At last, the dragonriding fight!
Three phase encounter with a flying intermission between each phase. Both intermissions are the same.
In P1, P2 and P3, Tindral uses the same abilities. All three phases are very similar.
In P1, Tindral also gains moonkin abilities. In P2, he gains treant abilities instead. In P3, he uses all of them.
In P1 and P3, the massive fire columns shoot out multiple waves of beams.
In P2 and P3, stomping on seeds deals increasing damage.
In P2 and P3, any leftover seeds turn into trees that last forever and will kill your raid.
During intermissions, Tindral's supernova shield is now worth 10% of his HP. Make sure to collect all the orbs on the way.
In P1, P2, and P3, Tindral briefly shifts into an owl. He drops four feathers and conjures four bombs above the platform.
Players can grab the feathers, mount up, soak one bomb, then crash down on the platform, dealing damage to the boss and the vines.
Freeing yourself from the vines without destroying them now spawns a treant that deals raid-wide damage. Destroy the vines.
Dispelling a player's Fiery Growth now applies a 3s lethal vulnerability to the raid. Stagger the dispels to avoid a wipe.
The mushroom tank mechanic now spawns an additional variety. Always soak one color then the other.
You now only have 20s to break Tindral's supernova shield. The raid also takes increasing damage while the shield holds.
In P2 and P3, walking over more than one seed spawns a Flaming Tree, killing your raid. You only have 3s to stomp them.
Agradecimentos a Kalazshar e Wycano, da Aliança Cromática pela localização para Português.
Tindral has a few core abilities that he uses in every phase. In P1, he shifts into a moonkin and gains two additional abilities.
Spread tightly around the boss when he roots the raid. Dodge various AoE and drop your fire patch away from the raid. P1 lasts 90s.
EVERYONE
WHEN ASSIGNED, GRAB A FEATHER,
MOUNT UP, SOAK ONE BOMB, AND
LAND ON TOP OF BOSS AND VINES.
Twice in P1, Tindral briefly shifts into an owl. He drops four feathers on the ground and conjures four bombs in the air. If a bomb falls on the platform, it kills the raid.
The feathers are the same from intermissions. Players can grab one, mount up, and soak a bomb before landing back on the ground. Soaking more than one bomb kills you.
After soaking a bomb, players can land on top of Tindral and deal heavy damage to him and the vines.
EVERYONE
TIGHTLY SPREAD AROUND BOSS
FOR THE ROOTS AND KILL THEM.
MOUNTED PLAYERS LAND ON ROOTS.
Regularly, Tindral marks all players with a circle. After 4s, everyone explodes and gets rooted by vines.
While rooted, players take heavy damage. On mythic, you must destroy the vines.
If players remove their vines without destroying them, they spawn a treant that deals raid-wide damage with as much HP as the vine that was removed.
Players who soaked a bomb on their mount are vital to destroying the vines. Treants are immune to that damage.
EVERYONE
DODGE THE SWIRLIES.
EVERYONE
MOVE OUT AND STAGGER
THE DISPELS BECAUSE OF
THE MYTHIC VULNERABILITY.
Regularly, Tindral debuffs a few players who take heavy damage for 20s. This is dispellable.
When a player is dispelled, they drop a fire patch on the ground that applies a 3s DoT to the raid. If another player is dispelled while the DoT is active, the raid dies.
Let debuffed players spread and stagger dispelling them.
EVERYONE
DODGE THE BEAMS AND
DON'T STAND IN THE FIRE
EVERYONE
MOVE OUT OF THE MUSHROOMS.
EACH TANK SOAKS 4 MUSHROOMS,
ALWAYS ONE COLOR THEN THE OTHER.
Regularly, Tindral summons four red mushrooms and four green mushrooms around him over 9s. Tanks need to soak them before they explode and kill the raid.
Soaking a red mushroom deals massive Physical and Magic damage and makes you vulnerable to them for 3s. Soaking green mushrooms also makes you vulnerable to them for 3s.
Each tank soaks four mushrooms and alternates between soaking a red and green one to let the vulnerability fade.
If you're not a tank, don't stand where they spawn!
Tindral's melee attacks apply a stacking DoT on his target. Tank swap when damage gets too high.
Tindral's melee attacks apply a stacking DoT on his target. Tank swap when damage gets too high.
When Tindral shifts into a moonkin, he deals a burst of raid-wide damage.
After 90s in P1, Tindral shifts into an owl and flies to the next platform.
Grab a feather on the ground to mount up and follow him. Collect green orbs along the way.
Destroy Tindral's shield when you arrive.
EVERYONE
WALK ON A FEATHER AND
USE THE EXTRA ACTION
BUTTON TO START FLYING.
When Tindral takes off, he drops feathers on the ground. Walking over one grants you an extra action button that summons your flying mount.
Use your flying mount to quickly reach the next platform where P2 takes place. Collect green orbs and dodge the fire orbs.
EVERYONE
FLY THROUGH THE GREEN
ORBS TO INCREASE
THE RAID'S THROUGHPUT
While flying, players can fly through green orbs that grant a stackable 5% damage and healing increase to the raid.
Grab as many as you can to break Tindral's shield after you arrive.
It also grants everyone three vigor, allowing you to use speed boost abilities.
EVERYONE
DODGE THE FIRE ORBS
WHILE FLYING; THEY
DAMAGE AND SLOW YOU.
EVERYONE
DESTROY THE ABSORB
SHIELD BEFORE THE END
OF THE CAST OR WIPE.
When he arrives at the next platform, Tindral shields himself for 7% of his HP and starts a 20s channel. If he completes it, the raid dies.
While the shield holds, the raid takes massive increasing damage.
After breaking Tindral's shield, P2 starts. It's the same as P1, but Tindral now shifts into a treant instead of a moonkin.
When Tindral shifts into a treant, stomp on the seeds that spawn.
EVERYONE
WHEN SEEDS SPAWN,
STOMP ON THEM BEFORE
THEY SPROUT INTO A TREE
New P2 ability
Twice in P2, Tindral shifts into a treant and starts a 15s channel that deals heavy raid damage. He also drops lots of seeds on the ground.
Players need to stomp on the seeds to destroy them. On mythic, each player can only stomp one seed. If you try to stomp others, they will sprout into a tree and wipe the raid.
You only have 3s to stomp all seeds.
EVERYONE
WHEN ASSIGNED, GRAB A FEATHER,
MOUNT UP, SOAK ONE BOMB, AND
LAND ON TOP OF BOSS AND VINES.
Similar to P1
Twice in P2, Tindral briefly shifts into an owl. He drops four feathers on the ground and conjures four bombs in the air. If a bomb falls on the platform, it kills the raid.
The feathers are the same from intermissions. Players can grab one, mount up, and soak a bomb before landing back on the ground. Soaking more than one bomb kills you.
After soaking a bomb, players can land on top of Tindral and deal heavy damage to him and the vines.
EVERYONE
TIGHTLY SPREAD AROUND BOSS
FOR THE ROOTS AND KILL THEM.
MOUNTED PLAYERS LAND ON ROOTS
Similar to P1
Regularly, Tindral marks all players with a circle. After 4s, everyone explodes and gets rooted by vines.
While rooted, players take heavy damage. On mythic, you must destroy the vines.
If players remove their vines without destroying them, they spawn a treant that deals raid-wide damage with as much HP as the vine that was removed.
Players who soaked a bomb on their mount are vital to destroying the vines. Treants are immune to that damage.
EVERYONE
DODGE THE SWIRLIES.
EVERYONE
MOVE OUT AND STAGGER
THE DISPELS BECAUSE OF
THE MYTHIC VULNERABILITY.
Similar to P1
Regularly, Tindral debuffs a few players who then take heavy damage for 20s. This is dispellable.
When a player is dispelled, they drop a fire patch on the ground and applies a 3s DoT to the raid. If another player is dispelled while the DoT is active, the raid dies.
Let debuffed players spread and stagger dispelling them.
EVERYONE
MOVE OUT OF THE MUSHROOMS.
EACH TANK SOAKS 4 MUSHROOMS,
ALWAYS ONE COLOR THEN THE OTHER.
Similar to P1
Regularly, Tindral summons four red mushrooms and four new green mushrooms around him over 9s. Tanks need to soak them before they explode and kill the raid.
Soaking a red mushroom deals massive Physical and Magic damage and makes you vulnerable to them for 3s. Soaking green mushrooms also makes you vulnerable to them for 3s.
Each tank soaks four mushrooms and alternates between soaking a red and green one to let the vulnerability fade.
If you're not a tank, don't stand where they spawn!
New P2 ability
When Tindral shifts into a treant, he applies healing absorbs on random players.
New P2 ability
When Tindral shifts into a treant, he applies healing absorbs on random players.
Similar to P1
Tindral's melee attacks apply a stacking DoT to his target. Tank swap when damage gets too high.
After 90s in P2, Tindral shifts into an owl and flies toward the final platform.
This intermission is the same as the first one. There are more orbs to grab along the way.
EVERYONE
WALK ON A FEATHER AND
USE THE EXTRA ACTION
BUTTON TO START FLYING.
Similar to intermission 1
When Tindral takes off, he drops feathers on the ground. Walking over them grants you an extra action button that summons your flying mount.
Use your flying mount to quickly reach the next platform where P2 takes place. Along the way, dodge the fire orbs and collect the green orbs.
EVERYONE
FLY THROUGH THE GREEN
ORBS TO INCREASE
THE RAID'S THROUGHPUT
Similar to intermission 1
While flying, players can consume green orbs to gain a stackable 5% damage and healing increase to the raid.
Grab as many as you can to break Tindral's shield after you arrive.
Orbs also grant everyone three vigor, allowing you to use speed boost abilities.
EVERYONE
DODGE THE FIRE ORBS
WHILE FLYING, THEY WILL
DAMAGE AND SLOW YOU.
EVERYONE
DESTROY THE ABSORB
SHIELD BEFORE THE END
OF THE CAST OR WIPE.
Similar to intermission 1
When he arrives at the next platform, Tindral shields himself for 7% of his HP and starts a 20s channel. If he completes it, the raid dies.
While the shield holds, the raid takes massive increasing damage.
After breaking Tindral's shield, P3 starts. It's the same as P1 and P2, but Tindral now uses both his moonkin and treant abilities.
Kill him before he kills you.
EVERYONE
WHEN ASSIGNED, GRAB A FEATHER,
MOUNT UP, SOAK ONE BOMB, AND
LAND ON TOP OF BOSS AND VINES.
Similar to P1 and P2
Regularly, Tindral shifts into an owl. He drops four feathers on the ground and conjures four bombs in the air. If a bomb falls on the platform, it kills the raid.
The feathers are the same from intermissions. Players can grab one, mount up, and soak a bomb before landing back on the ground. Soaking more than one bomb kills you.
After soaking a bomb, players can land on top of Tindral and deal heavy damage to him and the vines.
EVERYONE
TIGHTLY SPREAD AROUND BOSS
FOR THE ROOTS AND KILL THEM.
MOUNTED PLAYERS LAND ON ROOTS.
Similar to P1 and P2
Regularly, Tindral marks all players with a circle. After 4s, everyone explodes and gets rooted by vines.
While rooted, players take heavy damage. On mythic, you must destroy the vines.
If players remove their vines without destroying them, they spawn a treant that deals raid-wide damage with as much HP as the vine removed.
Players who soaked a bomb on their mount are vital to destroying the vines. Treants are immune to that damage.
EVERYONE
WHEN SEEDS SPAWN,
STOMP THEM BEFORE
THEY SPROUT INTO A TREE
Similar to P2
Regularly, Tindral shifts into a treant and starts a 15s channel that deals heavy raid damage. He also drops lots of seeds on the ground.
Players need to stomp on seeds to destroy them. On mythic, each player can only stomp on one seed. If you try to stomp others they will sprout into a tree and wipe the raid.
In P3, you have 5s to stomp all the seeds.
EVERYONE
DODGE THE SWIRLIES.
EVERYONE
MOVE OUT AND STAGGER
THE DISPELS BECAUSE OF
THE MYTHIC VULNERABILITY.
Similar to P1 and P2
Regularly, Tindral debuffs a few players who take heavy damage for 20s. This is dispellable.
When a player is dispelled, they drop a fire patch on the ground that applies a 3s DoT on the raid. If another player is dispelled while the DoT is active, the raid dies.
Let debuffed players spread and stagger dispelling them.
EVERYONE
DON'T STAND IN THE FIRE
AND DODGE THE BEAMS
EVERYONE
MOVE OUT OF THE MUSHROOMS.
EACH TANK SOAKS 4 MUSHROOMS:
ALWAYS ONE COLOR THEN THE OTHER
Similar to P1 and P2
Regularly, Tindral summons four red mushrooms and four new green mushrooms around him over 9s. Tanks need to soak them before they explode and kill the raid.
Soaking a red mushroom deals massive Physical and Magic damage and makes you vulnerable to them for 3s. The same applies with the green mushrooms.
Each tank soaks four mushrooms and alternates between soaking a red and green one to let the vulnerability fade.
If you're not a tank, don't stand where they spawn!
Similar to P1
When Tindral shifts into a moonkin, he deals a burst of damage to the raid.
Similar to P1
When Tindral shifts into a moonkin, he deals a burst of damage to the raid.
Similar to P2
When Tindral shifts into a treant, he applies healing absorbs on random players.
Similar to P1 and P2
Tindral's melee attacks apply a stacking DoT to his target. Tank swap when damage gets too high.