get back.
At 75% health, the boss moves into the middle of the room and takes 99% less
damage, so make sure you do not activate your DPS cooldowns when the boss is
close to 75% Health. During the intermission, two large
N'raqi Destroyers spawn and must  stay separated and burned down.
Additionally, several players will be targeted with  Visions of Madness.
Try to stay grouped so players can cleave them down easily.
 Visions of Madness.
Try to stay grouped so players can cleave them down easily.
 Counterspell any adds that are out of the main group.
 Counterspell any adds that are out of the main group.
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 your
 Imminent Ruin expires. If any mechanics line up or you
are afflicted with Imminent Ruin, be sure to use your  Ice Block.
 Ice Block.
G'huun
More G'huun Guides on Icy Veins
 
  
On a lot of fights, you can run  Firestarter or
 Firestarter or
 Searing Touch, however, on G'huun you should definitely run Searing
Touch because the last 15% of the fight is an important DPS check.  You can run
 Searing Touch, however, on G'huun you should definitely run Searing
Touch because the last 15% of the fight is an important DPS check.  You can run
 Living Bomb over
 Living Bomb over  Conflagration if you need more add DPS during
the first phase. Aside from that, a standard single-target talent setup is
recommended.
 Conflagration if you need more add DPS during
the first phase. Aside from that, a standard single-target talent setup is
recommended.
Fire Mage playstyle on G'huun
G'huun is the final boss of the raid. The encounter consists of an upstairs minigame portion as well as three downstairs phases.
Fire Mages are a decent choice (but by no means the best choice) for the
upstairs mini-game, as with the double  Shimmer usage can get very far
along the platform to deliver the Power Matrix, so if your group is lacking
Warriors, Monks and Demon Hunters, it is worth trying as an Fire Mage.
 Shimmer usage can get very far
along the platform to deliver the Power Matrix, so if your group is lacking
Warriors, Monks and Demon Hunters, it is worth trying as an Fire Mage.
Phase One is the add phase. Your focus in this phase is to cleave down all
units, 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 interrupted. 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. You can coordinate with your
healers to get one stack of this for bonus DPS. You should make sure to line up
your DPS cooldowns for this buff. During this phase, G'huun will also
cast
 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. You can coordinate with your
healers to get one stack of this for bonus DPS. You should make sure to line up
your DPS cooldowns for this buff. During this phase, G'huun will also
cast  Explosive Corruption on one random player. This player should
move to the edges of the room so they do not infect any other members. This
ability will persist through the fight. You can simply
 Explosive Corruption on one random player. This player should
move to the edges of the room so they do not infect any other members. This
ability will persist through the fight. You can simply  Shimmer out
right before it expires and use your second Shimmer to get back in.
 Shimmer out
right before it expires and use your second Shimmer to get back in.
When G'huun is forced from his lair, he 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
 Putrid Blood contracted from the
 Wave of Corruption. A player will be targeted with
 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
 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.
 Mind-Numbing Chatter.
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.
 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
 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, so make sure to
turn away right before it.
 Gaze of G'huun, which will fear you if you face him, so make sure to
turn away right before it.
Changelog
- 13 Jan. 2020: This page has been reviewed for the release of Patch 8.3 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.
- 10 Dec. 2018: This page has been reviewed for Patch 8.1 and no changes are necessary.
- 29 Oct. 2018: Removed potential usage for Firestarter on Taloc.
- 30 Aug. 2018: Added talent suggestions and boss guides for Uldir.
- 10 Aug. 2018: Added Fire Mage Boss by Boss empty page for now.
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This guide has been written by Dutchmagoz. Dutchmagoz has been playing Mage since 2009 and writing guides and theorycrafting since 2012, with many top 20-100 world kills and rank 1 parses under his belt. He is the owner of the official Mage Discord server Altered Time, where he is involved in Mage Theorycrafting and everything else Mage. You can reach out to him directly for questions or feedback about the guide there.
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