Spellblade Aluriel Strategy/Tactics for Normal/Heroic
Table of Contents
General Information
On this page, you will find a working strategy to defeat Spellblade Aluriel in The Nighthold for both Normal and Heroic modes, which usually only differ by the tuning of the boss.
Here, we assume that you have read our descriptions of the abilities for this encounter.
The other pages of our Spellblade Aluriel guide can be accessed from the table of contents on the right.
Positioning
It is best to begin the fight on the staircase in the courtyard, if possible, to give your raid group the most space possible. Spellblade Aluriel will patrol around the square. Wait for her to come to the group before engaging her.
The tanks should position Aluriel midway up the stairs and face her away
from the raid. Both tanks should be ready for
Annihilate. Aluriel will begin with a 3-second cast,
giving the tanks time to correctly face the boss and stack together. At the
end of the cast, she will begin a 4-second channel, dealing heavy damage split
between the tanks.
Master of Frost
Aluriel will immediately enter her Master of Frost state, granting her the
Frost augmentations to her abilities. Her first cast will be
Mark of Frost, which will mark 2 players. The raid
should be loosely spread in anticipation of the cast to avoid instantly
detonating the marks. The 2 players with Mark of Frost should stack on either
side of a predetermined raid marker, outside of the raid group. Aluriel will
cast
Replicate: Mark of Frost approximately 15 seconds
later, marking a second set of players with
Mark of Frost. A separate raid marker should be
designated for these new marks to stand near, also outside the raid group.
Approximately 30 seconds after her replication cast, Aluriel will cast
Detonate: Mark of Frost and clear all the current
Mark of Frost debuffs. 15 seconds later, Aluriel
will cast Animate: Mark of Frost and spawn Icy
Enchantments. The raid should quickly AoE down the Icy Enchantments and
avoid stunning themselves when the
Frozen Tempest
channel begins. The melee and tanks do not need to get out of the dome,
though they will need to run against the push back effect.
Dealing With Mark of Frost
When the stacks of Frostbitten become too high to
sustain further, the pair of players with Mark should collapse on each other
and detonate the Mark, passing it to the nearest allies that are not afflicted
by
Frostbitten. The number of stacks to swap Marks
at is flexible; the more your healers can take, the higher number of stacks
you can swap at. If your group isn't sure, a good number of stacks to swap at
is around 8-9 stacks of
Frostbitten.
There should be assigned priority list of players that the Marks should be passed to in order to avoid confusion. Highly mobile classes, such as Hunters and Mages, make the best choices for this duty. This priority list also needs to be flexible in the event that some of the assigned players are the targets of the initial Marks or the replication. When it is time for the players to collapse and trade Marks, these players need to ensure they are the closest targets so that the Marks will jump to them.
Master of Fire
A few moments after casting Animate: Mark of Frost, Aluriel will enter her Master of Fire state. The timings of this phase will essentially mirror the previous phase, though the abilities themselves are quite different.
The ranged should fan out around the boss. It is important that none of the
other ranged overlap in a line between the boss and each other. Aluriel will
begin to mark players with Searing Brand. The melee
will have to be especially careful of Aluriel's charge when Searing Brands
go out to avoid being killed.
When Replicate: Searing Brad is cast there will be
a total of 6 Brands active.
After 45 seconds in the Master of Fire phase, Aluriel will cast
Detonate: Searing Brand. All players afflicted with
Searing Brand should spread at least 8 yards apart so
that none of the
Burning Ground zones overlap.
15 seconds later Aluriel will cast
Animate: Searing Brand, which will raise Fiery
Enchantments from the Burning Ground. They will begin casting
Pyroblast, deals high Fire damage to a single
target. These casts are interruptible and they should be prioritized
by anyone with an available kick. These adds should be killed as quickly
as possible to avoid deaths. If any of the Fiery Enchantments are
within 8 yards of each other, they will empower each other with
Bound in Flame, increasing damage and cast speed of
Pyroblast by 100%.
Master of the Arcane
After casting Animate: Searing Brand, Aluriel will
enter her Master of the Arcane state. Players should be wary of the
Arcane Orbs she will begin to spawn, and again during
Replicate: Arcane Orb. This phase is fairly uneventful
mechanically, provided all players avoid standing in the pulsing damage
from the Arcane Orbs.
After 45 seconds in this phase, Aluriel will cast
Detonate: Arcane Orb, sending all the Arcane Orbs flying
into the air. The raid should quickly move out of the Arcane zones before the
Orbs crash back to the ground; anyone caught in a zone will take lethal Arcane
damage. Players should make an effort to move away from the zones even if they
are not directly inside of the circle, as they still deal raid wide damage
reduced by distance. The raid group should stack right before detonation and
move as a group to bait the
Arcane Orbs to land
close together, as it makes dealing with the adds significantly easier.
Healing cooldowns are important to mitigate the raid damage here.
15 seconds after detonation, Aluriel will spawn Arcane Enchantments from the
zones with her Animate: Arcane Orb cast. The Arcane adds
need to be killed as quickly as possible or they will wipe the group with their
Armageddon cast, which is not interruptible. The adds
will not move from where they spawn.
If Aluriel is not killed after the Arcane phase concludes, she will return to the Frost phase and repeat her cycle.
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