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The Legion Ring (also called the "Shartuul's Transporter") event named after the location or "Inv misc rune 04 [Darkrune]" triggered solo-event. taking place in Western Blade's Edge Mountains, near Forge Camp: Wrath, The event was introduced in the patch 2.1 and requires Template:Honored or higher reputation with Ogri'la.

During the event, the player does not control his or her character, but instead controls a single "demon pet" with a variety of abilities. The player's character spends the entirety of the event disabled, while the player controls this demon pet from a third-person point of view, a la Mind Control.

The event consists of three "phases" or battles, each of which places the player in control of a different demon. Each phase has a variety of objectives and mobs to battle, but generally, the idea is to defeat your enemies without letting your demon perish.

Other players are not able to assist in this event. Mobs are marked friendly to anyone other than the player currently completing the event.

As of patch 3.0.2, completion of the event awards 3x[Badge of Justice] in addition to the other previous loot items.

Starting the Event

To access the event, a player must first obtain Template:Honored reputation with Ogri'la. Once honored, a new quest will become available in Ogri'la, N [70] Banish the Demons, which requires the player to defeat 15 demons in Forge Camp: Wrath or Forge Camp: Terror while within 30 yards of a summoned portal. The portal consumes one [Apexis Shard] to create, and lasts 3 minutes.

Upon completion of N [70] Banish the Demons, the player will receive a [Darkrune]. This opens up the daily quest N [70] Banish More Demons, which has a grab-bag reward that has a chance of containing a new [Darkrune], but will usually contain a [Darkrune Fragment]. Five fragments can be used to create a complete darkrune. Once a [Darkrune] is obtained, it can be turned in to Gahk in Ogri'la to receive [Crystalforged Darkrune]. Note that the darkrunes are unique but separate, so that one might carry a crystalforged darkrune, a plain darkrune, and as many as five fragments, all at once.

To start the event, use the [Crystalforged Darkrune] while standing close to Shartuul's Transporter. If another player has recently ended an attempt (either by completing or by failing), the Felguard will respawn immediately, but you will have to wait briefly until the Felguard starts moving before you can begin.

Controls

As of patch 2.3, the controls for the various demons appear directly on your main action bar. Previously, they would appear as a pet's action bar.

Bugged Event

The event can bug out (reason unknown, possibly due to an earlier failed attempt).

Bugs include:

  • The teleporter itself is burning
  • The felguard degrader is *NOT* patrolling around the teleporter (the felguard isn't there at all)
  • If you start the event at the same time as another player, you may both partially activate the event, and one of you will be stuck seeing through the controlled demon while the other actually controls it. Your rune will be consumed and the event will be unfinishable.
  • Eye of Shartuul not spawning after reaching the Shivan phase. GMs have reported that this particular bug may occur if the Shivan Assassin is defeated too close to the area boundaries. Defeating her closer to the teleporter may prevent this bug from occurring.

This is fixed on a daily basis. (Source)

NOTE: If the Felguard Degrader is not patrolling the teleporter, you may be able to ticket a GM and he can reset the NPC. This is an alternative to waiting a day for it to reset.


3.0.2 patch bug

The Shivan Assassin's Flame Buffet ability is broken since this patch was released. See the Shivan Assassin section for more information.


First Demon

The first demon you control is the Felguard Degrader.

Abilities

Mortal Strike Mighty Whirlwind File:Empty Icon.png Terrifying Roar Chaos Charge File:Empty Icon.png Smash Shield File:Empty Icon.png File:Empty Icon.png Absorb Life

His normal attacks deal ~1000-1500 per hit and helps if the mortal strike doesn't kill the target.

  • Mortal Strike - 3 second cooldown (8y range) - Deals ~10k damage to the current target. 80% of the time this will kill whatever non-boss you hit, and the rest of the time it will either miss completely or the target will be at a sliver (under 5%) health left.
  • Mighty Whirlwind - 25 second cooldown - Channeled over 5 seconds. Deals 3-4k damage per "hit" and hits everything within a 5 yard radius 5 times. This is great for clearing out a large group of fel hunters when they bunch up on you. It is suggested that not target any particular enemy when starting this move. If one is targeted, and dies part way through, the rest of the channeling will stop. Having no target will allow it to continue to completion.
  • Terrifying Roar - 15 second cooldown - Fears everything within 5 yards for 6 seconds. A good ability if you want to buy some time for other cooldowns to come up. It is also very useful to interrupt the "Fel flame" ability of the upcoming boss. It also enables you to get him in charge range and inch in some additional charge damage.
  • Chaos Charge - 15 second cooldown - 8-35 yard range. When charging a distant enemy, the demon will rush that enemy, hit them for a moderate amount of damage, then "stomp" the ground in a small (10ish yard) radius, dealing 18-21k damage to everything in that area. Any non-boss creature you fight will die if hit by this damage. Note that the charge and the subsequent AE stomp are not instant, thus creatures that may be attacking your demon in melee at the time you charge will actually follow you during the charge, getting a few yards closer before the AE stomp damage goes off. This can be used to your advantage by minimizing the distance between you and your charge target, so the charge kills not only your target, but most/all of the creatures meleeing you. Wait until you have a lot of fel hunters around you and get as close to an imp as possible, then charge. The imp, as well as the pile of fel hunters, will probably be all caught in the stomp's AoE and subsequently all die, saving a "Mighty Whirlwind" cooldown.
  • Smash Shield - 25 second cooldown - Throws your hammer at the portal, weakening its shield by 12.5%. It will take exactly 8 throws to take down the shield (under 4 minutes if used whenever it's up).
  • Absorb Life - 5 minute cooldown - Requires a [Charged Crystal Focus] - Deals AoE damage to all enemies around you (about 10 yards), and heals you for the amount of damage dealt. If this is used in a large group of fel hunters, it can easily heal your demon to full health. However, it will most likely NOT kill the demons around you.

Opponents

Two types of mobs will be summoned throughout the stage:

  • Felhound - This type can be easily killed by Mortal Strike most of the time, and is the preferred method of killing them early on. However, later on there will be an increasingly large amount of them, so Mighty Whirlwind and Chaos Charge will be your best bet here. If both are down, use your fear to give yourself some time.
  • Imp - At the beginning only one of them will spawn, after the fourth only two at a time will spawn (if you throw your hammer everytime, this is when the shield reaches 50%. These will not be one-shotted by Mortal Strike. More importantly though, these will stay at range, which will give you targets to charge. Since charge takes some time before it does its AoE, get as close as possible to the imp before charging. Most of the time, the felhounds will follow you into the AoE and die as well. They shoot Firebolts that deal aroung 1,2k damage.

Strategy

Collect the enemys near the imp-spawn point and then use the chaos charge on the Imp. This will kill all the enemies instantly. When the shield reaches 50% (if you use smash shield everytime) you should wait until the 2 imps are at one point and then charge at them with the hounds. You can reach that by going into one corner of the event, the south is best for this. Mortal strike the hounds until that moment (mighty whirlwind is usable, too). After the second 2-imp wave the fel shield should be destroyed.

Boss

The Doomguard Punisher will attack you. He has a Fel Flames ability and (reportedly) a heal, both of which can be interrupted by a charge or fear. His standard attack does considerable damage, but it is the Fel Flames that can kill you (3% per second, of a total of 45% of the degraders health), if you die because of fear resist you just got unlucky. Whirlwind is not safe because you cannot break out of it to fear (and it doesn't deal enough damage to be useful there...). When you do an attack that would normally kill the Punisher, he will instead knock you down and cast a healing spell that will prevent you from doing any abilities, heal him to full and kill you. You will then take control of the Doomguard Punisher.

When fighting the Doomguard Punisher it is advisable to drag him as far to the edge of the "arena" marked by the yellow beams as possible. You can even move somewhat into the beam yourself. In the event of a fear resist when Fel Flames is used by the enemy you can purposely run out-of-bounds, at which point Shartuul will pull you back to the center of the "arena" and out of the range of the Fel Flames damage. This tactic can save an otherwise failed attempt.

Second Demon

The second demon you control is the Doomguard Punisher.

Abilities

Punishing Blow‎ Fel Flames‎ File:Empty Icon.png Throw Axe‎ Consume Essence‎ File:Empty Icon.png Super Jump‎ File:Empty Icon.png File:Empty Icon.png Dive-Bomb‎

  • Punishing Blow - 3 second cooldown - Attacks your current target with both weapons, deals roughly 10000 damage. This attack will also make your target's attacks 50% weaker. Deals triple damage (~30000-35000) if the target is stunned. The weaker creatures you fight during this phase will only die to this ability if they are stunned when it hits. Otherwise, it takes numerous hits from this ability.
  • Fel Flames - 15-25 second cooldown - Deals approx. 3k-3,5k damage per second to all creatures in front of the caster for 15 seconds (Note: it is probably intended to last something like 8 seconds, this may be fixed in a future patch). This ability gains no bonuses from stuns or other effects, so use it when you'll get good bang for the AE buck.
  • Throw Axe - 8 second cooldown - 5-45 yard range. Throws your weapon at the target, dealing ~6000 damage and stunning them for 3 seconds. This ability is very useful in combination with Punishing Blow for high damage. Secondarily, it's great for interrupting spell castings.
  • Consume Essence - 30 second cooldown - 10-40 yard range. Consumes ~40k health from a Gan'arg healing for 60k. Will only heal for as much damage as was actually dealt so it should be used on high HP Gan'args.
  • Super Jump - 15 second cooldown - 5-45 yard range. Jumps high in the air toward your enemy, stunning creatures in a small (5 yard) radius around the caster when the jump starts, and stunning creatures in a small (5 yard) radius when the jump ends, for approx. 6 seconds. Also deals moderate damage with both stuns, and should be used in conjunction with Punishing Blow. Works with a Diminishing return, so the first will stun the target for roughly 6 seconds, the second for 3, the third for ~2. So you can use 3 punishing blows with the first jump, 2 with the second and 1 with the third
  • Dive-Bomb - 5 minute cooldown - Requires a [Charged Crystal Focus] - Causes the demon to take off and fly into the air and barrage the creatures below with powerful fireballs. Additionally, you will reflect spells during this time. They will easily kill any non-boss creature, and deal heavy damage to boss creatures. Save this ability until the boss comes. You can still use the ranged abilities during flight, in particular use Consume Essence to drain life from any remaining Gan'arg.

Strategy

Two types of mobs will be summoned throughout the fight:

  • Gan'arg underling - ~60k hp. These tiny demons try to run off and summon fel cannons (10k hp, 500 fire damage ranged hits, increases with flame buffet from shivan assassin) and can make the Mo'arg immune to all damage and healing them through health funnel. You must stun them with your axe or super jump. On the bigger packs, Fel Flames should be used while killing them.
  • Mo'arg Tormenter - ~100k hp. Punishing Blow must be kept on him at all times, as it reduces the damage he does. The easiest way of dealing with this guy is to Throw axe, punishing blow (now all underlings should stand beneath you) use super jump, activate Fel flames and strike 2 more punishing blows on the Mo'arg Tormenter and finish him off. Note that you cannot use Consume Essence on this mob.

Boss

At the start, use your Bombing Run if needed to clear out any remaining mobs. Any spells cast by the boss at you are reflected while flying, however for an unknown reason, there is a chance (small) this will stop halfway through the run meaning the boss will get several hits while you are unable to defend yourself

This boss is a spellcaster type, and the majority of the damage she does is through long cast time spells. You have two stuns, jump and throw axe. You should start with throw axe to make her a better target for the super jump, try not to get her hit by the first stun of the jump so the diminishing return on it doesn't trigger to often. Best is: 1. Throw axe+punishing blow, 2. get some distance, 3. wait until she casts something(that means she doesn't move) then super jump. 3 punishing blows, get some distance, throw axe+punishing blow, then do the same as you did at the beginning, get some distance and super jump. do that and after the 3. super jump she should be dead if you don't have to much misses. When the small ones spawn the fel cannons you should kill them because their damage increases with the flame buffet from the shivan assassin. so every fel blast hits you for 5% of the demons health, per stack.

Third Demon

The third demon you control is the Shivan Assassin.

Forms

This demon has three different aspects, similar to a Warrior's stances, that can be swapped into and out of throughout the fight. All forms cost no mana to switch to, have a small (2 second) delay while switching (but can be cast on the move and are not interuptable save for being stunned), and have four unique abilities to each. The specific form abilities are listed below. There is a 10 second cooldown on form changes and a 30 second cooldown per form. Use caution when changing forms when a boss is about to use an ability.

All Aspects

  • Chaos Strike - 2.5 Second Cast - 15 second cooldown - Requires 2x[Charged Crystal Focus] - Deals very high damage and: Triples damage done when frozen, takes additional damage when the target is afflicted by Flame Buffet and will cause a temporary weakness effect on the target if the target is afflicted by Siphon Life. Using a Death Blast and Shadow Nova after a Chaos Strike which caused the weakness effect will heal your demon for quite a lot. Reapplying Siphon Life and casting Death Blast in short order will essentially heal your demon to full. Casting Chaos Strike will buff your demon with Chaos Form for 30 seconds, giving you spell haste and +300% damage.

Aspect of the Shadow

Death Blast‎ Siphon Life‎ Shadow Nova‎ File:Empty Icon.png File:Empty Icon.png Aspect of the Flame‎ Aspect of the Ice‎ File:Empty Icon.png File:Empty Icon.png Chaos Strike‎

  • Death Blast - 2.5 Second Cast - No cooldown - Deals 11-12k damage to the target. If the target is affected by Siphon Life, the Siphon Life spell will be consumed and your demon will be healed for 5x the damage dealt, approx 14%(multiplied when you have the chaos-strike buff on you).
  • Siphon Life - Instant cast - 30 second cooldown - Siphons life from the target to the caster, healing approx. 2600 health every tick. Lasts for 60 seconds.
  • Shadow Nova - Instant cast - 8 second cooldown - Blasts the immediate area within approx 10 yards with moderate shadow damage. If affected target(s) are still alive, a debuff is left on them for 15 seconds that heals the demon for 2k every 3 seconds.

Aspect of the Flame

Pyroblast‎ Flame Buffet‎ ‎Cleansing Flame File:Empty Icon.pngFile:Empty Icon.png Aspect of the Shadow‎ Aspect of the Ice‎ File:Empty Icon.pngFile:Empty Icon.png Chaos Strike‎

  • Passive ability - 30% movement speed increase
  • Pyroblast - 2.5 second cast - No cooldown - Deals ~19000 damage to an enemy, affected by Flame Buffet and Warlock curse shadow [Curse of the Elements].
  • Flame Buffet - Instant cast - 10 second cooldown - Deals approx. 5k damage to the target, and leaves a debuff, stacking up to 10 times, on the target that increase fire damage taken by 5,000. Lasts for 60 seconds. Affected by Warlock curse shadow [Curse of the Elements].
  • Cleansing Flame - Instant cast - 8 second cooldown - Cleanses a debuff from the caster.

3.0.2 patch bug

The Flame Buffet ability is broken. It stacks up to 10 times as desribed, however, it is now broken after stack 6. Once the 7th stack is applied, the damage from Pyroblast is reduced to about 7K. This is less damage than it does without any stacks of Flame Buffet applied! This problem will continue all the way through 10 stacks. So, if the strategies below are followed, you will be stacking Flame Buffet 10 times and severely limiting your damage due to this bug. Fortunately, the Flame Buffet works correctly up to 6 stacks. The Pyroblast does about 50K damage with 6 stacks applied. The boss sections have been updated with strategies to work around this bug in the event.

Aspect of the Ice

Iceblast‎ Icy Leap‎ Ice Block File:Empty Icon.png File:Empty Icon.png Aspect of the Flame‎ Aspect of the Shadow‎ File:Empty Icon.png File:Empty Icon.png Chaos Strike‎

  • Passive - 20% movement speed reduction.
  • Iceblast - 2.5 second cast - No cooldown - Deals approx. 15k damage to the target. Damage is doubled if target is frozen but frees the target from the frostnova if hit.
  • Icy Leap - Instant cast - 12 second cooldown - Causes moderate damage, freezes targets in a medium radius around the caster in ice, and throws the caster back approx. 10 yards. Be aware of your positioning when using this ability, as it can easily throw you outside the ring and disrupt your casting.
  • Ice Block - Instant cast - 30 second cooldown - Envelops the caster in a block of ice, making them immune to all physical damage and reflecting all spells for 4 seconds. Does not remove debuffs.

Healing

To beat this phase, it is important to know how to heal up your demon, especially because your demon's health doesn't fill up after killing a boss. There are 4 ways to heal up:

  • Aspect of the Shadow - Shadow Nova: This won't heal you for very much, and since you need to be in melee range to the boss, he will probably hit you for more than Shadow Nova will heal you. However, during the third boss eye tentacles will spawn, and you can use Shadow Nova on them when you are in Shadow Form to gain a few Hitpoints.
  • Aspect of the Shadow - Siphon Life: This will heal you over time, but don't only rely on this.
  • Aspect of the Shadow - Siphon Life + Death Blast: 30 Seconds after you applied Siphon Life its Cooldown is ready and you can use Death Blast, which will consume the Siphon Life Effect and heals you for ~20% of your hp. You should use this as often as possible. Be aware: the Death Blast takes a few seconds till it hits, so if you use it wait till the Siphon Life debuff is gone from the target before you reapply Siphon Life
  • All Aspects - Chaos Strike: Using Chaos Strike while the target is affected by Siphon Life will apply a weakness debuff on the target which will triple the Damage Shartuul takes for 30 seconds, and put a buff on you which increases you casting speed drastically. If Siphon Life and the weakness debuff are both on Shartuul, using Death Blast will cause triple damage, and heal you for more than 100% of your demon's health. Essentially, no matter how little health you have left, this will heal you back to full health. You should use this as often as needed, since it will just cost you two [Charged Crystal Focus], plus, the extra casting speed, and extra damage taken by Shartuul means huge amounts of damage in very little time.

Strategy

Note: for all the demons that you control, you can right-click on an enemy to turn on a basic melee autoattack. None of your abilities will turn this on automatically. And if the event is bugged so you can't move on, right click on the pet-picture of your demon and dismiss him, this causes the event to stop.

Demon 1: Phase 1

This is fairly simple phase. The goal is to break through the barrier around the portal, which causes the boss of this phase to spawn, and defeating that boss is the way to continue to the next demon.

There is a time limit to the phase, so if you don't Smash Shield soon after it is up each time, you'll forfeit the event. As soon as you have control of the demon, use Smash Shield right away, and watch the cooldown of this closely throughout the fight to ensure you always use it ASAP. For this Demon, all minor creatures despawn when the boss spawns, so using Smash Shield is a higher priority than finishing off a creature that might be attacking you.

Most creatures will die to one Mortal Strike, or a strike plus a swing. Note that your special attacks do not also cause you to auto-attack -- if Mortal Strike doesn't finish a Felhound or Imp off, right-click on it to swing. Mortal Strike is on a very short cooldown so don't be shy about using it whenever it is up.

Since Imps stand in place while attacking, they make good targets for Charges. Get close enough to the Imp so that any Felhounds that are on you will be killed by Charge's AOE damage component. Use Mighty Whirlwind to finish off a pack of Felhounds if Terrifying Roar is not up.

If you get low on health, wait until many felhunters are surrounding you and use your vampiric aoe.

Demon 1: Phase 2 (Boss)

The Doomguard Punisher will come out of the portal.

Once he starts channeling his Fel Flames Spell you have to fear him -- uninterrupted this Spell does a lot of damage. Approx. 45% life.

Strategy 1: Mortal strike until he does Fel Flames. Fear, wait 1-2 sec, charge, whirlwind and back to Mortal strike. Rinse and repeat.

Strategy 2: Charge, Mortal Strike, Fear immediately. Run away until your Fear cooldown is within 2 seconds, then Charge, MS, Fear again. Repeat until dead. Your demon should take less damage this way.

With either strategy, there is a small chance the boss will resist your Fear, and if he's using Fel Flames, it will be lethal unless your demon is near full health at the time because it will cost you approx. 45% health. With the second strategy, it is somewhat less likely that you will receive the full duration of Fel Flames before your Fear is ready to be cast again, as he's not already casting it by the first time you Fear and he resists it.

Demon 2: Phase 1

Now you have control over your next demon, and this is where it starts to get difficult.

This phase starts with a small number of Gan'args spawning. They don't deal very much damage on their own, but they have a nasty channeled ability they will use on occasion that spawns a fel cannon that has very low hit points, but deals very high damage to you if left alive. The cast time on spawning a fel cannon is approx. 6-8 seconds, and they will run off a short distance (thus stopping their attacks of you) to spawn one, so pay close attention to them.

If a Gan'arg begins summoning a fel cannon, that should be your immediate priority. Unless they are at 10% or under (and thus can be killed with one "Punishing Blow" swing, your best bet is to interrupt the cast somehow. If there are mobs around you, use the Super Jump ability to stun the mobs near you and interrupt your target as you land. While the nearby target is stunned, "Punishing Blow" for big damage, then try to run over to the previously stunned mobs for another "Punishing Blow" with bonus damage if the stun lasts long enough.

If there aren't creatures around you during a fel cannon summoning, or Jump is on cooldown, use Throw Axe. It deals damage and also stuns, so be sure to rush the target for a "Punishing Blow" bonus.

After 3 waves of Gan'args (8 gan'args), a large Mo'arg will spawn with 4 Gan'args. The Mo'args can do very heavy damage with their ranged poison blast ability and are a higher kill priority than cannons. The poison blast ability is channeled, so best is to begin with a throw axe, punishing blow, move away, super jump and two more punishing blows. Mo'args also have very high hit points, so take every opportunity to use Punishing Blow while trying to keep them stunned. The best strategy is to fight them while walking backwards. Any mob that starts channeling something can then be stunned by Throw Axe or Super Jump, which both require a minimum range.

Lastly, the Gan'args can bubble a Mo'arg, making it invulnerable. Any damage can knock them out of it, so use Consume Essence on the one responsible if it's up, otherwise stun it and continue burning down the Mo'arg. A total of three Mo'args will spawn during this phase.

A particularly effective strategy is to stand somewhat near the Mo'arg as it spawns (hopefully with a couple of the Gan'arg in range) and use Throw axe on the Mo'arg when it becomes attackable. This will make the Mo'arg a better target for the super jump. Use the super jump and then Punishing Blows on the Mo'arg(the first super jump stun let you make 3 punishing blows) and that should finish it off (and don't forget to activate fel flames). The Gan'arg should be stunned until the Mo'arg is finished off.

In general you'll want to keep a very close eye on the cooldown of your Consume ability, and use it every chance you get. It won't heal you a great deal (maybe 5-10% health), but it's very important with the amount of possible damage you'll take from this phase and the next that your health remains high.

Demon 2: Phase 2 (Boss)

After fending off the demons from the first phase for a while, eventually the boss (the Shivan Assassin) will spawn along with two more Gan'args. Unlike with the first boss, creatures will not despawn (just some Gan'arg will spawn so you can use the consume essence ability). She will mostly try to Pyroblast you in the Aspect of the Flame as well as sometimes using Death Blast in Aspect of the Shadow.

If you have a large amount of creatures still up, it is recommended to use your Bombing Run special to deal with them and leave only the boss. It will also deal a good amount of damage (~40%) to the boss, but may leave you vulnerable to her nukes for some of the duration.

After that, you should try to keep her stunned as much as possible by walking backwards to give the necessary range. Throw Axe and Super Jump only require a 5 yard distance (but you shouldn't use super jump at that range, because it triggers the diminishing return if the first stun from the jump start hits the assassin. better use it 10y away from her, you can use Throw Axe to get the necessary distance), it should be easy to get a triple damage Punishing Blow in after using them. Time the stuns to interrupt her casts as much as possible. Use your Fel Flames whenever it's up, as it's a fine damage source.

Note : Strafing makes you invulnerable to daze and should be used to gain the range needed for all ranged abilities, works much better then simply walking backwards.

Demon 3: Phase 1 (Boss 1)

Now you have control of the third and final demon, the Shivan Assassin. There is no 'trash' to fight for this demon. Instead, you fight three bosses in a row.

The first boss (Eye of Shartuul) is not too difficult, it melees for around 18k and has 4 abilities:

  • Disruption Ray: Summons a stun trap on an area on the ground which periodically stuns you if you stand in it. The area affected will have pulses of yellow energy swirling around it.
  • Fel Fireball: Hits for around 30k and is a basic ranged nuke.
  • Tongue Lash: Hits for around 80k and debuffs, increasing magical damage taken by 50%, this will be used if you get too close, can be avoided if you stay out of range.
  • Dark Glare: Hits for exactly 50k and takes 7 seconds to cast, you can switch to Aspect of the Ice and use Ice Block to reflect 50k damage.

Try not to get too close during this fight, start off in Aspect of the Shadow and open with a Siphon Life(but wait approx.5 seconds before you do that. every attack before hat 5 seconds will not have any effect on every enemy in this event. Switch to Aspect of the Fire and stack Flame Buffets while casting Pyroblast as much as you can. When you see the warning about Dark Glare ("The Eye of Shartuul focuses intently!" in a raid warning type notice to all of Ogri'la), switch to Aspect of the Ice and hit Ice Block when Dark Glare has less than 4 seconds remaining. Switch back to Aspect of the Shadow as soon as you can and use Death Blast, reapply Siphon Life(AFTER the Death blast arrived at the eye!), and then repeat.

Note that you can unavoidably eat a Dark Glare in this phase, as the cooldown for it is the same as your same-form cooldown, but finishing at 40% health is fine - you should be able to regenerate to full on the next boss.

3.0.2 notes

Since Flame Buffet is broken, there is really no reason to use Aspect of Flame for this fight at all. Start in shadow and apply your Nova and Siphon Life. Switch to Aspect of Ice and just continually hit it with your IceBlast ability. I use Frost Nova as well if it gets to close, to freeze it in place. After you Ice Block for Dark Glare, switch back to Shadow and re-apply the DoT's. Then back to Ice, still easy.

Demon 3: Phase 2 (Boss 2)

The second boss (Dreadmaw) is a large demon dog, who is by far the easiest boss. He hits extremely hard in melee and will grow over time. In addition, he has a damage over time effect dealing huge damage which also slows your movement speed. You will see this as a warning in the middle of your screen if you are close enough. This ability can be dispelled by using Cleansing Flames in aspect of the flame and should be dispelled as soon as possible.

He must be kited. Stay in Aspect of the Flame, keep stacking up Flame Buffets and Pyroblast if you are at range. After he uses his damage over time attack, cleanse it, switch to Aspect of the Shadow (given the cooldown, about every other DoT). If you still had Siphon Life on him at this point, use Death Blast, wait for it to hit Dreadmaw (you can watch the Siphon Life debuff vanish) and reapply Siphon Life. Otherwise, just apply Siphon Life. Wait for the aspect cooldown and switch back to your flame aspect as soon as possible to continue dealing damage.

He does a somewhat-faster charge in a straight line at the place where you were standing when he applied the debuff. Use this to get more distance for nukes.

You should be able to recover around 60% of your health over the course of this boss, if you do it right. (Eventually, he will be capable of dealing ~30% of your health in one melee hit, but he should never be in melee range.)

Update for patch 3.0.2

Dreadmaw has the same health as before. But, if you maximize the stacks of Flame Buffet, you'll do very little damage because of the bug. Start the fight like normal, in shadow form. I follow the same strategy above except I try to maximize the time of the 5th and 6th stack of Flame Buffet. After the 5th stack is applied, I wait until it is close to expiring before applying the 6th, even though the CD is up. This means you get close to a full minute of 5 and 6 stacks of the Flame Buffet which means 2 min of 45k-50K Pyroblasts. If the 6th stack is running out and Dreadmaw still isn't dead, let it expire. The Pyroblast will do more damage with 0 Flame Buffet than 7-10 due to the bug. If this happens just start building back up to 6 stacks keep Pyroblasting. However, I am always able to kill him before the 6th stack expires. He grows 1, maybe 2 more times than before because it takes a little longer to kill him but it is still easy. It also helps to switch to Shadow every time your Siphon life is available, even if you are full health. The damage from the Siphon and Nova will help bring him down. I do it every 2nd time he charges me.

If you do accidentally stack 7 or more Flame Buffets, you have 2 options:

  • let the full minute of Flame Buffet expire and then start stacking again up to 6, you can still Pyroblast during this time but the damage will be minimal. It is more important to make sure you stay out of range of his attacks during this time. He will grow about 2 times during this period so it can become difficult to stay away. But, if he is <30% health, it probably shouldn't be a problem. You will be able to kill him before he gets too big/fast.
  • If he has a lot of health left, you'll want to use a chaos strike. Wait for his next charge and cleanse the movement debuff. Switch to shadow form. Make sure Siphon Life is applied, then use a Chaos strike. Now, Spam Death Blast. Your death blasts will do 3x normal damage which is about 50K and they will cast faster. You will be able to do a lot of damage here. Stay in shadow until the chaos strike damage effect wears off, then back to flame. He will probably do another charge soon, so you want to be able to cleanse it. At this point, your Flame Buffet should be close to wearing off so you can start it up again and work back up to 5/6 stacks, and he should be very close to death if not dead already.


Demon 3: Phase 3 (Final Boss)

Shartuul

the Eredar Shartuul

This fight involves fighting Shartuul himself, as well as numerous eye tentacles (think C'Thun). The tentacles will Mind Flay your demon (and other players nearby--this was originally intended to stop other players assisting against Shartuul) for 7500 damage/tick. They will also randomly melee for an insignificant amount of damage. In the transporter you are safe from the mindflay of the tentacles.

Shartuul has the following abilities:

  • Shadow Bolt: A ~3.5k damage Shadow Bolt with a 2.5 second casting time.
  • Shadow Resonance: Increases Shadow damage taken by 10000. Will greatly increase (~ triple damage) the damage done by his Shadow Bolts. Removable using Cleansing Flames. Instant cast, so keep an eye out for the debuff.
  • Magnetic Pull/Blink: Pulls you to Shartuul. Shartuul will teleport somewhere else into a corner afterwards.
  • Immolate: Damage over time effect which will tick for about 1% of your HP. Removable using Cleansing Flames.
  • Incinerate: 7 second cast which will deal a HUGE amount of damage (Aprx. 40% of your health) to your demon. Shows a warning in the middle of the screen. Can be nullified by using Ice Block.
  • Melees for around 10k


Be aware that Magnetic Pull/Blink can throw your Assassin into the Teleporter wall, making you unable to move. Shartuul will most likely start evading when you use Ice Block on his first Incinerate, because he can't reach you with spell nor melee attacks. There is a small chance of saving yourself by using Ice Leap, jumping back into the direction you came from. Avoid this at all costs, because you will lose your precious Darkrune.

The strategy is very similar to the Eye of Shartuul. Once you kill his hound, switch to Shadow aspect as soon as you can. Once the Eye Stalks spawn and begin doing damage to you, use Shadow nova to kill them. It is very important that you kill the eye stalks, since even having 3 on you can deal 12,000 damage every couple of seconds. It is not uncommon to be in a location where you might have 5 or more stalks on you at once, and that is damage that you can easily avoid with a single Shadow Nova. You should stay in the flame aspect most of the time, stacking Flame Buffets and using Pyroblast as much as possible while staying out of melee range. Keep an eye on your demon's debuff bar and cleanse Shadow Resonance and Immolate immediately after they are applied. After you receive and cleanse Shadow Resonance, change to the shadow aspect and use Death Blast and/or apply Siphon Life, changing back to the flame aspect as soon as possible. It is also possible to apply Shadow Nova on him - his melee damage is 2% per hit. When he starts casting Incinerate (he only does this after an immolate, but not every time), switch to the frost aspect and use Ice Block a couple of seconds before he finishes casting. Using Ice Block on Incinerates and immediately cleansing the debuffs are the keys to winning this fight, as those are how Shartuul does the majority of his damage to your demon.

Another minor variation of this strategy is the following. When the fight starts, start in the shadow aspect. Once Shartuul starts attacking, get close and use Shadow Nova, then Siphon Life. Switch to the flame aspect and stay in that aspect (cleansing debuffs, of course) until he starts casting Incinerate. At that point, switch to the frost aspect and Ice Block right before he finishes casting. Then switch to the shadow aspect. Cast Death Blast (whether or not Siphon Life is on him, the remaining cooldown on the flame aspect gives you plenty of time to do this), then Siphon Life, then Shadow Nova, to resume your healing over time. Switch back to the flame aspect when the cooldown is up, and continue. You will receive less overall healing with this variation (because Siphon Life will often expire before you are switching to the shadow aspect), but there is far less of a chance that you will get hit with an Incinerate because your frost aspect cooldown was still running, which can happen if you tend to switch aspects before he casts Incinerate as outlined in the previous paragraph.

If your health gets low (less than 35% while his is above 35%), don't forget about your Chaos Strike. Switch to shadow aspect and use Siphon Life (unless he already has it), then use Chaos Strike. Shartuul will now take triple damage for 30 seconds, and your casting speed will be increased for 30 seconds. Using Death Blast in this form will deal over 150,000 damage to Shartuul, healing you for 5 times the damage you dealt (750,000), well over 100% of your health. If your Siphon Life cooldown is ready, use that, then switch to Flame aspect and cast Fireball as fast as you can. With 10 stacks of Flame Buffet, Shartuul will easily be taking over 160,000 per fireball, giving you a huge advantage until the debuff wears off.

Note that it is not necessary to have a Flame Buffet stack or the Icy Leap debuff or syphon life on Shartuul in order to get the debuff that greatly increases damage from using Chaos Strike.

After Shartuul is defeated (he commits suicide at 1 health point remaining, he does that after he finishs his cast, you can't kill him yourself), your demon will die and you will regain control back over your normal character. The Fel eye stalks will die when shartuul dies.

Shartuul will be lootable and drop one of the following items:


Update for patch 3.02

Again, Shartuul doesn't have anymore health, it just feels that way because of the bug. Follow the same strategy as above, but only stack Flame Buffet up to 6, then let it expire and start again. If you need to use a Chaos Strike to regain health, try to time it when you are at 5 or 6 Flame Buffet stacks to maximize the damage boost you get. If you had the event down before, it is still easy, you just have to keep an eye on your Flame Buffet stack.

Loot

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