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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