Carapace of N'Zoth

General Strat

  • Throughout the fight you will need to manage your Sanity. Using your extra action button in P1 (and P2 in heroic) will use your legendary cloak. This fully heals you, prevents Sanity loss, and teleports you to Wrathion who will restore your Sanity while near him.
  • Losing all your Sanity will grant you 100% damage and healing for 20s then you will be mc’d. During testing this was Tremor Totem-able in heroic.
  • Phase 1

  • We will move boss to wherever the Gaze of Madness eyestalk adds spawn. When there isn’t one up, it should be fine to tank it right under/next to the pack of adds on the tentacles. Raid should stay near the boss.
  • Dps priority is Gaze of Madness (Eyestalks) > Horrific Hemorrhage (pimples on the tentacle) > Nightmare Antigens (small adds) >= Boss
  • Run Madness Bomb circle debuffs out of the group. If you hit anyone they get feared.
  • When Growth-Covered Tentacles are spawning, look for it’s shadow on the floor and get out of it. It will slam down and there will be Horrific Hemorrhage adds on top of it that need to die fast. You can jump on, and run along, the tentacle.
  • Enemies with Adaptive Membrane shields should be dps’d down asap to spawn Sanity orbs.
  • Use your legendary cloak (Extra action button) when you sanity starts dipping low or before we phase into p2.
  • Phase 2 - 50%

  • Once Wrathion burns the ground entering the p2 arena, we will run in and either go up one side or split into 2 groups.
  • There will be Mycelial Cysts leading up the ramps that we need to dps to remove their slow zones (same as Ghuun).
  • Along the walls of the ramps and at the top of them, there will be Synthesis Growths. The Synthesis Growths are the main target in p2 and need to die asap as they continuously heal the boss. Killing all Synthesis Growths triggers the next part of the fight.
  • In heroic, the boss will activate between the ramps and needs to be dps’d down to 40% to phase into P3. Everyone needs to avoid the frontal cone Occipital Blast the boss constantly casts.
  • In mythic, the boss will run into the P3 arena as soon as the Synthesis Growths die. This means the Growths need to die even faster so they stop healing the boss and extending the P3 burn phase.
  • Phase 3 - 40% (H) or 50% When growths are dead (M)

  • P3 is a burn phase. Take Insanity Bomb debuffs out of the group, avoid beams, and avoid the tentacle slams in the same way you did in P1.
  • When the large group of small adds spawn, dps needs to wait to kill them until the boss casts Adaptive Membrane. This will apply a shield to them that we nuke down. Killing them this way causes them to spawn sanity orbs for us to pick up. If they are killed before the cast, we have no way to reset our sanity.
  • The boss will cast Infinite Darkness. This does large raid damage, deals 10 sanity damage, and drops an orb that deals damage to anyone in it. We will move around the platform dropping these behind us and trying to give the raid enough room to dodge tentacles.

Abilities

  • Sanity - N’Zoth assaults players’ Sanity throughout the encounter. When your Sanity reaches 0, N’Zoth invades your mind fully, granting Gift of N’Zoth.
    • Gift of N’Zoth - Blesses an insane player with 100% increased damage done and 100% healing done, but causes the player to become a Servant of N’Zoth after 20s.
      • Servant of N’Zoth - Severs a target’s connection to Sanity, increasing their health by 100%, charming them permanently, and causing them to do N’Zoth bidding, casting Mental Decay.
        • Mental Decay (Interruptible) - Deteriorates targeted players’ minds, immediately draining 15 Sanity and additionally inflicting 35k Shadow damage every second for 12s.
  • Phase 1 - Exterior Carapace

  • Fury of N’Zoth
  • Madness Bomb - Plants the seed of madness in targets. After 12s this seed explodes inflicting 221k Shadow damage and fearing enemies within 10 yards for 2s. Nono-targeted Players affected by the explosion lose 30 Sanity.
  • Adaptive Membrane (Mythic) - Shields a target, absorbing damage for 12s. While present the target’s healing effects received are reduced by 75%, is immune to Sanity draining effects, is immune to Crowd Control and Interrupt effects, and is unable to be slowed to below 100% of normal speed. If the shield is broken before the duration expires, all damage done to the shield is inflicted to the target. Additionally, this triggers Fragment of Sanity or Shard of Sanity. In mythic, players can be targeted by Adaptive Membrane.
    • Fragment of Sanity - Forms an orb of Sanity nearby for 15s. Restores 5 Sanity to a player upon contact.
    • Shard of Sanity (Mythic) - Forms a large orb of Sanity nearby for 20s. Restores 10 Sanity to all players within 20 yards upon contact.
  • Mental Decay - Deteriorates targeted players’ minds, immediately draining 15 Sanity and additionally inflicting 35k Shadow damage every second for 12s.
  • Mandible Slam (Tank) - Slams a target with a void-empowered attack, inflicting 393k Physical damage. Additionally, this triggers Black Scar.
    • Black Scar (Tank) - Chars the target with void magic, inflicting 197k Shadow damage and increases the damage the target takes from Black Scar by 100%, stacks.
  • Growth-Covered Tentacle - A Growth-Covered Tentacle slams down, knocking back and inflicting 1.4mil Nature damage to targets struck. After 1 min, each remaining Horrific Hemorrhage Bursts, inflicting 737k Shadow damage to all players.
    • Horrific Hemorrhage - Expunges a globule of fluid, inflicting 197k Shadow damage to targets within 5 yards of the point of impact, forming an Adaptive Antigen.
      • Nightmare Antigen
      • Nightmare Antibody - Successful melee attacks sap the target’s potency, inflicting 50k Shadow damage, decreasing haste by 3% and reducing their movement speed by 3% for 4s, stacks.
      • Adaptive Antigen - The Nightmare Antigen gains Adaptive Antigen periodically, increasing damage done by 10% and preventing them from being slowed below 10% of normal speed, stacks.
    • Interconnectedness - When all Horrific Hemorrhages are defeated, the Growth-Covered Tentacle recedes and N’Zoth suffers 1.25% of total health for each Horrific Hemorrhage in damage.
  • Gaze of Madness
  • Breed Madness (Interruptible) - Blasts several targets with cerebral force, inflicting increasing Shadow damage, up to 197k, every 1s for 9s. Invokes Maddening Eruption and Deepening Madness when interrupted or when the channel completes.
    • Maddening Eruption - Explodes with otherworldly power, draining 5 Sanity and inflicting 50k Shadow damage to all players.
    • Deepening Madness - Increases Breed Madness and Maddening Eruption damage by 5%, stacks.
  • Interconnectedness - When a Gaze of Madness is defeated, N’Zoth suffers 3% of total health in damage.
  • Wrathion
  • Anchor of Sanity - Channels a field of willpower, periodically restoring the Sanity of players within 5 yards.
    • Grace of the Black Prince - Movement speed increased by 40% for 10s
  • Ashjra’kamas, Shroud of Resolve - Wrathion’s presence empowers players to utilize their Ashjra’kamas, Shroud of Resolve. When activated, Ashjra’kamas, Shroud of Resolve heals a player for 100%, protects the player from Sanity loss, and returns them to Wrathion’s side.
  • Phase 2 - Subcutaneous Tunnel - 50% Health

  • In mythic, Wrathion no longer provides players with aie in phase 2 and N’Zoth retreats when all Growths are defeated.
  • Fury of N’Zoth
  • Madness Bomb - Same as P1
  • Adaptive Membrane (Mythic) - Same as P1
    • Fragment of Sanity - Same as P1
    • Shard of Sanity (Mythic) - Same as P1
  • Mental Decay - Same as P1
  • Eternal Darkness - Rips a hole in the fabric of reality, draining 5 Sanity and inflicting 197k Shadow damage to all enemies.
  • Occipital Blast (Heroic only) - Shunts void magic, draining 40 Sanity and inflicting 268k Shadow damage to enemies in a frontal cone.
  • Mandible Slam (Tank Heroic Only) - Same as P1
  • Wrathion (Heroic only) - Same as P1
  • Mycelial Cyst
  • Mycelial Growth - A web of branching fibers spreads over the environment, reducing the movement speed of targets by 75% and inflicting 20k Nature damage every 1s. The web of fibers is reduced in size as the Mycelial Cust’s health is diminished.
    • Mycelial Infusion - Fury of N’Zoth gains 100% increased damage done while standing on the Mycelial Growth.
  • Reactive Mass (Mythic) - Covers the Mycelial Cyst in a protective layer, preventing targeting for 18s. Once this protective layer is removed, the Mycelial Cyst cast Regenerative Expulsion.
    • Regenerative Expulsion (Mythic) - Releases an expulsion of viscous fluid, healing by 100% and inflicting 344k Shadow damage to enemies within 15 yards.
  • Synthesis Growth - In mythic difficulty, Synthesis Growths expel 2 Nightmare Antigens upon death.
    • Synthesis - Each Synthesis Growth rejuvenates N’Zoth’s Health, restoring 42k Health every 2s, absorbs all damage, and grants immunity to healing reduction effects, stacks.
  • Nightmare Antigen (Mythic)
    • Nightmare Antibody - Successful melee attacks sap the target’s potency, inflicting 50k Shadow damage, decreasing haste by 3% and reducing their movement speed by 3% for 4s, stacks.
    • Adaptive Antigen - The Nightmare Antigen gains Adaptive Antigen periodically, increasing damage done by 10% and preventing them from being slowed below 10% of normal speed, stacks.
  • Phase 3 - Locus of Infinite Truths - 40% Health

  • Fury of N’Zoth
  • Insanity Bomb - Plants the seed of insanity in targets. After 12s this seed explodes, inflicting 221k Shadow damage and fearing enemies within 10 yards for 12s. Non-targeted Players affected by the explosion lose 30 Sanity. This summons 1 Nightmare Antigen Nearby.
    • Nightmare Antigen - Same as P1.
  • Adaptive Membrane (Mythic) - Same as P1
    • Fragment of Sanity - Same as P1
    • Shard of Sanity (Mythic) - Same as P1
  • Mental Decay - Same as P1
  • Infinite Darkness - Rips a hole in the fabric of reality, draining 10 Sanity and inflicting 295k Shadow damage to all enemies. This hole creates an Infinite Void for 2min.
    • Infinite Void - A sphere of collapsing reality inflicts 50k Shadow damage every 1s to enemies within it, stacks.
  • Mandible Slam (Tank) - Same as P1
    • Black Scar (Tank) - Same as P1
  • Thrashing Tentacle - A Thrashing Tentacle slams down, knocking back and inflicting 1.4mil Nature damage to targets struck.
  • Mycelial Cyst (Mythic)
  • Mycelial Growth - Same as P2
    • Mycelial Infusion - Same as P2
  • Reactive Mass - Same as P2
  • Regenerative Expulsion - Same as P2