Imperator Mar'gok

Previous: Ko'ragh

Overview (Heroic)

Imperator Mar'gok is the seventh and final boss in the Highmaul raid instance. There are a lot of interesting mechanics to this encounter and how we plan to overcome these challenges I will detail in our strategy section below, but for now lets go over the basics of this fight. This is a lengthy four phase, two intermission encounter that takes place in the Throne of the Imperator in Highmaul. The idea behind this fight is that Imperator Mar'gok will start out using a set of basic abilities, and as his health reaches specific thresholds he will empower these abilities by activating Runestones located around the room. When empowered his abilities will take on additional effects, and which effects they gain will depend on which Runestones are activated. What makes this encounter challenging is that as his abilities change the strategies for handling those abilities will also have to change. In addition to his empowered phases the raid will also need to contend with two intermission phases and their multiple types of adds.

Phase One (lasts 100% to 85%)

  • Arcane Wrath is an ability that Mar'gok casts on a random raid member that puts a 4 second debuff on them called Branded. When this debuff expires it explodes inflicting a large amount of Arcane damage to that player and then jumps to the next closest player within its range. Each time Arcane Wrath jumps it will gain a stack that increases its damage dealt by 25% and reduces its range by one-half. If there are no players within its range by the time it expires the debuff falls off.
  • Destructive Resonance is an ability Mar'gok uses where he places an Arcane mine at the location of a random raid member. These mines persist for one minute and like all mines if stepped on they explode. If an Arcane mine is triggered it explodes dealing a large amount of Arcane damage to everyone in the raid. The player that triggered the mine suffers an additional massive amount of Arcane damage and receives a debuff that increases their Arcane damage taken by 45% for 1 minute. This debuff also stuns the afflicted player for 1.50 seconds whenever they take Arcane damage.
  • Arcane Aberration is an ability where Mar'gok summons an Arcane Aberration. While alive these aberrations have an ability called Collapsing Entity that causes them to pulse dealing Arcane damage to the entire raid every second.
  • Mark of Chaos is an ability that Mar'gok casts on his current tank. This is an 8 second debuff that when it expires deals a massive amount of damage to all players within 35-yards of the afflicted tank.
  • Force Nova is an ability that Mar'gok casts that creates a wave of Arcane energy expanding outward from his location. When players come into contact with the leading edge of this wave they will suffer moderate Arcane damage.
  • Accelerated Assault is a stacking buff that Mar'gok places on himself for each time his tank consecutively hits him with a melee attack. Each stack of Accelerated Assault will increase Mar'gok's attack speed and will require a tank switch.

Phase Two (lasts 85% to 55%)

Initiating this phase Mar'gok will activate the Rune of Displacement empowering his abilities with the Displacement modifier.

  • Arcane Wrath: Displacement applies Branded: Displacement restricting the afflicted player from moving more than 10-yards from the location where they had received the debuff. As a visual reference there will be a circle drawn around the character that denotes this area, players that leave this boundary will instantly be teleported back inside.
  • Destructive Resonance: Displacement mines now grow twice their original size over a 30 second period.
  • Arcane Aberrations gain an ability called Impactful Pulse that knocks back all players when they die. Make sure you are not positioned in front of an Destructive Resonance mine when this happens.
  • Force Nova: Displacement now has a force that pushes players back.
  • Mark of Chaos: Displacement now teleports the affected tank to a random location in the room.
  • Accelerated Assault remains unchanged.

Intermission One

When Mar'gok reaches 55% health, he enters the first intermission phase lasting one minute. While in intermission he becomes immune to damage and is no longer an acting part of the encounter. Following this, two Gorian Warmages and several Volatile Anomalies will spawn. The Gorian Warmages will be the biggest threat during this phase and should be dispatched immediately. Gorian Warmages have the following abilities.

  • Dominance Aura is a passive ability that empowers all allies within 25-yards, increasing their damage, attack and casting speed.
  • Nether Blast targets a random raid member, inflicting a high amount of Arcane damage to that target and all other players within 5-yards them. This spell can and should be interrupted.
  • Slow is a debuff applied to a random raid member, reducing their movement, attack, and casting speed for 45 seconds. This effect needs to be dispelled.
  • Fixate is an ability that Warmages cast on a random raid member causing them to concentrate their attacks on that player for 15 seconds. This player is required to run out of the raid while being fixated.

The Volatile Anomalies like the previous encounter have an ability called Destabilize. Destabilize causes them to explode upon death dealing moderate Arcane damage to all raid members. Since we no longer have Suppression Fields, they must be killed in a staggered fashion otherwise if they all die at the same time they will wipe the raid.

Phase Three (lasts 55% to 25%)

Initiating this phase Mar'gok will activate the Rune of Fortification empowering his abilities with the Fortification modifier.

Intermission Two

When Mar'gok reaches 25% health, he enters the second intermission lasting one minute. This intermission is almost identical to the first intermission where the raid had to contend with two Gorian Warmages and several Volatile Anomalies. The only difference is that during this intermission there is one additional add, a Gorian Reaver. The Gorian Reaver has the following abilities.

  • Devastating Shockwave is an ability the Gorian Reaver casts that deals a large amount of Physical damage to all players within 20-yard of a cone in front of him.
  • Crush Armor is a stacking debuff the Gorian Reaver applies to his tank increasing their damage taken.
  • Kick to the Face is an ability the Gorian Reaver use that deals a large amount of Physical damage to their tank, knocking them back and resetting their threat.

Phase Four (lasts 25% to 0%)

Initiating this phase Mar'gok will activate the Rune of Replication empowering his abilities with the Replication modifier.

  • Arcane Wrath: Replication applies Branded: Replication which now on the first jump, jumps to two players up from one.
  • Destructive Resonance: Replication mines now create two new mines if either a mine has been triggered or if it simply despawns.
  • When an Arcane Aberration dies it splits into 7 Arcane Remnants. Arcane Remnants have no special abilities of their own.
  • Force Nova: Replication now inflicts the same damage to a player to all allies within 4-yards of that player.
  • Mark of Chaos: Replication now causes 8 Orbs of Chaos to spawn from the location of the tank afflicted by Mark of Chaos. These orbs spawn when the debuff expires, and players who come into contact with these orbs will suffer a large amount of Arcane damage.
  • Accelerated Assault remains unchanged.

We will position the boss in the center of the room. Range will stack up on the outer edge just to the right side of his throne. As he casts Destructive Resonance the range group will strafe left depositing Arcane mines. Players afflicted with Arcane Wrath will run back behind the range group far enough away so that by the fourth jump that player is 25-yards away from everyone else. Arcane Aberrations need to be picked up by the tank and positioned next to the boss. When Force Nova is cast players need to walk through the leading edge of the nova rather than away from it.

Tanks perform a tank switch every Mark of Chaos. The tank that has the mark will need to move 35-yards away from all other raid members. The timing for this switch should coincide nicely with Accelerated Assault however there might be instances where you will need to tank switch halfway between each Mark of Chaos to prevent Accelerated Assault stacks from getting to high. After Mark of Chaos has expired make sure to move back to your normal position next to the boss. When an Arcane Aberration spawns pick it up as quickly as possible and position it next to the boss so that melee can easily switch to it.

When Force Nova is cast make sure you move through the leading edge, never away from it.

The rule of thumb is always stand to the left, right, or behind Arcane mines, never in front of them. There are several abilities that will knock players backwards, and if players are being knocked back into mines this will cause a wipe.

Be mindful of players affected by Arcane Wrath, they will suffer large Arcane damage when the debuff expires.

Be mindful that the raid is going to take a lot of damage during Force Nova.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Players afflicted by Branded need to make sure that they are at a minimum distance of 25-yards away from all other players by the fourth stack.

The rule of thumb is always stand to the left, right, or behind Arcane mines, never in front of them. There are several abilities that will knock players backwards, and if players are being knocked back into mines this will cause a wipe.

Dps are required to prioritize Arcane Aberrations as they spawn. These need to be dispatched as quickly as possible.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Players afflicted by Branded need to make sure that they are at a minimum distance of 25-yards away from all other players by the fourth stack.

The rule of thumb is always stand to the left, right, or behind Arcane mines, never in front of them. There are several abilities that will knock players backwards, and if players are being knocked back into mines this will cause a wipe.

The strategy for this phase pretty much remains unchanged from phase one. Players with Arcane Wrath will still need to move away from other raid members but now this will need to be done incrementally. Destructive Resonance mines now simply grow larger in size but need to be avoided like normal. When an Arcane Aberration dies players cannot be standing in front of any Destructive Resonance mines because now they have a knock back effect. When Force Nova is cast players still need to move forward through the nova's leading edge however this will be a bit more difficult because now you're met with a resistance force that will push you back. For Mark of Chaos: Displacement nothing really has changed, the tank will still need to run out of the raid when this happens, however raid members will now need to be more acutely aware of where that tank is positioned.

Tank responsibilities haven't really change much from those detailed in Phase One. The only thing tanks need to adjust to is that now the marked tank will be teleported to a random location in the room. This still requires him/her to move out of the raid before the debuff expires.

When an Arcane Aberration spawns pick it up as quickly as possible and position it next to the boss so that melee can easily switch to it.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Never stand in front of Destructive Resonance mines. Recall that Arcane Aberrations now knock all players backwards when they die, and Force Nova now pushes players backwards as it expands.

Healer responsibilities are identical to those that were detailed in Phase One.

To recap, be mindful of players affected by Arcane Wrath, they will suffer large Arcane damage when the debuff expires.

Be conscious that the raid is going to take a lot of damage during Force Nova.

Players afflicted by Branded: Displacement still need to be at a minimum distance of 25-yards from other players by the fourth stack. However since the movement is now restricted to 10-yards per-stack we will assign players who will incrementally “walk-out” the debuff because simply running out is no longer an option.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Never stand in front of Destructive Resonance mines. Recall that Arcane Aberrations now knock all players backwards when they die, and Force Nova now pushes players backwards as it expands.

Dps' responsibilities are identical to those detailed in Phase One.

To reiterate, Dps needs to prioritize Arcane Aberration when the spawn.

Players afflicted by Branded: Displacement still need to be at a minimum distance of 25-yards from other players by the fourth stack. However since the movement is now restricted to 10-yards per-stack we will assign players who will incrementally “walk-out” the debuff because simply running out is no longer an option.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Never stand in front of Destructive Resonance mines. Recall that Arcane Aberrations now knock all players backwards when they die, and Force Nova now pushes players backwards as it expands.

The range will stack in the middle of the room. Dps needs to focus down one Gorian Warmage at a time. Interrupt Nether Blast as much as possible. Players fixated by the Warmages need to move outside the stacked group. The Slow debuff has to be dispelled on cooldown. Tank Volatile Anomalies on top of Warmages to take advantage of cleave damage. Make sure to stagger them so they do not overwhelm the raid with too much damage when they explode.

Tank Volatile Anomalies on top of Warmages to take advantage of cleave damage.

Be conscious that the raid is going to take a lot of damage from Volatile Anomalies destabilizing.

If you are fixated move out of the raid, stand in a safe location where you will not splash damage to other players around you. Stack back up after fixate ends.

Players fixated by Warmages will need special attention.

Dispell Slow on cooldown.

Help interrupt Nether Blast.

Focus down Warmages one at a time, do not split damage!

If you are fixated move out of the raid, stand in a safe location where you will not splash damage to other players around you. Stack back up after fixate ends.

Dispell Slow on cooldown.

Interrupt Nether Blast.

Kill Volatile Anomalies in a staggered fashion, if they all die at the same time it will wipe the raid.

The strategy for this phase for the most part remains unchanged from phase one. Players with Arcane Wrath will still need to move away from other raid members however, now the number of stacks the raid will incur will increase due to the fact the range coefficient has been reduced to .25 down from .50. Everyone needs to be conscious of the fact that now Destructive Resonance mines now just persist twice as long, but like always need to be avoided. Dps will still need to prioritize Arcane Aberrations as they spawn. The strategy for dealing with Force Nova hasn't changed. Players still need to move forward through the nova's leading edge, and in this case all three of them. For Mark of Chaos: Fortification the tank that isn't marked needs to move Mar'gok 35-yards or more for the afflicted tank. In addition the entire raid will need to shift as well.

Tank responsibilities will see the biggest change in this phase because now the tank afflicted with Mark of Chaos: Fortification will be rooted. This means the off tank will need to reposition Mar'gok a safe distance away from the afflicted tank before the debuff expires.

When an Arcane Aberration spawns pick it up as quickly as possible and position it next to the boss so that melee can easily switch to it.

Make sure that you are switching efficiently to avoid high stacks of Accelerated Assault.

The strategy for dealing with Force Nova hasn't changed. Players still need to move forward through the nova's leading edge, and in this case all three of them.

Never stand in front of Destructive Resonance mines.

Healer responsibilities are identical to those that were detailed in Phase One.

Be mindful of players afflicted with Branded: Fortification, they will suffer large Arcane damage when the debuff expires. The number of stacks players will incur is going to increase as a result of the Fortification modifier, so be ready for this.

Be conscious that the raid is going to take a lot more damage during Force Nova.

Players afflicted by Branded: Fortification still need to be at a minimum distance of 25-yards from other players by the seventh stack.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Dps responsibilities are identical to those detailed in Phase One.

Dps have to prioritize Arcane Aberrations as they spawn.

Players afflicted by Branded: Fortification still need to be at a minimum distance of 25-yards from other players by the seventh stack.

When Force Nova is cast make sure you move through the leading edge, never away from it.

Never stand in front of Destructive Resonance mines.

The strategy for this intermission mirrors that of the first intermission detailed earlier with a few minor changes. The range will stack in the middle of the room. Tanks need to pick up the Gorian Reaver as he spawns. We want him positioned next to the range facing him away from the group. Range Dps' primary focus should be on killing the Gorian Warmages, remember to interrupt Nether Blast as much as possible. The melee will be positioned with the range and are in charge of killing the Gorian Reaver and cleaving down Volatile Anomalies. Make sure to stagger them so they do not overwhelm the raid with too much damage when they explode. Players fixated by the Warmages still need to move outside the stacked group. The Slow debuff has to be dispelled on cooldown.

Pick up the Gorian Reaver as he spawns. Position him next to the range facing away from the group so the raid doesn't get hit by Devastating Shockwave.

Tank switch on 2-3 stacks of Crush Armor.

Be mindful of the threat drop from Kick to the Face, be ready to immediately taunt after this ability has been used.

Be conscious that the raid is going to take a lot of damage from Volatile Anomalies destabilizing.

If you are fixated move out of the raid, stand in a safe location where you will not splash damage to other players around you. Stack back up after fixate ends.

Players fixated by Warmages will need special attention.

Dispell Slow on cooldown.

Help interrupt Nether Blast.

Do not stand in front of the Gorian Reavers, if you get hit by Devastating Shockwave you will die.

The strategy for this phase for the most part remains unchanged from phase one. Players afflicted with Arcane Wrath will still need to move away from other raid members however, this should prove to be more difficult because two players will have the Branded: Replication debuff. Everyone needs to be conscious of the fact that Destructive Resonance mines now split into two if triggered or despawn. Dps still needs to prioritize Arcane Aberrations. The general strategy for dealing with Force Nova has not changed but now players are required to spread out at least 4-yards apart from one another before the front edge of the wave hits them. For Mark of Chaos: Replication the tank that has the mark will need to move 35-yards away from all other raid members just like in Phase One but now the raid will need to avoid being hit by the 8 Orbs of Chaos that shoot out from the tank.

Tank responsibilities have not changed from those detailed in Phase One. Tanks perform a tank switch every Mark of Chaos. The tank that has the mark will need to move 35-yards away from all other raid members.

When an Arcane Aberration spawns pick it up as quickly as possible and position it next to the boss so that melee can easily switch to it. When Arcane Remnants spawn gather them up and position them on top of the boss.

When Force Nova is cast, everyone has to spread out! Be at a minimum of 4-yards apart from one another, failure to do this will result in death. Otherwise the technique remains the same move forward through the nova's leading edge.

Destructive Resonance mines should be handled as before, never stand in front them!

Healer responsibilities are identical to those that were detailed in Phase One.

Be mindful of players afflicted with Branded: Replication because they will suffer large Arcane damage when the debuff expires. The number of afflicted players is doubled so react accordingly.

Players afflicted by Branded: Replication still need to be at a minimum distance of 25-yards from other players by the fourth stack.

Be mindful that the raid is going to take an extreme amount of damage during Force Nova: Replication.

When Force Nova is cast, everyone has to spread out! Be at a minimum of 4-yards apart from one another, failure to do this will result in death. Otherwise the technique remains the same move forward through the nova's leading edge.

Destructive Resonance mines should be handled as before, never stand in front them!

Dps responsibilities are identical to those detailed in Phase One.

This is a burn phase, however Dps will still need to prioritize Arcane Aberrations as they spawn to prevent them from killing the raid with Collapsing Entity. Ignore the Arcane Remnants and focus the boss!

Players afflicted by Branded: Replication are still required to be at a minimum distance of 25-yards from other players by the fourth stack.

Destructive Resonance mines should be handled as before, never stand in front them!

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