During the Main Phase:
The tanks need to taunt swap after every Exsanguinating Bite.
Run out of the raid if you get a red arrow on your head ( Echolocation).
Dodge the randomly facing frontal in melee ( Blind Swipe).
Line-of-sight the Earsplitting Shriek casts using the pillars.
On Heroic, dodge the circles from the boss that bounce around the room ( Echoing Screech).
During the Intermission:
Stay away from the boss as she walks around ( Murder Prey).
Dodge the circles that bounce around the room ( Echoing Sonar).
Line-of-sight the Earsplitting Shriek casts using the pillars.
Throughout the fight:
Fan out around Altimor to reduce damage taken from Spreadshot.
Do not get hit by another player's red arrow on the ground ( Sinseeker).
When Margore is active:
The tanks should taunt swap on Margore at as low bleed stacks as possible ( Jagged Claws).
Help soak the red circle that goes on a random player ( Vicious Lunge).
When Bargast is active:
Move Bargast away from Altimor for the Rip Soul cast, and heal the soul to full before it gets to Altimor.
Crowd control the Shades of Bargast for a while and then kill them quickly.
When Hecutis is active:
When the raid is healthy, keep Hecutis moving near Altimor to drop his stacks of Crushing Stone.
If you get a brown circle around you, run it out far away from the raid ( Petrifying Howl).
Before pulling, assign five players to each of the two leech debuffs that will go out on random players ( Gluttonous Miasma). They will stack with each debuffed player to keep them alive.
The tanks should taunt swap after every Overwhelm cast.
Players marked with a blue arrow should quickly move to either side of the boss and fan out from each other ( Volatile Ejection).
Everyone should quickly spread out when the entire raid gets a circle around them ( Expunge).
When the boss starts pulling everyone in, run far away until the channel is over ( Consume).
The Lady Inerva Darkvein encounter is a single phase fight where the boss's four abilities cycle through being empowered. Each ability's power level corresponds to one of the four anima containers in the room that fill up over time. When a container fills up to level two or three, the corresponding ability will power up to the same level. You can interact with the containers to prevent them from filling up. However, the boss focuses one container at a time, making it fill up faster and preventing it from being drained. You will have to deal with higher levels of each ability at some point in the fight, but the empowerment order and timing is always the same.
Dealing with all of the base abilities make up the vast majority of the fight. The other part is dealing with the enhanced versions of each ability, but you only have to deal with one at a time.
We recommend using Bloodlust/ Heroism on pull, because the difficulty level is pretty consistent throughout the fight and there are no health-based timings.
The first ability is for the tanks. It is a big physical hit on the boss's current target that also applies a stacking DoT debuff ( Warped Desires). The tanks just need to taunt swap when the debuff falls off of either tank, which is around two stacks.
The second ability is anima bottles that the boss occasionally throws around the room ( Bottled Anima). These bottles need to be caught before they hit the ground by having a player stand in each of the red circles on the ground that show where they are going to land. If you do not catch a bottle, it will explode on the raid for a ton of damage, so have your ranged players stay spread out all around the boss to have better coverage of the room.
The third ability is a bit of a weird one, Lesser Sins and Suffering. Occasionally, 3 red orbs spawn around the middle of the room. They constantly do damage to the closest player, and they explode on the raid after about a minute, but they can be despawned. The only way to do this is with beams that link three random players together while the orbs are active. These players need to position themselves so that their beams are hitting all three orbs at the same time, by having each of the players stand slightly behind a different orb. This instantly despawns the orbs and the beams, and you are good to go.
The fourth ability is probably the most important one. Occasionally, three random players get a red circle around them and a yellow mark above their head. These players need to move close to the boss without being in each other's circle, because the circles explode after a few seconds and spawn an add where each player is standing ( Unleashed Shadow). There will be one big and two smaller adds, and none of them are able to move or be crowd-controlled. The big add needs to be tanked, or else it will cast a raid-wide explosion; and it also applies a stacking debuff to its target, Unconscionable Guilt, which is not actually a huge deal. The small adds need to be repeatedly interrupted, so you need to split your DPS in half to focus on each one, interrupting every cast ( Condemn). Marking each one and assigning players to each mark is the best way to go. Kill the small adds first and then finish off the big one.
The first container that gets focused is for the tank ability. At level two, the instant damage of the ability is copied onto a few random players as a short DoT, so these players will need to be focus healed ( Shared Cognition). At level three, the debuff on the tanks also explodes on the raid when it expires, doing less damage to players that are further away ( Change of Heart). The tanks just need to move away from the raid when the debuff is expiring.
When the boss switches her focus to the next container, make sure to have someone click the tank ability container to drain it back down to empty. This puts the tank ability back to its base form and also prevents the container from bursting when it gets completely full ( Container Breach). Draining a container does ticking damage to the raid, but it is nothing crazy, and you can pause the draining if you need to catch up on healing.
The second container is for the anima bottles. At level two, when the bottles are caught by a player, they leave a small red pool on the ground that does ticking damage to anyone standing in it ( Lingering Anima). And at level three, the bottles also bounce one time, so they will need to be caught twice.
Drain the anima bottle container when the boss switches her focus to the next one.
The third container is for the red orbs. At level two, the red orbs will have red beams between them, forming a red triangle ( Anima Web). Moving through a beam applies a heavy DoT, so avoid moving through them when possible. And at level three, the beams rotate around the orbs, which looks crazy and makes them much harder to avoid. Be sure to despawn the orbs quickly at this level.
Drain the red orb container when the boss switches her focus to the next one.
The fourth container is for the add spawning ability. At level two, the players with the circles are rooted in place, so they will not be able to move the add spawns closer to the boss unless they have a way of clearing roots or teleporting. And at level three, each circle's explosion also sends out shadowy projectiles that everyone needs to dodge ( Fragments of Shadow).
Drain the add spawn container when the boss switches her focus back to the first container. This starts the whole focus cycle over from the beginning.
Throughout the fight:
Always place one portal in the middle of the room and one near a wall ( Dimensional Tear).
The tanks need to quickly run their debuff away from the raid before it explodes ( Glyph of Destruction).
Everyone should dodge the beams on the ground, as well as the traps on Heroic.
Phase One ( Crystal of Phantasms):
Fixated players need to use the portals to avoid the spirits long enough for them to despawn.
Phase Two ( Root of Extinction):
Assigned players need to move the seeds away from one side of the room using the portals.
Phase Three ( Edge of Annihilation):
Use movement abilities and the portals to stay out of the weapon explosion in the middle of the room.
In the add phase:
The general kill priority is Infusers > Occultists > Vanquishers > Assassins > Fiends.
Stay spread out when Assassins or Fiends are active.
Make sure to interrupt the Vile Occultists' Vulgar Brand cast.
Use slows, stuns, and other crowd-control abilities to slow down the Infusers.
Heal Kael'thas by healing the Essence Fonts to full, channeling on the Soul Pedestals, and simply healing him directly.
Get Kael'thas to 45% and 90% health between add waves.
In the Shade phase:
Tanks keep the Shade faced away from the raid for Fiery Strike, and taunt swap at as few stacks as possible.
Stack the phoenixes, slow them, and kill them from range.
Dodge the randomly facing frontal from the Shade ( Blazing Surge).
Help soak the red circle on a random player ( Ember Blast).
Throughout the fight:
Kill Lord Stavros, then Baroness Frieda, and then Castellan Niklaus.
The tanks should taunt swap on Stavros and Niklaus at as 2 stacks, while also tanking Niklaus slightly away from the raid.
Interrupt every cast of Frieda's Dreadbolt Volley.
Quickly kill the add that shields the bosses.
When you get the Dark Recital debuff, quickly stack with your partner and keep moving.
At 50% health of each boss, get to your indicated dancing spot and copy the movement of the NPC servants ( Danse Macabre).
After Freida dies:
Bring the servant adds toward the bosses and cleave them down.
Dodge the dancers that slide around the room in a square pattern ( Waltz of Blood).
After Niklaus dies:
Dodge Stavros's charge by not standing behind him ( Evasive Lunge).
Avoid the explosions from the dancers ( Violent Uproar).
The tanks need to stay tightly stacked for Giant Fists and keep the boss away from the pillars.
If you get chained to someone, stay very close to them ( Chain Link). If you move too far away from each other, you will both die.
When a tank gets marked for the charge, they need to make sure it hits a pillar ( Hateful Gaze).
Everyone needs to quickly move out of the Destructive Stomp around the boss and dodge the random brown swirlies on the ground ( Falling Rubble).
On Heroic, a couple players need to help soak the red circle on a random player ( Chain Slam).
Throughout the fight:
The two players that get marked with red arrows need to quickly move off to one side of the boss and fan out, while everyone else dodges the blade from the boss ( Wicked Blade).
The player that gets a brown circle around them needs to quickly move slightly away from the raid, while players with a bleed move into the circle ( Crystalize). Then everyone else needs to move into the yellow circle that follows to soak the meteor ( Pulverizing Meteor).
The tanks need to get aggro on the Goliath add that occasionally spawns, and everyone should focus it down.
During the intermissions, gather red orbs and bring them to Prince Renethal in the back of the room.
In the first phase (General Kaal):
The tanks should taunt swap for every Crystalize cast and use it to remove their bleed debuff ( Serrated Tear).
Healers need to dispel players that get Heart Rend and focus heal them.
In the second phase (General Grashaal):
The tanks should taunt swap at as low stacks of Stone Fist as possible.
The player that gets targeted by Reverberating Eruption needs to quickly take it out of the raid, and each zone of rocks left behind needs to be soaked by a player every time this ability is cast.
Everyone needs to dodge stone spikes on the ground for a few seconds during ( Seismic Upheaval).
In the third phase (both bosses):
All of the abilities from phase one and two need to be handled at the same time.
Try to kill the bosses at the same time.
Phase One:
Split your raid in half and alternate which half gets hit by each frontal from the boss ( Cleansing Pain).
Quickly nuke the adds from each frontal.
Get Denathrius to 70% health after the 6th frontal, but before the last red cone.
On Heroic, soak the two lines on random players ( Night Hunter).
Intermission:
Run toward the boss in order to make it into his circle fast enough to survive the transition to phase two.
Phase Two:
Kill the Cabalist adds.
The tanks need to taunt swap on the boss and sword after each cast of Wracking Pain, and try to aim the boss at the adds when possible.
When Denathrius pulls everyone to him, quickly run away or run into a nearby mirror ( Hand of Destruction).
Dodge the swords by staying out of their lines on the ground.
Phase Three:
The tanks need to keep the boss toward the middle of the room and taunt swap at as low stacks of Scorn as possible.
Everyone needs to stay close to the boss in order to avoid getting knocked off the platform by Shattering Pain.
When Denathrius pulls everyone to him, quickly run away ( Hand of Destruction).
Spread out with the red circles ( Fatal Finesse), and on Heroic, soak the red orbs ( Smoldering Ire).