Ascendant Council Raid Guide

bastion of twilight ascendant council 3
  • Author: Passion
  • Date: June 5, 2024
  • Updated: June 11, 2024
  • Expansion: Cataclysm

The Twilight Hammer’s most powerful cultists forcibly made one with the elements, this council oversees future ascendants.

Abilities

Feludius

Feludius hits all players in the raid with Frost damage. The further the target is from Feludius, the less damage they take. Players that are in melee range are unlikely to survive this.

Feludius casts a waterbolt at a random player, dealing massive Frost damage. This needs to be interrupted at all times.

Feludius blasts the room with Frost damage. Any player hit will be affected by Waterlogged, reducing their movement speed and causing Glaciate to freeze them, stunning them and dealing heavy Frost damage every 2 seconds. This is cleared by walking through the fire left on the ground by Ignacious.

Feludius will periodically cast Heart of Ice on a random player, dealing stacking Frost damage every 2 seconds, and giving Frost Imbued to any player near them. This can and for most groups should be dispelled.

If you are able to survive the damage, the affected player, as well as nearby melee players can move to Ignacious, taking advantage of the increased damage provided by Frost Imbued.

During Phase 2, Feludius will cast Frozen Orb. This will pursue a random player, increasing its speed constantly. If it moves through a flame patch it will disappear.

Ignacious

Ignacious will shield himself, absorbing a large amount of damage. This needs to be broken ASAP.

While shielded, Ignacious will channel Rising Flames, dealing Fire damage to everyone in the room every 2 seconds, increasing its damage every hit. This spell can be interrupted once Aegis of Flame is destroyed.

Ignacious leaps to a distant player, knocking away all players within 10 yards of them. After landing, Ignacious will run back to his previous target, leaving a trail of fire. Standing in this fire deals damage to the player, but will also remove the Waterlogged debuff.

Ignacious deals Fire damage in a frontal cone. The tank should always face the boss away to minimize raid damage from this.

Ignacious will periodically cast Burning Blood on a random player, dealing stacking Fire damage every 2 seconds, and giving Flame Imbued to any player near them. This can and for most groups should be dispelled.

If you are able to survive the damage, the affected player, as well as nearby melee players can move to Feludius, taking advantage of the increased damage provided by Flame Imbued.

Ignacious casts a massive fireball at a random player, dealing massive damage on impact and leaving a flame patch on the ground. This flame patch can be used to destroy Frozen Orbs. The targeted player should move away ASAP to avoid taking the impact of this.

Arion

Arion will summon a tornado that floats around the room, knocking back anyone that touches it as well as debuffing them with Swirling Winds.

Swirling Winds makes you immune to Quake, and is a necessary debuff to survive Phase 2.

Arion deals massive Nature damage to all players. This can be avoided by having the debuff Grounded.

Arion will target a random player, making them a Lightning Rod. This will be followed by Chain Lightnings on that player. The Lightning Rod will want to move a minimum of 15 yards away from the raid to avoid the Chain Lightnings bouncing between players.

Arion teleports randomly throughout the room, followed by a 4 second cast of Lightning Blast, dealing massive Nature damage to the tank.

Arion charges a random player, dealing moderate Nature damage to them and all players near them every 2 seconds. Avoid this by spreading.

Terrastra

Terrastra creates a Gravity Well on the ground, dealing low Nature damage to all players within it and debuffing them with Grounded.

Grounded makes you immune to Thundershock, and is a necessary debuff to survive Phase 2.

Terrastra will shield himself, absorbing a large amount of damage. This needs to be broken ASAP.

While shielded, Terrastra will deal 100% increased Physical damage.

Terrastra deals massive Physical damage to all players. This can be avoided by having the debuff Swirling Winds.

After a 1 second cast, spikes will impale all players near him, dealing high Physical damage and knocking them into the air. Duck out of melee range whenever this is cast.

Terrastra crushes a random player, dealing moderate Physical damage to them and all players near them every 2 seconds. Avoid this by spreading.

Elementium Monstrosity

All players take Nature damage every second while fighting the Elementium Monstrosity. This will consistently deal more damage and target more players, effectively putting a timer on this section of the fight.

The Elementium Monstrosity will target a random player, lifting them in a gravity bubble. This deals damage based on their max health twice a second for 6.5 seconds and needs to be a focus for healers.

Lava erupts from the floor in random locations, dealing damage to all nearby players. Move away from the fire!

The Elementium Monstrosity leaves ice puddles on the floor underneath him, dealing damage to all players in it. It is vital that the boss is moved out of these early.

Raid Composition & Preparation

There is a lot to heal during this fight, but the final Phase does require high DPS. I recommend at least 5 healers, but you can bring one or two more if you aren’t able to keep up.

You want an even mix of ranged and melee DPS for this fight.

You will need two tanks for Phase 1 & 2, one for each active ascendant.

Strategy

Phase 1 – Feludius & Ignacious

The fight opens with you fighting Feludius, the water ascendant, and Ignacious, the fire ascendant. Each will need to be tanked individually, with Feludius away from the raid and Ignacious tanked facing away from the raid. Melee DPS should focus on Ignacious, while ranged focus on Feludius. Ranged players will want to be spread, to avoid Water Bomb and Inferno Rush.

Feludius will cast Hydro Lance, which should always be interrupted. The bosses will also cast Heart of Ice and Burning Blood respectively. These should both be dispelled immediately. Players hit by Water Bomb will want to take a very quick step into the fire left behind from Inferno Rush. This will clear the Waterlogged debuff, and ensure you don’t get Frozen by Glaciate.

Occasionally, Ignacious will cast Aegis of Flame, giving himself a shield. DPS will want to all focus on him during this, breaking the shield as fast as possible. You will want both bosses to go down at the same time, so make sure neither boss is receiving significantly more DPS than the other.

On Heroic, Arion and Terrastra will join in from the sidelines, each casting their own spell. Arion will cast Static Overload, and Terrastra will cast Gravity Core. In Phase 1, both of these effects are handled by moving away from the affected player.

Phase 2 – Arion & Terrastra

After dealing with the first two ascendants, Arion, the air ascendant, and Terrastra, the earth ascendant, will join in the fight. Just like Phase 1, each ascendant requires its own tank.

Your first goal in this Phase is to locate and walk through the tornado in the room. This will give you the buff Swirling Winds, making you immune to Quake. Once Terrastra casts Quake, you will want to step into the Gravity Well on the ground. This will give you the buff Grounded, making you immune to Thundershock. You will repeat this pattern for the rest of the Phase.

Arion will cast Lightning Blast, which needs to be interrupted each time it is cast. Anyone targeted by Lightning Rod will need to move away from the raid, keeping at least 15 yards away from everyone else. Whenever Terrastra casts Eruption, players will want to move out of melee range.

Just like Ignacious in Phase 1, Terrastra will use Harden Skin, giving herselfa shield. DPS will want to all focus on her during this, breaking the shield as fast as possible. You will want both bosses to go down at the same time, so make sure neither boss is receiving significantly more DPS than the other.

On Heroic, Ignacious will cast Flame Strike, requiring players to quickly move out of the marked spot, and stay out of the lingering fire. Feludius will cast Frozen Orb, creating an orb that follows a player. This orb will need to be kited into the flames left behind from Flame Strike.

Phase 3 – Elementium Monstrosity

For this Phase you will only need a single tank. All four ascendants will merge into one Elementium Monstrosity. During this Phase, the Elementium Monstrosity will cast Cryogenic Aura, leaving ice on the floor. The tank will want to move the boss out of this area immediately. Moving the boss around the outer rim of the move gives the most room and minimizes the odds of trapping yourselves.

Ranged players will want to spread in the middle of the room. Electric Instability will be cast constantly throughout the Phase, and this will bounce to any players close by, increasing its damage constantly. Lava Seeds will also pop up in the room, which players need to avoid.

Finally, the Elementium Monstrosity will cast Gravity Crush, trapping a random player in a gravity bubble. This deals damage based on their maximum health twice per second for 6.5 seconds. Whoever is targeted by this will need to be immediately focused by healers to keep them alive.

Phase 3 can be chaotic, but for the most part it is just a burn Phase, so make sure to get the boss down fast!

 

About the Author

Passion

I love MMOs of all shades, especially the nitty gritty numbers parts of them. You might recognize me from the Shadow Priest discord, otherwise I play a little bit of everything, especially games with support roles available.
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