A four-stage council fight against the possessed Zul'jan and Hex Lord Malacrass: first Zul'jan's venom globules are stacked and destroyed with tank frontals, then Malacrass's fixating spirits get the same treatment, and after an intermission where intercepted spirits must never heal Zul'jan, the final phase runs both kits at once - and both bosses must die at nearly the same time.
Phase 1 - Zul'jan's globules: Assigned players pick up the green Coalesced Venom orbs, carry the 5 second pulsing debuff away from the raid, and drop the orbs in front of the boss when it falls off. The tank aims Sever, the frontal cone, through the stacked globules to destroy them - only a few at a time, because each destruction stacks a DoT on the raid.
Phase 1 - axes and poison: Two groups soak Guillotine in their corners (five or more players in the hit), run out of the Widow's Kiss eruption after, dodge the spinning Axegrinder axes and growing green puddles, and healers dispel Venomfang poison on cooldown.
Phase 2 - Malacrass's spirits: Zul'jan falls at the transition and Malacrass knocks everyone back - do not get shoved off the platform. Dreadmarch mind-controls players who walk toward the edge: damage them free before they jump. Fixated players kite their Manifestation of Dread in front of the boss and LOOK at it to halt it, then the tank frontal Soul Sever destroys the stacked ghosts.
Phase 2 - souls and shields: Soul Sever and Gloombomb each scatter three Souls their owner must collect within 15 seconds or die. Run Gloombomb out, explode, collect. When Eternal Nightfall casts, burn through the boss shield, then kick the cast, and nuke plus interrupt the Soulcoiler add's fear immediately.
Intermission - starve the heal: Malacrass goes immune and channels Soulbinding into Zul'jan, who takes 100 percent increased damage for 35 seconds. Pour cooldowns into Zul'jan while carefully intercepting the green spirits walking toward him - they explode when touched, and any spirit that reaches him heals him.
Final phase - everything, evenly: Both kits run at once: tank frontals clear globules and ghosts, Guillotine corners continue, Gloombombs and souls continue, shields still get broken and kicked. Kill both bosses within moments of each other - the survivor's enrage grows by 100 percent every 5 seconds.
The written plan is maintained separately from the changing video feed. Check current hotfixes and follow your raid leader's marked wall and cooldown assignments.
Carry green orbs out, drop them at the boss's front, and destroy small batches with the Sever frontal - the post-destruction DoT stacks, so pace it.
Wipe condition: Uncollected globules pulse the raid forever, and a greedy multi-globule Sever stacks the Venom Rupture DoT lethally.
Five or more players split each axe in the assigned corner, then sprint out of the 50 yard eruption.
Wipe condition: A thin soak is massive raid damage; standing in the Kiss afterward doubles the bill.
DPS mind-controlled players free before they reach the edge; fixated players kite ghosts to the boss's front and stare at them to freeze them for the Soul Sever cleanup.
Wipe condition: An MC'd player walks off the platform, and an unfrozen ghost reaching its target mind-controls them too.
Soul Sever and Gloombomb each spawn three Souls - their owner collects all three within 15 seconds.
Wipe condition: Missing the collection timer is a death, mid-progression, to a mechanic with a generous clock.
Break the boss shield, kick Eternal Nightfall, and interrupt the Soulcoiler add's 5 second fear the moment it spawns.
Wipe condition: An uninterrupted Nightfall is raid-wide damage through the dodge pattern; the fear chains into every other mechanic.
Touch the green spirits before they reach Zul'jan - each one explodes on the interceptor, so spread the job across healthy players.
Wipe condition: Spirits reaching the boss heal away the entire 35 second burn window.
Noxious Ground pulses damage for 8 seconds and hits the active tank harder.
Response: Tanks rotate mitigation; everyone else stays off the marked ground.
Venom rain forms globules that pulse until picked up; the carrier pulses AoE for 5 seconds, and the globule reforms where dropped.
Response: Assigned carriers collect, walk out, and stage the globules in front of the boss for Sever.
Each destroyed globule deals stacking DoT damage to the raid.
Response: Destroy a few globules per Sever, never the whole stockpile at once.
An axe thrown at a player splits damage among those nearby (five minimum), raises Guillotine damage taken for 1.7 minutes, then erupts in a 50 yard explosion.
Response: Corner groups soak on rotation so the 1.7 minute debuff alternates, then everyone clears the eruption.
A poison debuff, and thrown axes that spin around the arena.
Response: Dispel the poison quickly; track the axes while handling everything else.
Mind-controlled players march toward the edge and jump unless damage breaks the control.
Response: Instant target swap - the MC'd player IS the priority target.
The tank frontal that destroys Manifestation spirits and spawns 3 Souls the tank must collect in 15 seconds.
Response: Aim through the frozen ghost stack, then collect calmly - 15 seconds is enough when you move immediately.
Debuffed players explode after 5 seconds and must collect the 3 Souls they scatter within 15 seconds.
Response: Run out, detonate away from the raid, sweep up your Souls.
A raid-wide channel behind a boss shield, cast while swirlies fall.
Response: Break the shield, kick the cast, keep dodging throughout.
Malacrass goes immune and heals Zul'jan, who takes 100 percent increased damage for 35 seconds while spirits fixate toward him and explode when touched - or heal him if they arrive.
Response: Full cooldowns into Zul'jan; assigned players intercept every spirit early and spread the explosions.
When either boss dies, the survivor enrages and gains 100 percent increased damage every 5 seconds.
Response: Hold the health bars together and pre-plan the simultaneous kill.
Taunt after frontals, and aim every frontal deliberately: Sever through staged globules in Phase 1, Soul Sever through frozen ghosts in Phase 2, both jobs at once in the final phase. Collect your Souls the moment they spawn.
Dispel Venomfang, use cooldowns when globule batches are destroyed, and treat the intermission as a damage event - interceptors are taking planned explosions while the raid burns Zul'jan.
Free mind-controlled players instantly, nuke and kick the Soulcoiler add, break Nightfall shields, and save real cooldowns for the 35 second intermission window. At the end, watch both health bars, not your meter.
Look at your fixating ghost to freeze it, never touch a spirit you were not assigned, and know your corner for Guillotine before the pull.