Today we’ll take a look at the heroic Everbloom dungeon. This is one of the 3 heroics you have to do after completing the initial legendary quest chain quests. Check below the break for the guide in text.
Hey guys I’m Mezzy from WoW Weekly and welcome to this Warlords of Draenor Dungeon Quick Guide. Today we’ll be taking a look at the boss encounters in the heroic dungeon The Everbloom.
The first boss encounter is Witherbark. Witherbark can be a fairly challenging boss in terms of damage on party and movement.
Your group will want to stay spread out as the waters around will throw bubbles dealing minor aoe damage in a 3 yard radius. The damage is easily healable however. Next up is the ability unchecked growth, with which the boss will cast a root towards you and they will lay underneath you, spawning a sand trap looking area and dealing fairly heavy damage, you want to run out of these whenever they spawn. You also do not want to place them between the water and the boss. If a bubble makes contact with one of the roots on the floor, it will spawn an add that the tank should pick up. one or two are okay but any more and you want to rotate cooldowns on the tank as the damage can add up.
The boss also has an ability that he will cast in the direct of the tank, parched grasp, anyone standing in front or near the tank will get hit, this is a very hard hitting ability, hitting well into 150k, and should be handled with mitigation, and cooldowns if required.
Once Witherbarks energy bar depletes, he stops attacking and only casts unchecked growth. In this phase bubbles will appear from the waters. If your group has high DPS you can choose to ignore this and kill the boss before he revives. In this phase the boss also takes 100% increased damage. If your group doesn’t have such high DPS you should kill between 2-3 waves of the orbs, anymore than this and you are wasting potential DPs on the boss because they spawn too quickly. Healers should be careful in this phase because each orb dying deals around 15k aoe damage. In this case you’ll also want to balance the dps between bubbles and boss so you can succesfully kill him.
The second boss is Ancient protectors which is a council style fight. At the start the tank should burst aoe threat on all 3 and then move towards Life Warden Gola (water one).
To start off with, focus on Life warden Gola. The key to this fight is offensively dispelling buffs in order to reduce as much damage as possible and to prevent healing from the life warden. Life warden gola casts revitalizing waters, which should be interupted as priority. When interupted, they gain an 8 second immunity to any more interupts/CC so its important to make sure your getting the right spell. Rapid tides will also be cast, however you must dispel this from whoever gains the buff as it takes away the cooldown on their abilities, which can get pretty hard to handle.
Earthshaper Telu poses almost no threat especially without the rapid tides buff. The biggest annoyance from him is Bramble patch, which is a very easy to notice graphic on the floor which you just move out of. He also casts a buff called Briarskin which should be dispelled from whoever it is placed on, as it reduces damage taken by 75% and deals damage to attackers.
Finally, Dulhu, the main mob that the tank will be taking hits from, can hit reasonably hard, however he can be more frustrating in the abilities he uses. Dulhu will randomly charge a party member, inflicting a bleed. The bleed does a moderate amount of damage and coupled with briarskin/bramble damage this can get pretty heavy so its important to stay on top of those mechanics as rending charge is always a guaranteed hits on its target.
He also has a death grip esque spell called Grasping vine which will pull a party member towards him and doing a forward slash. You can easily avoid this by not standing infront of him or moving away. He generally will follow this up with a noxious explosion, dealing a fair amount of admage around 30k, and knocking back.
The kill order you are looking at for this fight ideally is Gola, Telu and then Dulhu. Which is something we adjusted after the recording of this video. However once the life warden is dead, it doesn’t really matter.
There is an optional boss called Xeri’tac, a spider in a cave if you follow the path off to the right. This boss is simple but does take time. At the same time however its worth doing as you are still getting loot.
In the first phase, she will be spawning 3 spiders, each with varying amounts of health under 250k. These are very easy to kill and aoe down, and pose no threat to the group whatsoever. One occasionally gets a chance to fixate on someone however they are not fast enough to keep up with someone who runs.
She is also spawning a pale orc, an add with a slightly larger health pool than the spiders however not dealing very much damage. When spiders die they leave behind poison clouds on the floor, which if the orc runs to them, will give increased damage, so its best to kill it as quickly as possible. Xeri’tac will also randomly drop to the floor and “bite” andyone who is in the green circle. This deals a lot of physical damage to anyone (including pale orcs) however this is a very slow and easy to avoid ability.
The second phase starts when xeri’tac comes down. She will no longer spawn spiders but pale orcs still spawn. At this point you just damage her as much as you can, however you will still want to kill the orcs. This is because of her consume ability with which she can eat an orc and regain health. However it has a 10 second cast so you should be able to kill the orcs in time. If your group has enough dps you may be able to ignore the orcs and simply kill her through the heal. If not then the orcs are easily killable.
The next boss, Archmage Sol is straight forward in terms of ability, but execution can become difficult.She will begin in fire magic, casting fireball at the tank. This damage is no problem to begin with and managable. She will spawn fire flowers which will randomly “bloom” (when there is more than one, they chain one after the other.). You have to jump over the orange circular lines in order to avoid the damage from this ability and its best the tank moves from any that are reasonably close for the sanity of the melee.
When you knock her to a certain percentange of health she will cast parasitic growth. There are 2 options you can do with this. For the entire fight you can leave her in the fire phase, where th damage is mostly on the tank unless your party struggles to jump over the fire lines. you could potentially end up with 5-6 flowers depending on DPS however it is possible to outrange some depending on your positioning. You can leave her in this phase by not interupting parasitic growth, however she gains a buff that increases her cast time and damage by 50%.
The other way to do this is to always interupt parasitic growth which will take her into her next phase, where she changes elements to frost, however when she changes magic school, she will leave behind a mirror image similar to the trash which will still cast pyroblast from the fire school. The fireflowers from the previous phase also remains. During the frost phase, she will frostbolt the tank for similar damage to the fireball and place blizzard, which is indicated by blue marks on the floor. Fairly easy to avoid however can become slightly difficult if in this phase for too long and many are spawning, alongside the fireflowers. Again once a percentage threshold of health is reached she will cast parasitic growth, which you can interupt, spawning another mirror image casting frost spells and moving her into arcane, leaving behind any current blizzards.
Her last school is arcane, where she will repeatedly cast arcane explosion. This can very quickly overwhelm even the best HC dungeon geared healer, as you will also have the 2 mirror images dealing damage, blizzard and fire flowers on top, and its advisable to avoid this phase.
The final boss, Yalnu, is a relatively straight forward fight, although there is a fair few abilities listed in the dungeon journal, a vast majority of them you don’t actually worry about within the fight as they come off as passive tank damage, none of which are immediately “deadly” at all.
One of the main abilities Yalnu possesses which you should definietely be looking outy for especially on the pull is Collosal blow, this is a conal AoE, which on the pull will be done directly where you run in. It deals a large chunk of damage if your within the graphic, over 100k and stunning you for 5 seconds. It also deals 50k if you are not, however with the lack of damage going on in the fight, this is manageable and its not cast very often.
Another big ability, that will affect how the fight plays out is called Genesis. yalnu will begin channeling and flowers will spawn on the floor beneath you. The party needs to run around and run all over them in order to make them despawn. when Yalnu finishes channeling Genesis any flowers not stomped away will turn into adds. A few of these poses no threat however if your party chooses to ignore these then it can get a bit sketchy.
Finally, entanglement will target a random NPC and stun them permanently until it is killed. It only has around 90k hp and is very easily killable and should be top priority.
The main strategy behind this fight is just cleaving and aoeing around the boss while adds are up and spending the time whilst adds arent up doing damage to the boss, with entanglement being the main focus of adds. This is because the NPC you battle with are doing a large majority of damage so freeing them from entanglement is key. You can also human racial out of entanglement which is helpful. But remember, the key is killing adds, priority Entanglement > smaller adds > Yalnu.
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.