Hello guys. It’s Librarian Husky here today, going WoW here. This is the ready-check pull guide for the Jailer. he is the raid’s final boss, and it’s an almost entirely single-target fight with three phases. In phase one, you rotate around the room while occasionally jumping into these holes in the ground whenever you get one of the bomb debuffs.
In phase two, the tanks break the pillars that spawn while the raid cc’s and damages the occasionally mind-controlled players. In phase three, the raid soaks a big cast aimed at Azeroth and splits big healing absorb.
Phase One
When these circles appear around everyone’s feet, stay spread out to avoid splashing damage on anyone else. This mechanic is easy in phase 1 but gets more difficult later on. Second, when these blue debuffs go out onto several players, those players will have to fall into different holes in the ground right before the end of the debuff, when the debuff expires.
It knocks the players high into the air and does a lot of raid-wide damage unless the player is in one of the holes when it goes off. Try to have players go into different holes, ideally, ones next to each other, because you can only use each hole once, and you’ll have to rotate the boss around the room to be near new holes for each new set of debuffs. You can only use each hole once because a giant pillar spawns from the hole that has any debuff expire.
Current tank
In its third, the raid needs to soak this big circle around the current tank. This is from the boss’s Martyrdom cast, which has three parts. The first hit is a big single-target nuke on the tank that makes them take more physical damage for a while. So taunt swap after the whole cast is done.
The second hit does raid-wide damage and puts a bleed on everyone regardless of where they are. The third hit does massive physical damage that gets split between anyone in the tank circle. This also knocks everyone away from the tank. So be careful not to get knocked into a hole.
Fall of damage
Fourth, run away from the boss when he pulls everyone to. He does fall off damage to the rage shortly after the pull. So everyone should at least move outside of the circle around the boss. A pre-placed gateway from a Warlock is a really nice way to get everyone out quickly to the same spot.
Line of sight boss
A fifth and most important line of sight is the boss behind one of the pillars that spawn whenever he casts relentless domination. If you don’t, you get mind-controlled, and the raid has to kill you, which is a super bummer. This cast will also despawn any of the pillars that are.
Out on heroic after this cast goes off, lines are aimed at several players that do damage to anyone they hit after a couple of seconds. Just try to avoid getting hit by any of the lines that aren’t aimed at you. This phase ends after three minutes once you don’t have any holes left, and phase two starts.
Phase Two
Now let’s talk about phase two. First, the same circles from phase one occasionally appear around everyone’s feet, except in this phase. They also leave swirlies on the ground where the circle expires, which explodes after a second doing a ton of damage to anyone they hit. So spread out even more than you did in phase 1 and quickly move away from the swirlies.
Boss shattering blast
Second, the tanks must use the boss’s shattering blast cast to destroy pillars that he spawns from three sides of the room. The cast does a ton of damage to anyone within the circle around the tank and destroys a pillar within the circle. Destroying the pillars lets you stay in phase 2 longer and burn more of the boss’s health. Each blast can only destroy one pillar.
So the tank must destroy the one closest to the middle of the room each time. This could be far away from where the boss is. So big movement abilities may be needed. These pillars also have a bad circle around them. So try not to stand in that.
Blue swirly
Third, don’t get hit by the big blue swirly on the ground or the blue line between the boss and the swirly. They basically one-shot you. This swirly also knocks the whole raid away from it when it goes off. So try not to get knocked into any hole or off the side of the platform.
Blue debuff
Fourth and most importantly, when players get this blue debuff, they need to move together quickly toward the middle of the room. Ideally, under the boss before the debuff expires when the debuff expires. Those players get mind-controlled and try to run off the side of the platform.
So the rest of the raid needs to cc and damage them enough to break them out of mind control before they get to the edge. Binding shots, fear of Bastion Ursula’s vortex ring of peace, and long stun are really good for this. This phase ends after another three minutes when three pillars in a row connect to the middle of the room.
Phase Three
Phase three starts in phase three. After the whole raid, RP is stunned for a few seconds. You are then able to see Azeroth’s health, and the boss becomes active again. First, the same big blue swirly from phase 2 occasionally spawns.
Second, everyone needs to quickly move out of the Dark Pool on the ground that spawns at a random range of players’ feet. This comes from the boss’s defile cast. This pool grows if anyone touches it doing crazy dot damage to anyone standing in it. Do not get hit by this pool, or else it will probably grow to cover the entire room and wipe out the raid. And try to move the boss away from each pool to make them easier to avoid.
A chain of Anguish casts
Third, when the boss casts Chain of Anguish, it chains together the current tank and the three players closest to that tank. These chains damage the chained players, but they can be broken by being over 30 yards away from the tank. These three players need to stagger, running away from the tank and breaking their chain because each chain break does a lot of raid-wide damage.
Soak the big blue line
Fourth, the entire raid needs to soak the big blue line on the ground that the boss aims toward the middle of the room, called desolation. Soaking this line reduces the amount of damage it does to Azeroth, which delays the raid wiping when Azeroth’s health gets to zero. Everyone who soaks takes one big hit of magic damage, so make sure everyone is healthy.
Same circles
Fifth, the same circles from phase two occasionally appear around everyone’s feet. Except now, the swirlies after the circles spawn a caster, ad these casters spam a cast. That does raid-wide damage and reduces everyone’s haste by ten stacking per cast. So it’s super important that everyone interrupts and focuses on these ads. All forms of CC work on them. So do whatever you can t prevent them from finishing any of their cast.
Split into each player’s circle
Finally, sixth, when players get this blue debuff with a circle around them, everyone needs to split somewhat evenly into each player’s circle before. It expires these debuffs split huge healing absorb between any player hit. Each circle needs to be healed off quickly to avoid players getting mind-controlled the circles.
Also do damage to anyone they hit, which is why you can’t just stack them all together. Thank you for reading this guide. My name is Librarian Husky – I am your faithful companion in the world. Please check our WoW M+ 15 Boost boost page for more useful information.