Tagged: Highmaul

First 5 Normal/Heroic Highmaul Video Guides Released

We’ve updated the our first 5 guides for Highmaul with adjusted tactics and video guides! Keep in mind that heroic tactics also work for normal as the only difference is the health and damage numbers! The final 2 guides will be updated as we get footage for them.

Heroic Kargath Bladefist Guide
Heroic The Butcher Guide
Heroic Tectus Guide
Heroic Brackenspore Guide
Heroic Twin Ogron Guide

6.0.3 Hotfixes: December 5

Quote from: Blizzard
6.0.3 Hotfixes: December 5

Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft patch 6.0.3. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below take effect the moment they were implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client- side patch update. We will continue to update this list as additional hotfixes are applied.

Hotfixes have been listed by the date they’ve been implemented. The hotfixes have also been compiled by category for those wanting a quick summary of all hotfixes that have been applied since Patch 6.0.3.

Patch 6.0.x Information

December 5

Garrisons, Followers, and Outposts

  • Garrison Buildings
    • Fishing Shack: Completing a daily Fishing quest now awards 15 skill points to Fishing (up from 1).
    • Gnomish Gearworks / Goblin Workshop: Overcharged Demolisher should now be usable only in the areas it was intended for.
    • Gnomish Gearworks / Goblin Workshop: “Skyterror” Personal Delivery System should now be usable only in the areas it was intended for.


  • [Requires a realm restart.] Corrected an issue that could cause Bloodmaul Stronghold, Shattrath City, and the Pit to sometimes not drop Apexis Crystals despite being an active quest area for the day.

Creatures and NPCs

  • Fate-Twister Tiklal has relocated to a more prominent location closer to the Apexis Traders in Warspear.

Dungeons, Raids, and Scenarios

  • Raids
    • Highmaul
      • [Requires a realm restart.] The Butcher: The boars Krush and Smash now deals less damage with their Boar’s Rush ability and should no longer kill players in one hit.
      • Tectus: Players should no longer be able to use their bonus rolls twice after defeating Tectus.


  • Ashran
    • To address a potential pathing issue, Fangraal, Kronus, and faction Captains now continuously push towards the enemy faction’s base.
    • Players entering Ashran from a PvE realm should now be correctly flagged for PvP.
    • Characters should no longer be able to resurrect at the King’s Road graveyard if their faction isn’t in control of that point.
    • Resolved an issue where faction Captains may not be spawning correctly.

Battlegrounds and Arenas

  • Resolved an issue where if a Flag Carrier was standing in the area where their team’s flag would be when it is returned, they’d be unable to capture the flag until they leave and return to the area again.
  • Arathi Basin: Characters on the Alliance team in a Rated Battleground should now be able to be resurrected by their Spirit Healer at the Blacksmith graveyard if their team is in control of it.
  • [Requires a realm restart.] Eye of the Storm: Characters in a Rated Battleground will now return to their team’s starting position when releasing, regardless of what bases their team controls.
  • The Battle for Gilneas: Resolved issues where Spirit Healers may sometimes not spawn in correctly when a point has been captured.


  • First Aid
    • Antiseptic Bandage no longer requires Sea Scorpion Segments to craft.
  • Jewelcrafting
    • Critical Strike Taladite should no longer incorrectly require a Taladite Crystal to craft.


  • Consuming a Draenor potion, elixir, or flask should no longer cause the character to break out of stealth.
  • Mantid Elixir now provides a more reasonable increase to armor.
  • Primal Combatant’s Drape of Contemplation now provide a bonus to Multistrike instead of Critical Strike to differentiate it from the Drape of Meditation.
  • Primal Gladiator’s Drape of Contemplation now provide a bonus to Multistrike instead of Critical Strike to differentiate it from the Drape of Meditation.

Trinket Hotfixes

Quote from: Blizzard
Hello everyone- There have been several recent hotfixes to the stats on trinkets in Draenor, and we wanted to take some time to provide an update on these.

At launch, we found some issues that led to many Draenor trinkets being incorrectly budgeted (predominantly overbudget, though some were underbudget as well). We quickly applied one hotfix to attempt to resolve this issue, but there are still some issues remaining. That said, despite the overbudget, we won’t be nerfing any existing trinkets. So, have no fear of purchasing any of these trinkets and only to have them end up nerfed.

Last night, we applied another hotfix which increased the stats on many epic trinkets in order to reach a balanced budget on these trinkets and ensure a proper trinket progression path through the Raid tier. This change affects world-drop BoE epic trinkets, Inscription-crafted epic trinkets, Highmaul trinkets, and Blackrock Foundry trinkets.

With the opening of Highmaul today we also wanted to wish you good luck!

Highmaul Raid Schedule

Quote from: Blizzard
As with raids in Mists of Pandaria, we’re staggering the unlock of difficulties for the first raid in the expansion. As with those prior staggered unlocks, our goal here is to let you have fun playing, leveling, and to have time to explore and prepare yourself and your raid group before jumping into this first raid. We’ll share information on the unlock schedule for Blackrock Foundry in the future, but are currently expecting it to unlock approximately 8 weeks after Highmaul.

December 2, 2014
Highmaul opens with Normal and Heroic difficulties accessible.
Drov the Ruiner and Tarlna the Ageless begin spawning in Gorgrond.

December 9, 2014
Mythic difficulty unlocks.
Raid Finder Wing 1 (Kargath/Butcher/Brackenspore) unlocks. Requires item level 615+.

December 16, 2014
Raid Finder Wing 2 (Tectus/Twin Ogron/Ko’ragh) unlocks. Requires item level 615+.

January 6, 2015
Raid Finder Wing 3 (Imperator Mar’gok) unlocks. Requires item level 615+.

Podcast Episode 54 – WoD Profession Madness

Imperator Mar'gokHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at the final boss heroic Imperator Mar’gok in Highmaul.

This is a 4 phase encounter with an intermission phase between the second and third and third and fourth phases.

The first phase will show all the abilities and each other phase will change those abilities in one way or another. In phase 1 the first ability you’ll have to deal with is Arcane Wrath. This deals a medium amount of damage when it expires and then jumps to the closest person within 200 yards. Whenever it jumps it’s damage will increase by 25% and it’s jump range will decrease by 50%, this means that after the 4th jump it can expire if noone stands near the person with the debuff in a 13 yard range. To deal with this we have 2 ranged dps take the debuff outside of the raid and on the 4th stack we have the person it’s still on stay out of the way to let the debuff expire. One thing to be clear on, whoever gets the debuff takes it to the assigned ranged players so they can further handle it, and this includes melee.

His next ability is Destructive Resonance. This is an arcane mine that if it’s triggered will deal a large amount of aoe damage to the entire raid and deal near fatal damage to the one who triggered it. Not only that but it will give them a debuff increasing their arcane damage taken by 45% and stunning them whenever they get hit by arcane energy. This means you do not want to trigger it at any cost.

Mar’gok can also summon Arcane Aberrations which need to be killed as they will pulse arcane damage every second to the entire raid. So always switch to these when they spawn as their aoe could mean the difference between a wipe and a kill.

Tanks have 2 debuffs to watch out for. The first being Mark of Chaos, when they get the mark, after 8 seconds they will explode dealing 270k damage to anyone within 35 yards. This means the tank has to run away as quickly as possible, with any speed buffs to not hit anyone else in the raid with the explosion.

The second buff rather, is Accelerated Assault. Each time Mar’gok hits the same target his attack speed will increase by 8%. You’ll deal with this automatically through dealing with Mark of Chaos. His final phase 1 ability is called Force Nova, which will deal damage to anyone standing in it. Only the outer ring of the spell does damage, so we run through it.

There’s a lot of abilities and changes per phase so I’ll try to recap it per phase.

For phase 1: Deal with Arcane Wrath by letting it bounch 3-4 times by the designated ranged and then make sure noone is near the debuffed player. Do not stand in the arcane mine, ever. Kill the adds that spawn. And have the tank move Mark of Chaos atleast 35 yards away from the raid.

At 85% of his health phase 2 will start and his abilities will gain bonuses.

Arcane wrath will not allow the player to move more than 10 yards away. This means to not let it spread too far, someone will have to move close to the player to prevent an increase of amount of jumps the debuff will need to make to dissapear. You still want to bring the debuff to the assigned ranged dps to handle it and due to the restriction on movement the rest might need to move away from those that are debuffed.

The arcane Resonance bomb will grow twice it’s size over 30 seconds, the Aberration add will also knock everyone back when it dies meaning you do not want to be infront of a mine or risk detonating it. The Mark of Chaos tank target will be teleported to a random location and the force nova will push people away.

You deal with phase 2 the same you did as phase 1, however the 10 yard radius for arcane wrath might cause trouble so be sure to communicate which side away from the raid you’re going to get rid of the debuff.

At 55% health he will go into the first intermission phase, which will last for 1 minute. During this phase you will have to deal with 2 things. Every 12 seconds the Anomalies will spawn from the rune which will need to be killed. And 2 Gorian Warmages will spawn which also need to be killed.

You will want to keep these separated from each other as they have an aura that will buff them if they get within 25 yards of each other. They will fixate on a target for 15 seconds and attack them before switching to another. They will also slow people reducing their casting and movement spead with 50%. Luckily this can be dispelled. The cast that the warmages do, can be interrupted so do that as much as possible to reduce damage on your raid. When the warmages cast their spell that does damage, it will do an aoe at the target. So whoever gets fixated will have to move away from the rest of the raid.

To deal with the Arcane Anomalies we assigned just one or two dps to switch to them after the first mage dies. The rest will have to make sure the second mage dies. Also do not kill all of the Arcane Anomalies at the same time as they do AoE damage when they die.

After the one minute, Mar’gok will become active again and instead of push back effects the basic abilities will have different additions.

The arcane wrath debuff will only decrease in distance by 25% per jump instead of 50%. This means you’ll want to try and get this debuff further away from the group to still reduce the amount of jumps it needs. In practise we found that we’d have to let it dissapear at the 7th stack of the debuff. Otherwise we risked it jumping to someone in the raid even though it felt like they were far away.

The resonance bomb will stay on the ground for 2 minutes, the Aberration adds are immune to effects like stuns and have 75% more health, Mark of Chaos will root the tank, meaning the entire raid will have to move atleast 35 yards away from the tank and force nova will trigger additional nova’s every 8 seconds.

For the Mark of Chaos root we moved the boss and entire raid to the opposite side of the room to give ourselves more space. Other than that the crux of this phase is to not let the add stay up for too long due to it’s aoe pulse, and Arcane Wrath now has to be dealt with all the way up to the 7th stack, meaning your assigned ranged will take heavy damage.

At 25% you will get another 1 minute intermission phase. In addition to the adds from the previous intermission

phase you will also get a Gorian Reaver to deal with. This will need to be tanked, facing away from the raid due to the conal attack from Devastating Shockwave. He will also place a stacking debuff on the tank increasing damage taken by 15% for 25 seconds and kick the tank in the face pushing them back and resetting aggro. It’s at the kicking point that you’ll want to switch tanks.

We found that this was the most intense phase due to all the damage coming out from the different adds, and as such we used heroism to alieviate some of the pressure. The Reaver deals an absolute ton of damage so we found it was best to kill 1 mage, then kill the reaver and then kill the other mage. If a ranged player has interrupts be sure to use them on the second mage when killing the reaver.

And then again, after 1 minute you’ll go into the final phase and the abilities will again have different bonuses.

The arcane wrath debuff will jump to a second person the first time it jumps, meaning you’ll have to deal with 2 arcane wraths. At this point you still want to get the debuff to the edge of the raid group, but due to the added complexity of the second debuff we made it everyone’s responsibility that if they got the 4th stack that they would have to run it out of the raid.

The resonance bombs will trigger 2 more to spawn when they detonate or expire which means you’ll have less and less space to move. The Aberration add will split into 7 fragments that need to be killed when it dies. These deal a lot of damage so any stuns that you have are quite useful. The Force Nova gives players a debuff dealing damage to anyone within 4 yards meaning that you’ll have to spread out when the ring is cast. And finally the Mark of Chaos will cause 8 chaos orbs to spawn which will fly out into the room. These need to be dodged as they deal a lot of damage if you get hit by it.

To recap for phase 4: Deal with Arcane Wraths as you would regularly, but have whoever get the initial debuff move out to your assigned ranged to have the debuff bounce among those at the edge of the raid. Then when they reach 4 stacks, make sure the two with the debuff are far away enough from everyone to have it fizzle out. Kill all the adds that spawn. Spread out when the force nova is cast, And do not get hit by the chaos orbs after the tank loses his mark of chaos..

This is a fight where many things happen, take it one phase at a time and you’ll get there, so good luck.

If you liked this quick guide please comment subscribe and click the like button. Be sure to check out our other content at wowweekly.net If you would like to keep up with when new videos come out but you don’t have a youtube account you can also follow us on facebook or twitter, at facebook.com/wowweekly or twitter.com/bbmezzy. For now I’m Mezzy and I’ll see you again next time.