Opulence Strategy Guide in Battle of Dazar'alor Raid
Welcome to our guide for Opulence, an Alliance-only encounter in the Battle of Dazar'alor raid. Here, you will first find a quick breakdown by role following by a detailed strategy to defeat Opulence.
Lore
Long ago, King Dazar had his golden treasury enchanted so that it would rise against anyone except its rightful owner. Many an unsuspecting thief has been slain by the very riches they coveted, serving as an important lesson to those who would steal from the throne.
Fight Overview
Opulence is a two-phase encounter that requires significant pre-planning, organization of smaller groups, and excellent coordination among healers and DPS.
TL;DR
Tanks
- Keep The Hand of In'zashi away from Expelled Charges to allow melee DPS to deal damage.
- Pick up the
Diamond of the Unshakeable Protector when available.
- During Phase Two, each tank should take turns using their
Diamond of the Unshakeable Protector absorption on
Coin Sweep.
Healers
- When your Construct is between 70% and 60% health, the group will require significant AoE healing.
- When your Construct is between 60% and 50% health, prepare to quickly
dispel
Hex of Lethargy.
- One healer in each Construct group needs to pick up the
Amethyst of the Shadow King when available. The remaining healers should pick up the
Tailwind Sapphire.
- Healers with the Amethyst need to apply
Shadow-Touched the raid before
Thief's Bane expires and before
Wail of Greed is cast.
DPS
- When in the jewel room, pick up the jewel designated for you or your class.
- Coordinate with the rest of your raid to make sure the two Constructs die at the same time.
- During Phase Two, kill
Spirits of Gold as quickly as possible.
- If you have the
Ruby of Focused Animus, be sure to keep full uptime on the boss so the stacks never drop.
- If you have the
Topaz of Brilliant Sunlight, stay away from other players until you reach 100 stacks, then move into the raid so they can benefit from the Critical Strike buff as well.
- If you have the
Emerald of Earthen Roots, try to stand still as much as possible to stack the buff.
- If you have the
Opal of Unleashed Rage, tag the
Spirits of Gold as quickly as possible to immediately benefit from the damage increase.
Everyone
- During Phase One, split the raid as evenly as possible for each side.
- Avoid
Flame Jets when in rooms with them.
- Attempt to overlap
Ruby Beams with other
Scorching Ground when able to.
- Try not to move much with
Hex of Lethargy.
- Stand close to Yalat's Bulwark to easily avoid
Flames of Punishment.
- Allow
Volatile Charge to expire while standing near the edge of the room, and avoid standing near the entrance to the next room.
- Run to the edge of the room with
Liquid Gold to drop
Molten Gold away from other players.
Positioning
- Constructs should generally be close to the entrance to the next room, while players use the back of the current room to drop mechanics.
- During Phase Two, Opulence should be tanked near the center of the room to allow more time to kill
Spirits of Gold.
Bloodlust/Heroism/Time Warp
Due to the consistent ramping of damage output from the raid, we suggest you use Bloodlust/
Heroism/
Time Warp when 3-minute
cooldowns are ready to use towards the end of the fight, or when the boss
reaches 20% health, for Execute classes.
Abilities in Phase One: Raiding the Vault
During Phase One, the raid will face two Constructs simultaneously, The Hand of In'zashi and Yalat's Bulwark. Each Construct will be fought separately by part of the raid, so the raid must split into two groups. Phase One ends when both Constructs are dead.
Fighting Area/Layout
The way fighting the Constructs works is that each of the two Constructs will progressively travel along a set path, through a series of rooms. The Construct will move from one room to the next in the order whenever it loses 10% of its health.
When a Construct moves to a new room, it uses Consuming Flame in
the previous room, which deals massive Fire damage to anyone still in it, in
effect forcing your raid to move with the Construct.
In addition to the abilities that the Constructs use (detailed below), some of the rooms also have mechanics your raid must deal with. We will go through each type of room in the sub-sections that follow, but first we will list the order of the rooms through which the Constructs travel.
- First room: no mechanics.
- Second room:
Flame Jet.
- Third room:
Ruby Beam.
- Fourth room:
Pulse-quickening Toxin.
- Fifth room:
Ruby Beam +
Hex of Lethargy.
- Sixth room:
Flame Jet +
Ruby Beam.
- Seventh room: no mechanics.
- Eighth and final room: no mechanics, but Constructs
Overload.
Room Mechanics
Flame Jet rooms have multiple locations on the walls from which
jets of Flame occur fire out occasionally. The flames will generally
cover just over half of the room. Players standing in the flames will take
moderate Fire damage every 2 seconds.
Ruby Beam rooms have a beam of fire that fixates on a player,
leaving a trail of
Scorching Ground in its wake. Scorching Ground
inflicts moderate damage every 2 seconds to players standing within it.
Scorching Ground areas persist indefinitely.
Pulse-quickening Toxin rooms inflict constant damage over time, the
damage increasing with every tick. If a player is below 50% health when
afflicted by Pulse-quickening Toxin, they will gain 246 of all secondary stats
for 10 seconds. The damage of this ability ramps very quickly.
Hex of Lethargy applies a magic debuff to 2 players, causing them to
take moderate damage while moving. This debuff can be dispelled.
Jewels
In the seventh room where the raid fights the Constructs (between 40% and 30% of the Constructs' health), there are a number of jewels that the raid can interact with. These jewels provide the player that interacts with them a buff that lasts until the end of the fight; having raid members pick up jewel buffs is integral to your raid's success.
There is no limit to how many players can take the same jewel buff, but any player can only have one jewel buff for the entire fight. Furthermore, the jewels are divided into role categories (tank, healer, and DPS), and players cannot take jewels that are not appropriate for their role.
Upon selecting a jewel, the player receives a debuff called
Thief's Bane. This debuff causes the player to take lethal Shadow damage
after 30 seconds. This is countered by the
Amethyst of the Shadow King
jewel, which is explained below.
Tank Jewel
Tanks only have access to a single jewel, the
Diamond of the Unshakeable Protector. This jewel provides the tank with
an absorb shield that absorbs 50% of the incoming damage, up to 300% of the
player's maximum health. Once the buff expires, it takes 30 seconds to
recharge, at which point it is once again active.
Healer Jewels
Amethyst of the Shadow King increases the Haste of the player by 50%
and causes all healing spells to apply
Shadow-Touched, reducing Shadow
damage taken by 90% for 60 seconds. If a player affected by Shadow Touched
player takes Shadow damage, they will restore 1% Mana to all players within 10
yards.
Tailwind Sapphire causes all healing spells of the player to apply
Tailwinds to the target, increasing damage done by 5% for 30 seconds,
which stacks. Upon applying 5 stacks to a target, the player holding the jewel
gains
Soothing Breeze, increasing healing and damage done by 100% for 12
seconds.
DPS Jewels
Ruby of Focused Animus causes the player's damage dealt to apply a
stack of
Focused Animus to the target, increasing damage taken by all
sources (including other players) by 1% for 6 seconds. This effect stacks. This
effect has a 1 second internal cooldown on each target.
Topaz of Brilliant Sunlight applies a stack of
Incandescence
every 0.95 seconds while the player is standing alone (we are not sure how far
away from other players they must be to be considered "alone"). When the player
reaches 100 stacks of Incandescence, the buff becomes
Grossly Incandescent!. This buff increases the Critical Strike chance of
all nearby players by 100% for 20 seconds.
Emerald of Earthen Roots grants the player a stacking 1% damage buff
every 1 second while standing still. Moving will cause the buff to rapidly
diminish.
Opal of Unleashed Rage grants the player a stack of
Unleashed Rage for every new enemy attacked. Unleashed Rage increases
all damage done by 2%, and this effect stacks. This effect has an unlimited
duration, so it will continue to stack throughout the encounter, as new targets
are being attacked.
Shared Construct Abilities
Crush
Crush is an ability the Construct uses regularly. The Construct
lifts up one arm (either left or right), and then smashes the ground on the side
of the arm that was raised. Players struck by the Crush will take heavy damage
and be stunned for 4 seconds, but the entire group of players in the
Construct's room will take a moderate amount of Physical damage even if they
avoid the Crush.
Sometimes, the Construct will lift up both arms, which means that it will smash in front of it.
Overload
Upon reaching 30% health (which coincides with entering the final room), the Construct will Overload, periodically dealing
minor damage to random players and empowering the Construct's special
ability (listed below).
The Hand of In'zashi
Volatile Charge is the special ability of The Hand of In'zashi.
Volatile Charge applies a debuff to 3 random players, dealing minor damage over
8 seconds. Additionally, when the debuff expires, it will deal moderate damage
to all players within 6 yards. It will also leave an Expelled Charge void zone
in the location the debuff expired at, which will periodically inflict heavy
damage to players within 6 yards. These Expelled Charge void zones last
indefinitely.
When this Construct is empowered by Overload, the
Expelled Charge void zones are significantly larger in size.
Yalat's Bulwark
Flames of Punishment is the special ability of
Yalat's Bulwark. Flames of Punishment is a 6.5-second channel, during
which the Construct will spin clockwise, repeatedly shooting fire in a frontal
cone. Players struck by the cone will take heavy Fire damage, as well as a
moderate 8 second DoT. When empowered by
Overload, Flames of
Punishment becomes a significantly larger cone.
Abilities in Phase Two: Toppling the Guardian
Phase Two begins when the raid has killed both Guardians. During this Phase, the raid will merge and face the final boss, Opulence.
Hoard Power
Upon being engaged, Opulence will attempt to Hoard Power
from the Constructs. If the Constructs are alive when the cast finishes,
Opulence will gain 100% increased damage and health per Construct. This is
meant to punish the raid if you attempt to to engage the boss before dealing
with the Constructs.
The upside is that this ability takes 5 seconds for Opulence to cast, even if both Constructs are dead, so this is a grace period at the start of the fight.
Note that the boss begins casting Hoard Power as soon as one of the
two Constructs is dead, meaning that if you do not kill them at the same time,
the boss could gain a stack of Hoard Power from the living Construct.
Liquid Gold
Opulence applies Liquid Gold to multiple players,
inflicting moderate damage every 3 seconds for 12 seconds. When Liquid Gold
expires, it creates a patch of
Molten Gold at the location of the
targets. Molten Gold deals moderate damage to any player who stands within it.
The Molten Gold void zones last until the end of the fight.
Spirits of Gold
Opulence will regularly create 8 Spirits of Gold; these are add that
spawn on top of Opulence, and slowly move towards the edges of the room. If a
Spirit of Gold reaches the edge of the room, it will begin to
Channel Gold, launching several Gold Bursts around the room. Gold Burst
are piles of gold that deal moderate damage to any players in a 5-yard radius
of where they land. These adds will spawn about 30 seconds after the start of
Phase Two, and approximately every 60 seconds after that.
Spirits of Gold are susceptible to crowd control.
Coin Shower
Opulence regularly marks a player with Coin Shower. After
10 seconds, that player takes massive Physical damage. The damage is split
between all players within a 7-yard radius.
Wail of Greed
Opulence also uses Wail of Greed. This deals massive
raid-wide Shadow damage every 2 seconds. When Wail of Greed finishes, Opulence
gains a stack of
Greed, increasing all damage done by 15% until the
end of the fight. Since this effect stacks, it acts as a soft enrage for the
fight. This ability is used about every 60 seconds after the start of
Phase Two.
Coin Sweep
Coin Sweep is an ability that Opulence uses against the tank, which
deals massive Physical damage to them. This ability's damage is so high that
tanks require the absorb shield from
Diamond of the Unshakeable Protector
to survive it (assuming heavy cooldowns are not used), which makes it a tank
swap ability in effect.
Strategy
Phase One
For Phase One, you will want to split your raid into 2 even groups.
Ideally, both groups will have similar DPS so they reach the end at nearly the
same time. Yalat's Bulwark group should include classes that can handle
movement well, such as melee and Beast Mastery Hunters. The reason for this is
that Flames of Punishment is very movement-heavy compared to
The Hand of In'zashi's
Volatile Charge.
When one Construct dies, Opulence will immediately enter combat. After about 5 seconds it will begin to cast Hoard Power. This means you will need to kill both Constructs within 10 seconds of each other to avoid Hoard Power
from applying a buff to the boss.
Yalat's Bulwark
The best way to avoid Flames of Punishment is to have all players
stand very close to Yalat's Bulwark. As the cast is starting, stand
behind the Construct, then move clockwise with the Construct's movement.
However, Flames of Punishment can align with
Flame Jet (the room
ability), which can make the movement challenging. Flame Jet does significantly
less damage than Flames of Punishment, so if possible players should use a
defensive cooldown and move around the Construct as normal, taking the Flame
Jet damage.
The Hand of In'zashi
Volatile Charges should be placed near the back or sides of the room
as much as possible. The tick rate of Expelled Charges is fairly slow,
so occasionally players will be able to stack them safely. Avoid placing this
in the center of the room or near the entrance to the next room, if
possible.
Room Mechanics
The room mechanics alone are generally not terribly punishing unless they align with the Construct special abilities. However, there are still ideal ways to handle them.
Flame Jet gives very little warning before appearing; it is likely
many players will take a tick as they come out. Because of this, healers should
try to keep all players at high health before Flame Jet comes out.
Ruby Beam is very slow and easy to kite. However, Ruby Beam does not
clearly fixate a target; if players are stacked, it may take a few seconds to
determine who the Ruby Beam is following. Under ideal circumstances, the
fixated player realizes immediately, and can run the beam in a circle,
significantly reducing the area denial affect.
Pulse-quickening Toxin starts out fairly easy, but ramps up to be
quite painful later in the phase. Quickening Pulse may sound tempting,
but we suggest against attempting to maximize the uptime of the buff, as you
may end up losing a player to an overlapping mechanic or healers falling
behind. Do not be afraid to use healing cooldowns to survive this phase, as
they should not be needed in other Construct phases.
Players affected by Hex of Lethargy should avoid movement until
healers can dispel them. Healers should make it a priority to dispel the debuff
as quickly as possible.
Jewels
The jewels are what will make or break this fight for most groups. Jewels should be set up before pulling the boss; ideally every player will know which jewel they will be taking and what it does for them or for the group.
Diamond of the Unshakeable Protector allows tanks to safely take
Coin Sweep, with the 30-second debuff essentially being the taunt swap
mechanic. This is the only jewel tanks can take, so assigning this is not
necessary.
The Amethyst of the Shadow King can be used to save players from
Thief's Bane and
Wail of Greed. You will need one healer from
each Construct group to take one of these and make sure to apply the buff to
all players so they can survive
Thief's Bane.
The Tailwind Sapphire is a sizeable damage and healing increase for
the raid, and every healer that is not taking the
Amethyst of the Shadow King should be taking this.
The Ruby of Focused Animus does not stack with other Rubies, so
ideally this is only used on one player with high uptime on the boss. You will
likely want this on a ranged to prevent the buff from dropping. If the group
has a specific ranged DPS doing less damage than others during Phase Two, that
player is an ideal candidate to take the Ruby.
The Topaz of Brilliant Sunlight could theoretically have 100% uptime for
the group if given to 5 players. However, we do not think this will be worth
the investment. We suggest assigning the Topaz to 1 or 2 players and attempting
to line up the Critical Strike bonus with
Spirits of Gold spawns, DPS
cooldowns, or even
Wail of Greed to allow healers to Critically heal
during their cooldowns as well.
The Emerald of Earthen Roots is an excellent stacking damage increase
for DPS that can stand still most of the fight. Unless you find the group is
able to kill
Spirits of Gold before they leave melee range, we would
generally suggest against giving this to melee as they will likely need to move
to chase the Spirits of Gold. This buff will be best on classes with
displacement abilities that do not involve walking, such as Mages with
Shimmer/
Blink.
The Opal of Unleashed Rage is similar to
Emerald of Earthen Roots; it is a massive DPS increase later in the fight
but starts quite small. However, the benefit of the Opal is you will never lose
the stacks, and as
Spirits of Gold spawn it may surpass the Emerald. The
Opal of Unleashed Rage will be very good on classes with increased damage on
low health enemies (Warriors with
Execute, etc.) and on classes
that can quickly and easily tag every Spirit of Gold. In general, we
suggest you give this jewel to melee players, and ranged players that lack
burst mobility but are able to quickly tag Spirits of Gold (such as Elemental
Shamans and Shadow Priests).
Phase Two
Phase Two will mostly be an endurance race while players stack up their
damage increases from the jewels. Wail of Greed acts as a soft enrage,
increasing the damage of the boss over time until it becomes too much to
handle.
Players with Liquid Gold should attempt to drop
Molten Gold
as close to the edge of the room as possible to avoid causing unnecessary
movement for other players.
Spirits of Gold need to die as soon as possible to avoid them reaching
the edge of the room. Spirits of Gold can be crowd controlled in a variety of
ways, such as stuns, knockbacks, death grips and even roots.
Players should attempt to save personal defensive cooldowns, as well as
raid-wide healing cooldowns for Wail of Greed. The healers with
Amethyst of the Shadow King will need to ensure every member of the raid
has
Shadow-Touched on them before Wail of Greed occurs. If Wail of
Greed is becoming too much to handle, players with
Topaz of Brilliant Sunlight should attempt to align
Grossly Incandescent! with it to allow healers to heal for significantly
more.
DPS will need to minimize their movement and maximize their damage output,
as this will likely be a tight DPS check. Healers with
Tailwind Sapphire may even attempt to align
Soothing Breeze
with DPS who have cooldowns.
Tanks should taunt for every Coin Sweep, taking turns using their
Diamond of the Unshakeable Protector.
Healers with Tailwind Sapphire should attempt to maintain 5 stacks
of
Tailwinds on DPS using the
Emerald of Earthen Roots and the
Opal of Unleashed Rage.
Tank Concerns
During Phase One, the tank on The Hand of In'zashi will be responsible for ensuring the melee are safe from Expelled Charges. Both tanks should be prepared to quickly move to the next room every 10% health, down to 30%.
During Phase Two, the primary concerns for the tanks will be keeping the
boss in the center of the room, and taunt swapping for every
Coin Sweep. After taking a Coin Sweep, that tank should maintain aggro
on the boss to avoid the other tank from using up their
Diamond of the Unshakeable Protector absorb before the next Coin
Sweep.
Healing Concerns
The majority of the damage early in the fight is avoidable. However, healers
will need to be prepared for attrition healing in rooms with
Pulse-quickening Toxin. Additionally, healers will need to be prepared
to quickly dispel
Hex of Lethargy.
After players pick up their gems, the healers with
Amethyst of the Shadow King should immediately start applying
Shadow-Touched to the players in their group to ensure no one dies to
Thief's Bane.
During Phase Two, healers will need to spot heal players with
Liquid Gold. Healers with the
Amethyst of the Shadow King should
apply
Shadow-Touched to all members of the raid before
Wail of Greed begins. Ideally the two healers with the Amethyst work
together and communicate when applying Shadow Touched to avoid overlapping and
wasting Mana.
If there is an excess of Mana in Phase Two, healers with
Tailwind Sapphire could attempt to align
Soothing Breeze on
multiple players with
Grossly Incandescent! to massively increase
damage done by the raid.
If there is an excess of Mana in Phase Two, healers with
Tailwind Sapphire should attempt to maintain
Tailwinds on as
many DPS as possible; DPS using
Emerald of Earthen Roots and
Opal of Unleashed Rage in particular, as they will be doing the most
damage during the phase.
Mythic Mode
Abilities
Mythic introduces two new mechanics to the Opulence encounter.
Surging Gold
Surging Gold happens during Phase Two, and causes all gold in the
area to increase in size for 30 seconds. The size increase is very significant.
This ability is used approximately every 45 seconds.
Chaotic Displacement
During Phase One, two players on each side will receive the
Chaotic Displacement debuff. After 6 seconds, players with the debuff
will swap locations with the debuffed players from the other side. This happens
every 30 seconds, starting 30 seconds into the fight. After swapping, players
will deal and take 99% less damage for 10 seconds or until they move.
Strategy
The general strategy is very similar to Heroic.
Phase One
You will be unable to assign every jewel ahead of time due to
Chaotic Displacement; one healer on each side will need the
Amethyst of the Shadow King and one DPS on each side will need the
Ruby of Focused Animus. If necessary, you can wait in the jewel room and
hope for ideal players to get swapped, but eventually
Volatile Charges
will fill the room with The Hand of In'zashi, so you may need to improvise.
Additionally, we recommend players with Chaotic Displacement try to get out of
melee before they displace, as players can be displaced with Volatile Charge on
them. If Chaotic Displacement aligns with
Flames of Punishment, players
who are swapped to Yalat's Bulwark's side should try to stay still and
take advantage of the damage reduction to prevent immediately dying to Flames
of Punishment.
Phase Two
Due to Surging Gold, Liquid Gold placements are crucial. All players
will need to drop their Liquid Gold on the edges of the room or in the
hallways. This can get tricky when Surging Gold is active, as most of the edges
will be taken. If Liquid Gold is placed poorly, the next Surging Gold will make
it increasingly hard to place Liquid Gold correctly, and this can quickly
spiral out of control and cause a wipe. While Surging Gold is the only
additional mechanic in this phase, we also suggest sacrificing players targeted
by
Coin Shower aside from the first one. Healers simply do not have the
cooldowns to prevent players from dying to Coin Showers, and if a player dies
with Liquid Gold, it immediately drops in the raid and will cause a wipe.
Players with immunities can survive Coin Shower on their own, and Hand of
Protection can also save them.
Bloodlust/Heroism/Time Warp
We suggest you still use
Bloodlust/
Heroism/
Time Warp in Phase Two towards the
end to burn the boss quickly with the increased damage. Using it during the second
set of Spirits of Gold may allow you to skip the third set.
Class-specific Advice for Opulence
Changelog
- 19 Feb. 2019: Added Mythic section.
- 23 Jan. 2019: Made a few updates based on our experience on live realms.
- 20 Jan. 2019: Added TL;DR and Strategy sections.
- 23 Oct. 2018: Guide added.
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Patch 8.3 Profession Changes
Sham is a high level Elemental Shaman theorycrafter; he raids in Big Dumb Guild on Illidan-US where he competes for world first Mythic kills. You can follow him on Twitter, Twitch, and YouTube.
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