The tactics here are concerned with heroic difficulty. Please note that these are based on PTR and Beta testing,
and these will be updated as we progress. Mythic tactics will follow shortly.
Artificer Xy'mox is a three phase encounter with a focus on positioning, and important use of a
wormhole mechanic, and movement to avoid one-shot mechanics. The whole
raid needs to be aware of all mechanics, including tank mechanics.
The boss keeps his core mechanics throughout the fight, but has a unique key extra ability each phase caused
by a relic he will activate.
A single target spec is required.
All Phases
There are 4 main mechanics for the entire raid to be aware of, in terms of priority:
dimensional tear
is cast on two people, causing a small burst of damage and dropping two portal/wormhole entrances
hyperlight spark
is an unavoidable effect that jumps between players causing medium damage
rift blast
opens a rift that targets players in a line, causing large amounts of damage to those who do not avoid it
3 stasis trap
are placed at regular intervals, trapping players who move into them
Tanks also will be affected by:
glyph of destruction
which is a large circle effect. All raiders should be careful to avoid this.
Approach throughout the whole fight:
The boss should be tanked at one side of the zone, with markers on either side of the opposite site forming
a triangle
hyperlight spark
is unavoidable, but be prepared with cooldowns if stranded away from a healer
rift blast
does a large amount of damage, and the effect can be subtle. Ensure this is moved out of in good time.
When
dimensional tear
is cast, the two players should drop one portal at one of the the far corner locations, and the other
approximately 10 yards away from the boss. This needs to be far enough away that melee are not likely to be
accidentally teleported, but at the same time ensuring it is easy to get to.
If there is an issue, it is vital that all raid members understand
glyph of destruction
and move away if the tank cannot move for some reason
A rotation of players with immunities should clear
stasis trap
when possible. While it is fine to leave them alone for a short period, these quickly cause issues so it is
important they are dealt with efficiently.
Heroism/timewarp should be cast on pull, as there is a good opportunity for an opening burn phase
When
fleeting spirit
spawn, affected players must immediately move away from them. They move quickly, so a movement buff such as
stampeding roar
is recommended.
Mobile players should pick up
seed of extinction
and move them to one of the rear markers (not the
dimensional tear
marker), then avoid the blue explosion area. It is important to keep the area free for tanks to not be
affected by the seeds.
Tanks should
Watch out for the timing of
glyph of destruction.
When it is cast, the
seed of extinction
area can sometimes be up. In this case, the move as far away from the raid as possible, but do not
enter the blue explostion area.
The boss will have access to the following phase based abilities:
edge of annihilation
which draws people toward it, erupting with an effective one-shotting people caught in it. During the
eruption a red line/radius will grow outward toward the out outer white line/radius of the effect.
This indicates the progress of the cast and can be used to predict the end of the eruption.
Approach throughout phase 3:
Normal mechanics continue as usual
Note: the
edge of annihilation
draws people faster than they can run. Speed boosts and other effects are unreliable.
One end of the
dimensional tear
should now be placed in the centre of the circle
When
edge of annihilation
is cast, allow yourself to be pulled to the centre. When the eruption is just about to occur, use the
dimensional tear
to jump out of the effect.
Healing requirements will spike during the
edge of annihilation
effect. Healers should rotate raid cooldowns, and the raid should co-ordinate health potions and other
personals to assist with this.