Okay, we saw these guys before break and had several good attempts, and I think we now have a pretty good idea of what the fight looks like. So this is just a refresher:
This is a council-style fight with three active boss which have a shared health pool. Only two of the three will engage the raid actively at any time, while the third spends her time tormenting a Titan Soul. This torment eventually results in a "Titan's Torment" add phase called which consists of a wave of adds with particular abilities. There are four types of add phases, and one of them takes place every 3 minutes. During these phases the raid will either have to evade obstacles or deal with a new mechanic, all while the bosses continue to engage the raid. So the fight alternates between a boss phase and an add phase. The ORDER of the add waves is random every week.
PASSIVE ABILITIES
The bosses take 99% reduced damage if they are within 18 yards of each other (Shivan Pact)
--> tank them at least 18+ yards apart.
We'll take increasing Shadow damage during any of the Torment of the Titans add phases (Sense of Dread)
--> We need to get the adds down fast before the damage becomes overwhelming.
INDIVIDUAL BOSS ABILITIES
We'll get Noura and Asara as our first two bosses.
BOSS 1: NOURA, MOTHER OF FLAMES
Anti-tank attack (Fiery Strike): frontal cone + stacking debuff.
--> Keep her faced away from the raid and swap after two stacks of Fiery Strike. It's best to have the tanks swap positions, rather than the bosses, to avoid the bosses shielding each other.
Projectile attack (Whirling Saber): Noura throws a saver at a random player (there will be a targeting circle on the floor) which then starts spinning and slowly travels back to her in a line.
--> Avoid these.
Fulimating Pulse: debuff inflicted on several targets which explodes with a 6 yard AoE (Fulminating Burst). These players will have a 6 yard radius red circle around them.
--> Keep a loose spread of 6 yards to avoid having too much running. Get out of the circles. Affected players will need surgical healing.
BOSS 2: ASARA, MOTHER OF LIGHT
Line attack + knockback (Shadow Blades): Asara sends out 3 blades in a line. Anyone hit takes heavy damage and is knocked back.
--> Avoid these.
Raid-wide attack (Storm of Darkness): Entire raid takes damage for 15 seconds. Safe zones will appear that look like golden circles on the ground.
--> Get into a safe zone during the storm.
Basic attack (Touch of Darkness): Basically a Shadow Bolt that targets random players.
--> Not much strategy here, just needs to be healed through.
After 180 seconds, Noura will exit the fight and Diima will join.
DIIMA, MOTHER OF GLOOM
Anti-tank attack (Flashfreeze): stacking debuff that does heavy damage + slow
--> Swap when the mobility debuff becomes a problem (somewhere between 5-9 stacks depending on class mobility). You need enough speed to be able to reach the safe zones of Asara's storm. As with the other pair of bosses, try to keep the bosses stationary during the swap.
Healing absorption shield (Chilled Blood): applied to random players, absorbs a set amount of healing. When it expires the player is frozen for a duration based on the amount of absorption remaining.
--> Healers will need to remove the absorption shield before the end of the debuff.
Orb attack (Orb of Frost): Spawns on a random ranged or healer. Does moderate to all players when it spawns. The orb is stationary, persists for 20 seconds, and slows the movement of all players within 30 yards by up to 85%. The intensity of the snare is reduced by distance. The orb despawns after 20 seconds.
--> Because it spawns on a ranged or a healer, it can be baited to the edge of the room if we want, though this may not be necessary. The only time the orb is a problem is right before an add phase or a storm.
About 180 seconds after Diima enters the fight Asara will exit and Noura will come back. The full order is Noura --> Asara --> Diima.
ADD PHASE: TORMENT OF THE TITANS
Torment of Aman'thul
Spectral adds will spawn all around the edges of the room. They don't move and can't be tanked. Each will begin to channel Machinations of Aman'thul, which lasts of 21 seconds. At the end of that cast all the adds will be healed to full and players will get a stack of a 26-second debuff. It is repeated until they are killed.
--> These adds are top priority. We'll kill one at a time and go counterclockwise around the room (we may be able to do two at a time, we'll need to evaluate this possibility during the raid).
Torment of Golganneth
Spawns four adds, one in the middle of each wall of the room. They can't move and don't need to be tanked. They cast Fury of Golganneth which makes all players do damage to each other within 2 yards. This effect stacks, so if all the adds are alive and two players come together they will likely be one-shotted.
--> Make sure to stand 2 yards apart.
--> DoT and cleave the adds. Get some or all of them down before the next storm, as we need to group up in a safe zone during the storm and the 2-yard thing may be a problem -- if adds are still up some players may need to stand outside the safe zone and survive the storm with their own cooldowns.
Torment of Khaz'Goroth
Eight adds will spawn around the room in a circle shape, facing the center of the room. They continuously channel Flames of Khaz'goroth, which spews flames into the center of the room. Anyone in the center of the room when these adds spawns will be killed instantly. During this time the raid must also avoid spectral adds that march through the raid.
--> Get out of the center of the room before these spawn, and stay out of it afterwards.
--> These adds are top priority and.
Torment of Norgannon
The Spectral Army of Norgannon marches through the raid in lines from all four sides of the room. The overall effect is of a shrinking square. These adds can be crowd controlled.
--> Use CC to create gaps in the walls. The DK's Gorefiend's Grasp is excellent here as it makes a big hole. Typhoon is good too. Use speed buffs like Stampeding Roar to increase player mobility.
Note: We can track this add phase by watching the Sense of Dread debuff. When it expires, whichever titan is being tormented by the inactive Coven member will spawn an add phase. The titan being tormented is RANDOM and will vary with each pull. We can identify which one is being tormented, however, as the inactive Coven member will be channeling a matching ability, e.g. Flames of Khaz'goroth.
Bloodlust: We can use Bloodlust once the bosses are in position after the pull. Alternative: use it on the the Torment of Aman'thul to get the self-healing adds down.
This is a council-style fight with three active boss which have a shared health pool. Only two of the three will engage the raid actively at any time, while the third spends her time tormenting a Titan Soul. This torment eventually results in a "Titan's Torment" add phase called which consists of a wave of adds with particular abilities. There are four types of add phases, and one of them takes place every 3 minutes. During these phases the raid will either have to evade obstacles or deal with a new mechanic, all while the bosses continue to engage the raid. So the fight alternates between a boss phase and an add phase. The ORDER of the add waves is random every week.
PASSIVE ABILITIES
The bosses take 99% reduced damage if they are within 18 yards of each other (Shivan Pact)
--> tank them at least 18+ yards apart.
We'll take increasing Shadow damage during any of the Torment of the Titans add phases (Sense of Dread)
--> We need to get the adds down fast before the damage becomes overwhelming.
INDIVIDUAL BOSS ABILITIES
We'll get Noura and Asara as our first two bosses.
BOSS 1: NOURA, MOTHER OF FLAMES
Anti-tank attack (Fiery Strike): frontal cone + stacking debuff.
--> Keep her faced away from the raid and swap after two stacks of Fiery Strike. It's best to have the tanks swap positions, rather than the bosses, to avoid the bosses shielding each other.
Projectile attack (Whirling Saber): Noura throws a saver at a random player (there will be a targeting circle on the floor) which then starts spinning and slowly travels back to her in a line.
--> Avoid these.
Fulimating Pulse: debuff inflicted on several targets which explodes with a 6 yard AoE (Fulminating Burst). These players will have a 6 yard radius red circle around them.
--> Keep a loose spread of 6 yards to avoid having too much running. Get out of the circles. Affected players will need surgical healing.
BOSS 2: ASARA, MOTHER OF LIGHT
Line attack + knockback (Shadow Blades): Asara sends out 3 blades in a line. Anyone hit takes heavy damage and is knocked back.
--> Avoid these.
Raid-wide attack (Storm of Darkness): Entire raid takes damage for 15 seconds. Safe zones will appear that look like golden circles on the ground.
--> Get into a safe zone during the storm.
Basic attack (Touch of Darkness): Basically a Shadow Bolt that targets random players.
--> Not much strategy here, just needs to be healed through.
After 180 seconds, Noura will exit the fight and Diima will join.
DIIMA, MOTHER OF GLOOM
Anti-tank attack (Flashfreeze): stacking debuff that does heavy damage + slow
--> Swap when the mobility debuff becomes a problem (somewhere between 5-9 stacks depending on class mobility). You need enough speed to be able to reach the safe zones of Asara's storm. As with the other pair of bosses, try to keep the bosses stationary during the swap.
Healing absorption shield (Chilled Blood): applied to random players, absorbs a set amount of healing. When it expires the player is frozen for a duration based on the amount of absorption remaining.
--> Healers will need to remove the absorption shield before the end of the debuff.
Orb attack (Orb of Frost): Spawns on a random ranged or healer. Does moderate to all players when it spawns. The orb is stationary, persists for 20 seconds, and slows the movement of all players within 30 yards by up to 85%. The intensity of the snare is reduced by distance. The orb despawns after 20 seconds.
--> Because it spawns on a ranged or a healer, it can be baited to the edge of the room if we want, though this may not be necessary. The only time the orb is a problem is right before an add phase or a storm.
About 180 seconds after Diima enters the fight Asara will exit and Noura will come back. The full order is Noura --> Asara --> Diima.
ADD PHASE: TORMENT OF THE TITANS
Torment of Aman'thul
Spectral adds will spawn all around the edges of the room. They don't move and can't be tanked. Each will begin to channel Machinations of Aman'thul, which lasts of 21 seconds. At the end of that cast all the adds will be healed to full and players will get a stack of a 26-second debuff. It is repeated until they are killed.
--> These adds are top priority. We'll kill one at a time and go counterclockwise around the room (we may be able to do two at a time, we'll need to evaluate this possibility during the raid).
Torment of Golganneth
Spawns four adds, one in the middle of each wall of the room. They can't move and don't need to be tanked. They cast Fury of Golganneth which makes all players do damage to each other within 2 yards. This effect stacks, so if all the adds are alive and two players come together they will likely be one-shotted.
--> Make sure to stand 2 yards apart.
--> DoT and cleave the adds. Get some or all of them down before the next storm, as we need to group up in a safe zone during the storm and the 2-yard thing may be a problem -- if adds are still up some players may need to stand outside the safe zone and survive the storm with their own cooldowns.
Torment of Khaz'Goroth
Eight adds will spawn around the room in a circle shape, facing the center of the room. They continuously channel Flames of Khaz'goroth, which spews flames into the center of the room. Anyone in the center of the room when these adds spawns will be killed instantly. During this time the raid must also avoid spectral adds that march through the raid.
--> Get out of the center of the room before these spawn, and stay out of it afterwards.
--> These adds are top priority and.
Torment of Norgannon
The Spectral Army of Norgannon marches through the raid in lines from all four sides of the room. The overall effect is of a shrinking square. These adds can be crowd controlled.
--> Use CC to create gaps in the walls. The DK's Gorefiend's Grasp is excellent here as it makes a big hole. Typhoon is good too. Use speed buffs like Stampeding Roar to increase player mobility.
Note: We can track this add phase by watching the Sense of Dread debuff. When it expires, whichever titan is being tormented by the inactive Coven member will spawn an add phase. The titan being tormented is RANDOM and will vary with each pull. We can identify which one is being tormented, however, as the inactive Coven member will be channeling a matching ability, e.g. Flames of Khaz'goroth.
Bloodlust: We can use Bloodlust once the bosses are in position after the pull. Alternative: use it on the the Torment of Aman'thul to get the self-healing adds down.