Spellblade Aluriel Abilities
Table of Contents
General Information
On this page, we list all the abilities from the Spellblade Aluriel encounter in The Nighthold. The idea is to give you a solid understanding of the encounter before you read the strategy.
If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.
Overview
Spellblade Aluriel is a control fight which revolves around immaculate positioning from the raid group and correct management of several debuffs. Aluriel has a base set of abilities she will repeat in each of her elemental phases; Mark, Replicate, Detonate, and Animate. The elements she invokes will augment these fundamental abilities in very different ways, which affect the positioning of the group and the way each ability is handled.
Abilities
Annihilate unleashes a barrage of attacks to her
primary target. The damage can be shared by a secondary target if they stand in
front of her. It also causes the primary target to take 75% additional damage
from Aluriel's physical attacks for 90 seconds.
Frost Phase
Mark of Frost marks players with the Mark of
Frost. The Mark pulses damage to players within 8 yards and stacks the
Frostbitten debuff on the marked players, which
increases damage taken by the mark by 30% (70% in Heroic Mode). If two players with the
Mark of Frost come into contact with each other,
they cause a raid wide explosion for moderate damage and transfer their
Mark of Frost debuffs to the closest targets. The
debuff prefers players who are not already
Frostbitten.
Replicate: Mark of Frost causes additional targets
to be branded by the
Mark of Frost.
Detonate: Mark of Frost clears all current
Mark of Frost debuffs and leaves a
Pool of Frost at their location. The pools deal Frost
damage and slow anyone that steps in them.
Animate: Mark of Frost spawns Icy Enchantments from
the Pool of Frost zones on the ground. The Icy
Enchantments will channel a
Frozen Tempest, which
creates a dome of frost and deals damage to anyone in the dome, as well as
pushing them back. Anyone who crosses the edge of the dome (in either
direction) will be indefinitely stunned, frozen in a block of ice that must
be destroyed before they can escape the stun.
Fire Phase
Searing Brand marks several players with a
Searing Brand. A phantom line will appear between the boss and the players, and
after a moment the boss will send out fiery phantoms that deal moderate Fire
damage to everyone in the line, including the players with
Searing Brand, and knocking them back.
Replicate: Searing Brad causes additional targets
to be branded by the Searing Brands.
Detonate: Searing Brand clears all current
Searing Brand debuffs and leaves a patch of
Burning Ground at their location. The pools deal Fire
damage to anyone that steps in them.
Animate: Searing Brand spawns Fiery enchantments
from the
Burning Ground patches on the ground. The
Fiery Enchantments cast
Pyroblast, which deals heavy
Fire damage to a single target, and can be interrupted. They will also buff
each other with
Bound in Flame, which increases damage
dealt and cast speed by 100% for each ally within 8 yards.
Arcane Phase
Arcane Orbs spawn on several players, which pulse
for moderate Arcane damage to everyone within 8 yards.
Replicate: Arcane Orb causes additional
Arcane Orbs to spawn.
Detonate: Arcane Orb causes
Arcane Orbs to targe a player and fly into the air.
Players will have a moment to escape the zone that appears on the ground.
Anyone caught in the detonation when the orbs land will take heavy Arcane
damage, though the damage is reduced by distance from the detonations.
The orbs will leave an
Arcane Fog at their
location, which deals Arcane damage to anyone that steps in them.
Animate: Arcane Orb spawns Arcane enchantments
from the
Arcane Fog zones on the ground. The Arcane
enchantments will begin to channel
Armageddon,
which will inflict heavy raid wide Arcane damage if the channel is
completed.
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