N'Zoth the Corruptor

General Strat

  • Throughout the fight you will need to manage your Sanity. Using your extra action button will start a CHANNEL that will restore 20 Sanity per second for 4s on a 3 minute cd (?). If you move this will cancel the channel.
  • 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

  • Tanks will pick up Psychus and move it to an Exposed Synapse. We will kill the Exposed Synapse while cleaving Psychus, then move on to the next Synapse. Everytime we kill a Synapse, Psychus will take 50% more damage. The idea is to continue this Synapse to Synapse movement until Psychus is low enough to finish off.
  • The raid needs to follow Psychus (preferably being slightly ahead; so you need to understand boss movement beforehand) and avoid the giant puddles that he drops behind him.
  • When Psychus dies, everyone needs to return to their bodies, click them, then avoid the Corrupted Neuron puddles and Mindgrasp pull at the beginning of P2.
  • Phase 2 - Begins after P1 Psychus dies

  • There are 2 portions to P2: A Normal Realm and a Mind Realm. Entering the Mind side will prevent you from going down again. Normal Realm players deal with the following:
  • Dps needs to reduce Corrupted Neuron puddles by dpsing them. Their zone will shrink as they lose hp (Ghuun pimples).
  • After retrieving your bodies, you will see a dragging animation on your body. This denotes which direction (toward or away from mid) Mindgrasp will drag you to kill you. You want to move away from where this dragging is pointed and avoid being dragged through any Corrupted Neuron puddles.
  • When Paranoia debuffs go out (Beam link), players with the debuff need to stand within 5 yards of their linked buddy. Players without the debuff, and those that are not linked, need to avoid these players. Being too close to someone you aren’t supposed to costs Sanity.
  • Several tentacles will spawn periodically in the normal realm.
  • Dps priority for tentacles is Basher > Corruptor > Spike
    • Basher Tentacles (x2) need to be tanked
    • Corruptor Tentacles (x2) spawn near the Bashers and you must interrupt their Corrupted Mind cast. Healers need to dispel Corrupted Mind immediately if a cast gets off.
    • Spike Tentacles (~6) will spawn around the others and have a minor ranged Physical attack.
  • When the tentacles die, a portal to the Mind Realm will spawn.
  • Half of the raid will head down and deal with the Mind Realm. It is similar to P1 in that you deal with Psychus and Exposed Synapses, but you also have to deal with a couple new mechanics.
    • When Deathwing is up, you will need to avoid fire swirlies. If someone gets hit, they need to be dispelled.
    • When Queen Azshara is up, moving will deal damage to you so planning out movement will be important.
  • When Psychus dies, you need to return to your body like you did at the start of P2.
  • When Psychus dies, enemies in the Normal Realm will be stunned and N’Zoth will be attackable.
  • Phase 3 - 2 more Psychus deaths (i think)

  • N’Zoth will have the same Mindgrasp and Paranoia abilities as P2.
  • Evoke Anguish will debuff players. These players need to run out and drop their pools away from where we are and are headed. These pools MUST be placed next to one another. Everytime a new round of debuffs goes out, old pools will grow in size and take over the platform if early puddles are careless.
  • A Stupefying Glare beam will need to be dodged.
  • A Thought Harvester add will spawn and cast Mindwrack (Psychus’ tank ability in P1&2) as well as Harvest Thoughts.
  • Harvest Thoughts does a large amount of damage to anyone nearby and deals 100 split Sanity damage to anyone hit. This needs to be soaked by at least 5 players. Failing to do so hits the entire raid for a full 50 Sanity per player.

Abilities - Heroic

  • Sanity - N’Zoth assaults your 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 players to become a Servant of N’Zoth after 20s.
      • Servant of N’Zoth - Severs a target’s connection to sanity, charming them permanently and causing them to do N’Zoth bidding, casting Mental Decay.
  • Azeroth’s Radiance - Invoke the Heart of Azeroth, restoring 20 Sanity every 1s for 4s. Moving or attacking will break this effect.
  • Phase 1 - Dominant Mind

  • Glimpse of Infinity - Opens players’ minds, showing them a glimpse into the infinite mind of N’Zoth.
  • Psychus
  • Mindwrack (Tank) - The caster’s mental torment manifests as physical pain in the body of its current threat target, inflicting 108k Physical damage and increasing Physical damage taken by 33% for 14s.
  • Creeping Anguish - Psychus creates a zone of void energy at its location, which expands to cover 60 yards. Players entering the zone are afflicted by Anguish.
    • Anguish - N’Zoth inflicts terrible anguish upon the player, inflicting 180k Shadow damage, draining 10 Sanity every 2s, and reducing the player’s movement speed by 33% while within the area.
  • Synaptic Shock - Slaying an Exposed Synapse while Psychus is within 8 yards weakens N’Zoth’s mind guardian, increasing damage dealt to Psychus by 50% for 20s, stacks.
  • Shattered Ego - Slaying Psychus inside the Mind of N’Zoth takes a heavy toll on N’Zoth himself, stunning him and his tentacles for 30s.
  • Manifest Madness - Upon reaching full energy, Psychus channels Manifest Madness. While channeling, Psychus appears in all phases and takes 99% reduced damage. It also inflicts 108k Shadow damage to and drains 20 Sanity from all players every 2s.
  • Mind’s Eye
  • Void Gaze - The Mind’s Eye opens, inflicting 36k Shadow damage and draining 5% Sanity from all players in the Mind of N’Zoth every 1s for 3s.
  • Exposed Synapse
  • Probe Mind - Probes the mind of a random player within 30 yards, inflicting 108k Shadow damage. The probe chains to players within 5 yards, also inflicting 108k Shadow damage as it chains.
  • Resilient Synapses - Heals all Exposed Synapses to full health whenever another Exposed Synapse is slain.
  • Severed Consciousness
  • Restore Consciousness - Being drawn into the Mind of N’Zoth Severs the link between mind and body. When Psychus is slain, N’Zoth’s hold on the player is broken, allowing them to Restore Consciousness to their lifeless body. This returns the player to the Physical Realm.
  • Collapsing Mindscape - Slaying Psychus inflicts significant damage to the Mind of N’Zoth, destabilizing the current Mindscape. Players within the Mind of N’Zoth when Collapsing Mindscape finishes casting are killed instantly.
  • Phase 2 - Writhing Onslaught - Begins on Psychus’ death

  • N’Zoth
  • Mindgrasp - N’Zoth worms his tendrils into the minds of all players, horrifying them into moving either toward or away from him.
  • Corrupted Neuron - Spawns a set of Corrupted Neurons, which heal 1% of their maximum health every 2s. Corrupted Neurons project a Veil of Anguish from their location.
    • Veil of Anguish - Projects a Veil of Anguish around N’Zoth, the outer rim of the arena, and all Corrupted Neurons. Veils attack to Corrupted Neurons decrease in size as the Neurons’ health diminishes.
      • Anguish - N’Zoth inflicts terrible anguish upon the player, inflicting 180k Shadow damage, draining 10 Sanity every 2s, and reducing the player’s movement speed by 33% while within the area.
  • Paranoia - N’Zoth selects pairs of players and fills their minds with all-consuming Paranoia for 15s. Paranoid players must be within 5 yards of their paired partner or suffer 11k Shadow damage every 1s. This damage increases over the duration of Paranoia. Affected players do not trust their allies while paranoid. Coming within 5 yards of an unpaired ally causes the player with Paranoia to be drained of 5 Sanity every 1s while they remain near their ally.
  • Eternal Torment - Inflicts 47k Shadow damage to all players in the Physical realm every 1s for 2s.
  • Mindgate - N’Zoth opens a gate to the inner recesses of his mind, inviting players to gaze upon a vision of his infinite power.
    • Fettered Mind - Using a Mindgate to enter a Vision of N’Zoth puts unimaginable strain upon a player’s mind, rendering them unable to enter a second Vision of N’Zoth.
  • Basher Tentacle
  • Evolving Might - Physical damage inflicted increased by 3% every time the Basher Tentacle strikes an enemy with a melee attack.
  • Void Lash (Tank) - Lashes out rapidly at the current threat target, inflicting 161k Physical damage and 54k Shadow damage every 0.8s for 6s.
  • Tumultuous Burst - Inflicts 54k Shadow damage to all players every 2s for 10s. Tumultuous Burst also reduces their Haste by 33% for 10s. Tumultuous Burst is only cast when no players are within melee range of a Basher Tentacle.
  • Corrupted Viscera - Tentacles in the Physical realm explode into a show of Corrupted Viscera when slain, inflicting 215k Shadow damage and draining 5 Sanity from players struck by debris.
  • Corruptor Tentacle
  • Corrupted Mind (Interruptible Dispellable) - Corrupts a player’s mind, inflicting 54k Shadow damage every 2s for 10s. If corrupted Mind expires without being dispelled, it drains 15 Sanity from the player.
  • Corrupted Viscera - Tentacles in the Physical realm explode into a shower of Corrupted Viscera when slain, inflicting 215k Shadow damage and draining 5 Sanity from players struck by debris.
  • Spike Tentacle
  • Pain Spike - Flings a spike of void energy, inflicting 54k Shadow damage.
  • Corrupted Viscera - Tentacles in the Physical realm explode into a shower of Corrupted Viscera when slain, inflicting 215k Shadow damage and draining 5 Sanity from players struck by debris.
  • Through the Mindgate

  • Players re-enter the mind of N’Zoth via a defeated Mindgate Tentacle, intent on wounding the Old God’s psyche and weakening his physical form. Players are subjected to N’Zoth’s mental reconstruction of fearsome creatures over whom he has held sway in Azeroth.
  • Corruption of Deathwing - N’Zoth draws players into a vision of the shattering of the World Pillar, and the fearsome power of Deathwing corrupted by the Old God’s relentless whispers.
    • Cataclysmic Flames - The Vision of Deathwing breathes deeply into the space, inflicting 29k Fire damage to and draining 5 Sanity from all players within the Mind of N’Zoth every 3s for 9s.
      • Flames of Insanity (Dispellable) - The Flames of Insanity overwhelm players within 6 yards, inflicting 108k Fire damage and draining 20 Sanity on impact. The flames then burn the player for 43k Fire damage every 2s and disorient them for 6s.
  • Treacherous Bargain - N’Zoth conjures a troubling vision which reveals the treacherous bargain agreed between Queen Azshara and Lady Sylvanas Windrunner.
    • Tread Lightly - The Vision of Queen Azshara decrees that all players within the Mind of N’Zoth shall Tread Lightly. Moving while under this effect will trigger Contempt.
      • Contempt - By moving, the player is in contempt of Queen Azshara. She inflicts 22k Frost damage every 2s until they come to a halt.
    • Black Volley - Inflicts 54k Shadow damage to and drains 5 Sanity from every player within the Mind of N’Zoth every 1s for 3s.
  • Psychus - Same as P1
  • Exposed Synapse - Same as P1
  • Severed Consciousness - Same as P1
  • Phase 3 - Convergence - 2 More Psychus deaths

  • N’Zoth
  • Mindgrasp - Same as P2
  • Paranoia - Same as P2
  • Evoke Anguish - N’Zoth taps into players’ minds and evokes their darkest thoughts, inflicting 179k Shadow damage every 2s for 8s. Upon expiration, Evoke Anguish leaves behind a pool of Anguish, which grows briefly after spawning. Every time N’Zoth the Corruptor casts Evoke Anguish, all other pools of Anguish grow in size.
    • Anguish - N’Zoth inflicts terrible anguish upon the player, inflicting 180k Shadow damage, draining 10 Sanity every 2s and reducing the player’s movement speed by 33% while within the area.
  • Stupefying Glare - Conjures an Eye of N’Zoth which fires a focused beam of Void energy. The beam inflicts 161k Shadow damage and fears all players within a line in front of the Eye for 4s.
  • Thought Harvester
  • Mindwrack (Tank) - The caster’s mental torment manifests as physical pain in the body of its current threat target, inflicting 108k Physical damage and increasing Physical damage taken by 33% for 14s.
  • Harvest Thoughts - Harvests the thoughts of nearby players, inflicting 358k Shadow damage to all players within 15 yards. Harvest Thoughts also drains 100 Sanity divided evenly among all players caught in the blast. If Harvest Thought fails to hit at least 5 players, it will instead drain 50 Sanity from all players.