We finally got Feng the Accursed down last night after putting many attempts Tuesday and Wednesday. This was another tanky and heavy movement fight that really tests your reflexes and your position placement.
At the beginning of the fight, the tanks need to pick up one of two gems that spawn in the middle of the room. The Shroud of Reversal is an ability that allows you to mimic one of Feng’s abilities that he uses, which you can use against him. This is a channeled cast and has to be targeted on another player for you to copy his spell. You cannot use the Shroud on yourself, so make sure that Feng is attacking the other tank or player. It is on a 30 second CD, so you could make good use of it if you’re quick on the draw.
The other gem is the Nullification Barrier. This allows the tank to put up a bubble similar to a Death Knight’s Anti-Magic Shield to prevent incoming damage to the group or even Feng. It is on a 90 second CD, so it has to be used at the right time.
In phase 1, Feng uses three abilities, Lightning Lash, Lightning Fists and Epicenter. Lightning Lash is a stacking debuff that he puts on the tank that deals damage every 2 seconds for 20 seconds. This is one of the tank swap mechanics of the fight, you want to try to keep the no higher than two as much as possible. Lightning Fists is a frontal cone attack that interrupts and stuns anyone who is it front of Feng. This is what the Shroud tank should steal and use against him for the third ability he uses, Epicenter. Epicenter is a channeled AoE ability that does lots of damage the closer you are to Feng. The Nullification tank should use their barrier here if the Shroud tank cannot interrupt or if it’s too late for the raid to run out.
This part of the fight is what gave me the most trouble. The DBM timers were wonky at times and I would cast Shroud on Moog either too early or too late and mimic Lightning Lash instead of Lighting Fists. So I would use the raid chat announcements instead to know when to cast Shroud. Moog and I would alternate our gem abilities every Epicenter, so we could manage our CDs and make sure that we would always have one of them available.
Phase 2 begins when Feng is at 66% health. In phase 2, Feng switches over to his fire abilities, Flaming Spear, Wildfire Spark and Draw Flame. Flaming Spear is another stacking debuff on the tanks, just like Lightning Lash, so you also want to keep the stacks to two at the most. Wildfire Spark is a debuff that Feng puts on any non-tank player that places a patch of fire on the floor after 5 seconds. You want to get this away from the raid as far as possible. Draw Flame is Feng’s third ability that he uses to consume all the fires that come from Wildfire Spark. The more fires Feng consumes, the more AoE damage he does to the raid.
For this fight, Moog and I tanked Feng in the middle of the room and we made use of Lyssi’s warlock Teleportation gates to placing the Wildfire Spark fires away from the raid. I tried to use the Shroud on a player with the Wildfire Spark debuff, but everyone away too fast for me to channel it. It’s not really needed for phase 2, but the Nullification barrier is. What it does is it prevents Feng from absorbing the fires during Draw Flame, so Moog placed his barrier in the path between Feng and the fires. Since the CD is long on the barrier, Moog was only able to use it twice during the four Draw Flames in the phase. So he used it on the second and fourth Draw Flames so that we wouldn’t transition into phase 3 with Feng all buffed up.
Phase 3 begins when Feng is at 33% health. In phase 3, Feng gives up playing with fire and goes arcane with Arcane Shock, Arcane Velocity and Arcane Resonance. Arcane Shock is just like Lightning Lash and Flaming Spear for the tank, so make sure to swap at every two stacks again. Arcane Velocity is the exact opposite of Feng’s Epicenter from phase 1; the farther you are when he channels this ability, the more damage you take. It’s important for the raid to stack during this. Arcane Resonance is a debuff that is placed on a ranged player or healer and does AoE damage to anyone 6 yards around them. This person needs to GTFO from the raid if they get targeted with it.
Nullification barrier is again essential to this phase and should be used during Arcane Velocity, when everyone is stacked up together. We used our Bloodlust during this phase as this is the final phase and our two top melee hitters, Zug and Fayle don’t have to move at all, so they could just wail on the boss until he went down.
Looking back at the fight, I’ll have to find out better uses for Shroud in phase 2 and 3 as I could probably help out more with the dps in stealing Wildfire Spark and Arcane Resonance. We put in a couple of attempts on the next boss Gara’jal and I’m thankful that Moog and I get to take a break from tank dancing as this seems to be more of a dps and healer fight, lol.
All I can say is thanks to everyone at Shadow Rising for being patient with Moog and me. I know it’s been a rough two weeks of raiding with all the wiping involved, but I think we’ve got it down pat. Can’t wait to get a Troll kill under our belts next week!