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The Warmane Black Temple final boss is Illidan Stormrage

Illidan Stormrage could be the final boss of the Black Temple. The fight consists of 5 phases, good positioning is definitely crucial to results. Since the HP reduction in Patch 3.0.2, it is feasible to kill Illidan devoid of him ever switching to demon form.

Next, let's take a look at the Illidan Stormrage details

The Warmane Black Temple final boss is Illidan Stormrage



Berserk: Following 25 minutes Illidan does a tough enrage.


Standard Type (Phases 1, 3 and 5) 

Melee: on plate ~8k primary hand, ~3k off-hand, no crushing blows

Shear: 1.5 sec cast, reduces the maximum HP of the existing target by 60% for 7 sec, might be blocked with a shield

Flame Crash: 1.5 sec cast, 10 yards AoE dealing 5k fire harm per tick for 2 minutes centered on the ground at Illidan present target

Draw Soul: 1.5 sec cast, frontal cone AoE dealing 5k shadow harm and healing Illidan for 100k HP per target, resistible (shadow)

Parasitic Shadowfiend: 30 sec cooldown, random target 10-second debuff, dealing 3k shadow damage per tick, spawning 2 Parasitic Shadowfiends on expiration

Agonizing Flames: Phases three + 5 only, 5 yards AoE centered on the ground on a random player for 5k fire harm plus a Fire DoT debuff on all affected players for 36k damage more than 60 seconds (growing harm on every single tick, final tick is ~4.6k fire damage)

Soft enrage: Phase five only, soon after 40 seconds Illidan increases his attack speed by 30% and damage by 50%


Flying (Phase Two)

Fireball: 2 second cast time, bargains 3k-4k fire harm within a 10 yards radius.

Eye Beam: 30-second cooldown, puts a blue trail of Demon Fire on the ground. Players standing in this fire when it lands take ~20k Shadow damage. The Demon Fire trail lasts for 1 minute and bargains 2k fire damage per second to players standing in it

Dark Barrage: 40 sec cooldown, random target, 3k shadow harm per second for ten seconds


Demon Type (Phase Four)

Shadow Blast: 20 yards AoE for ~11k shadow harm centered on the highest aggro target, cast each two sec, resistible.

Flame Burst: 20 sec cooldown, 3.5k fire damage to all raid members plus extra splash damage to players closer than 5 yards to one another. Resistible.

Shadow Demons: ~40 seconds into the phase, four Shadow Demons with ~22k HP spawn at Illidan position. They target random raid members and paralyze (stun) them, then move slowly towards their targets, kill them when they're there, then target somebody else.

Aura of Dread: A 15-yard aura around Illidan for 1k shadow damage per second also increasing Shadow Damage taken by 30%. This effect stacks more than time.


Parasitic Shadowfiends

3000 HP

Target a raid member higher on the worldwide aggro list (commonly a healer)

Promptly move towards their target

On dealing a successful melee attack, their target receives the Parasitic Shadowfiend debuff (spawning 2 extra parasitic shadow fiends after taking damage for 10 seconds)


Flames of Azzinoth

Wellness: ±760,000

Melee: ~15k fire damage base, typical of ~4k/hit with 365 resistance. Can't crush or be blocked, but can crit, miss and be dodged or parried

Flame Blast: Frontal cone 15 yard AoE for ~9k fire damage

Blaze: AoE dealing 5k fire harm per second, centered on the ground at current target. Blaze often appears shortly soon after Flame Blast, and its place is decided in the immediate the Flame Blast goes off.

Charge/Enrage: If any raid member is farther away than 25 yards from *both* Blades, among the Flames charges that player and enrages, wiping the raid



1 Main Tank: Regular gear, need to be uncrushable devoid of like miss chance (dodge + parry + block) to nullify Shear

2 Off Tanks: Maximum fire resistance gear, immune to crits

1 Warlock Tank: Maxed shadow resistance gear, no points in Nether Protection

8-9 healers

12-13 harm dealers, including at the least two mages


Illidan just isn't a gear dependent fight, it's feasible to beat him even with Tier 5 or badge vendor gear on most of the raid, only the tanks really need very good gear.


Phase 1

Illidan is immune to all attacks whilst flying. About 10 seconds after taking off, he throws his two Warglaives of Azzinoth towards the east and west sides from the grill/circle pattern around the ground, exactly where they stay fixed. Each blade spawns a Flame of Azzinoth, when each flames are dead, Illidan lands and Phase three starts. This phase is definitely the most tough of your whole encounter, for that reason all DPS enhancing cooldowns (Heroism/Bloodlust etc.) needs to be employed as soon because the tanks have strong aggro around the Flames.


The two off-tanks every single pick up one of the flames. All raid members should stay within 25 yards of no less than a single Warglaive of Azzinoth. In the exact same time, the raid need to spread out to reduce the harm taken from Illidan's Fireballs. To maximize the effectiveness of Chain Heal and Circle of Healing, it really is a superb idea to set up in several tightly clustered groups.

The simplest process is to use three groups, spread out in the points of a triangle. Setups with 4 groups is achievable too - in all cases, the raid have to take care to set up outdoors the Eye Beam paths (see under). A setup with five groups leads to a cross pattern - and unless every single group is much more than ten yards away in the center, anytime the center group is hit everybody will take harm. A 4 group setup leaves away from the center group.

Melee harm dealers can make an effort to follow among the flames, but this incurs the danger of "bridging" two groups, in order that the Fireballs once again deal more harm than required. For this reason, it's safest to assign the melee damage dealers to a single group and preserve them at their spot, only attacking a Flame when it moves close sufficient. With encounter, raids can operate out a technique to let the melee harm dealers some movement.


Every single tank ought to keep his Flame-faced away in the raid constantly, although in the exact same time staying close adequate towards the Blades of Azzinoth. This can be most easily accomplished by staying in the region among the two circles. Since the tanks need to stay away from to stand in Blaze patches, they must retain moving. The outcome would be the following 'kite path': Initially each flame are pulled towards the northern (or southern) finish in the circle, and after that moved around the border towards the south, a single tank along the eastern semicircle, the other along the west.

Eye Beam has only 4 feasible paths, each intersects one of the Blades and tangentially touches the inner circle (either north or south). The actual AoE is about 2 yards wider than the graphic. For that reason, only tanks and melee damage dealers must take care. One player ought to continually maintain an eye on Illidan and announce no matter if he's flying more than the east or west side (to ensure that the tank on that side can move away in the two attainable Eye Beam traces). Because Eye Beam cannot come about at the exact same time as Fireball, it is protected for the melee group to move close to among the other groups to avoid it. If players get separated from the Flame by the residual (blue) fire from Eye Beam, they need to wait until they are at the complete well being and then dash through the fire.


The Flame tanks will need two healers every, the remaining 4-5 healers heal the raid. About 80 seconds into the phase and just about every 40 seconds thereafter, Illidan puts a Dark Barrage on a random raid member. There is nothing to complete about it than heal via. Given that neither Fireballs nor Eye Beams can happen for the duration of a Dark Barrage, all raid healers need to straight away start out spam healing the Barrage target. Fast reaction is vital when the target cannot use a damage avoiding capability like Feign Death, Ice Block, Divine Shield and so on.

In the course of Phase 1, no combat or self-rez really should be utilized, because upon rezzing players may very well be susceptible to charge (although becoming close sufficient to a Blade).


Phase 2

The fight starts after a lengthy dialogue between Akama and Illidan because the final line Illidan yells "You are not ready!".


The key tank picks Illidan up by simply standing closest to him. Illidan ought to point away from the raid constantly in order that Draw Soul can only hit the tank. Periodically, the tank has to move to obtain out of Flame Crash.


Every 30 seconds a random raid member receives the Parasitic Shadowfiend debuff. The affected player and a mage must move away in the raid. When the Parasitic Shadowfiends spawn, the mage Frost Novas them and nukes them down immediately (typically with assistance from some other damage dealers). In the event the major tank receives the parasite debuff, the melee group need to move away. Usually, do not use Frost Nova within this case, just nuke the spawns.

Draw Soul is often cast correctly soon after a Flame Crash. The only player impacted really should be the tank. Keep the debuffs from Mortal Strike, Wound Poison, and Aimed Shot as much as lessen the amount of healing Illidan receives.

At 90%, Illidan calls for the assist of his minions, however, they simply get killed by Akama. At 65%, Illidan requires off into the air, beginning Phase two.


Phase 3

Soon after both Flames are dead, Illidan lands, starting Phase 3. Any combat rezzes need to be performed at this point. Till he reaches 30% overall health, he switches involving Phases three and four each and every 40-50 seconds. When under 30%, he switches in between Phases 5 and 4. Every phase switch is definitely an aggro reset, therefore misdirection need to be utilised on each and every switch and DPS should be cautious for an initial couple of seconds. His abilities in Phase three would be the identical as in Phase 1, with the addition of Agonizing Flames. The raid ought to spread out, plus the players obtaining the debuff need a lot of healing. Coping with the parasites is complex by the distributed setup, some program really should be made exactly where the impacted players and the mage can meet. This can be carried out by establishing one mage to each side in the raid, and have parasited raid members run away towards the sides.

Phase three lasts ~40-55 seconds, at which point Illidan turns into a Demon (Phase Four). If he reaches 30% wellness, Phase 5 starts. The transition to phase 5 must constantly occur throughout a Phase three, simply because the raid is positioned properly.


Phase 4

Illidan kneels down and casts The Demon Within, turning him into a Demon. A warlock with maxed shadow resistance ought to tank him. Soon after 60 seconds (3 Flame Bursts), he kneels down again and turns back into a Night Elf, beginning a different Phase 3. Illidan should not go under 30% through the demon phase, else Phase five begins straight away, that is bad for the reason that positioning is incorrect. Therefore slow DPS when he gets close to 30% in phase four


From the point where Illidan kneels down, the warlock tank really should setup quite a distance away in a single direction, while the melee group must move far away inside the other direction (melee cannot DPS Illidan in the course of this phase, as Shadow Blast and Aura of Dread make it not possible to move into variety). Shamans and Hunters need to retain Frost Traps and Earthbind Totems up involving Illidan and also the raid. All raid members should really setup nicely distributed, a minimum of 6 yards away from each other, to avoid added harm from Flame Burst.

Shadow Demons

The shadow demons spawn is always followed closely by a Flame Burst, so players need to wait for the burst ahead of they move out of position to kill them. Immediately after the burst, players have about 15 seconds to move around and kill demons, and five seconds to have back to their places ahead of the subsequent Flame Burst.

It's an excellent idea to spot all AoE capable harm dealers inside AoE selection of Illidan, in order that they can AoE the demons correct when they spawn when they're nevertheless snared. Mages ought to use Blizzard, and warlocks can use Seed of Corruption on Illidan 15 seconds before the spawn. In the event the AoE is performed properly, it really is attainable to kill all of the Demons inside a few seconds just after they spawn, this has the more advantage that no one needs to move out of position.

If a demon targets the warlock tank, this demon ought to be killed very promptly. A rogue can use sprint and burn all cooldowns to boost harm performed when reaching the demon.


Phase 5

When Illidan is at 30% overall health or under, the raid gets imprisoned for 30 seconds along with a smaller cut-scene requires location, along with the fight continues with Phase 5. Illidan still switches to Phase 4 every 60 seconds, but from now on, Phase 5 replaces Phase 3. Phase 5 is very equivalent to Phase three, except that he enrages right after 40 seconds (attack speed and damage improved, soft enrage). The tank needs to use cooldowns to survive the 20 seconds until the end of the phase. One particular program would be to use Shield Wall on the first enrage, and Last Stand plus trinkets around the second.

Additionally, Maiev Shadowsong enters the battle. Two times per Phase 5 cycle she semi-randomly locations a unique demon trap on the ground that can be used against Illidan. The tank must drag Illidan towards the trap, click to activate it, and position Illidan on top rated of it. Even though trapped, Illidan's harm taken is elevated by 100% and he loses his enrage buff. When the trap expires, a transition to Phase four begins promptly.

Applying the demon trap is unsafe since it might severely disturb positioning, and incur other complications like raid members taking extra damage from Agonizing Flames, loose Parasites, or the tank turning his back to Illidan and taking Shear. Consequently, only knowledgeable raids must make use of the traps to speed up the encounter.

Very first kills (before patch three.0.2) by raids with about four members having the complete Tier six bonus and the majority of the others wearing at about two pieces of Tier 6, ordinarily knowledgeable the following phase sequence: 1,two,three,4,3,four,three,five,four,5,four,5, the whole fight taking about 16 minutes.

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