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Elegon Detailed Strategy Guide (Heroic Mode included)

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Boss Icon - Elegon
Introduction

This guide is intended to provide a comprehensive description of theencounter with Elegon in Mogu'shan Vaults. It is targeted at anyonewho desires to understand the fight mechanics.

This guide is updated for World of Warcraft MoP 5.4.

Elegon is the fifth boss in the Mogu'shan Vaults raid instance. This is anencounter of great complexity, which will test your raid in many differentways.

During the encounter, you will have to defeat several types of adds,overcome positional and movement challenges, and endure moments of heavydamage.

Moreover, in entry-level raiding gear, the encounter will also put a strainon your raid's DPS.

Despite these complexities, the encounter should not prove too difficult foryou if you have overcome the previous bosses in the instance.

1. General Information↑top

Difficulty Health Values Enrage Timer Raid Composition
Tanks Healers DPS
10-man
  • Elegon: 294M
  • Celestial Protector: 4.2M
  • Energy Charge: 500k
  • Empyreal Focus: 1.4M
  • Cosmic Spark: 800K
9 min. 30 2 2 6
10-man Heroic
  • Elegon: 339M
  • Celestial Protector: 4.1M
  • Energy Charge: 738k
  • Empyreal Focus: 2M
  • Cosmic Spark: 800K
9 min. 30 2 2 6
25-man
  • Elegon: 883M
  • Celestial Protector: 12.6M
  • Energy Charge: 1.5M
  • Empyreal Focus: 4.3M
  • Cosmic Spark: 2.4M
9 min. 30 2 6-7 15-16
25-man Heroic
  • Elegon: 1.16B
  • Celestial Protector: 12.3M
  • Energy Charge: 2.2M
  • Empyreal Focus: 6.1M
  • Cosmic Spark: 3.5M
9 min. 30 3 6 16
LFR
  • Elegon: 306M
  • Celestial Protector: 8.4M
  • Energy Charge: 900k
  • Empyreal Focus: 3.2M
  • Cosmic Spark: 1M
9 min. 30 2 6 17

2. Loot↑top

2.1. Armor

Item Name Armor Slot Main Stats
Orbital Belt Icon Orbital Belt (LFR, Heroic) Cloth Waist Intellect
Galaxyfire Girdle Icon Galaxyfire Girdle (LFR, Heroic) Cloth Waist Intellect/Spirit
Phasewalker Striders Icon Phasewalker Striders (LFR, Heroic) Leather Legs Intellect/Spirit
Chestguard of Total Annihilation Icon Chestguard of Total Annihilation (LFR, Heroic) Leather Chest Agility
Shoulders of Empyreal Focus Icon Shoulders of Empyreal Focus (LFR, Heroic) Mail Shoulders Intellect/Spirit
Crown of Keening Stars Icon Crown of Keening Stars (LFR, Heroic) Plate Head Intellect
Starcrusher Gauntlets Icon Starcrusher Gauntlets (LFR, Heroic) Plate Hands Strength

2.2. Weapons

Item Name Type Main Stats
Elegion, the Fanged Crescent Icon Elegion, the Fanged Crescent (LFR, Heroic) One-Hand Axe Strength
Starshatter Icon Starshatter (LFR, Heroic) Two-Handed Sword Strength
Torch of the Celestial Spark Icon Torch of the Celestial Spark (LFR, Heroic) Wand Intellect

2.3. Rings and Trinkets

Item Name Type Main Stats
Band of Bursting Novas Icon Band of Bursting Novas (LFR, Heroic) Ring Strength/Dodge
Bottle of Infinite Stars Icon Bottle of Infinite Stars (LFR, Heroic) Trinket Agility
Light of the Cosmos Icon Light of the Cosmos (LFR, Heroic) Trinket Intellect
Vial of Dragon's Blood Icon Vial of Dragon's Blood (LFR, Heroic) Trinket Dodge

3. Overview of the Fight↑top

The encounter against Elegon is comprised of three phases, henceforthcalled stages. These three stages form a cycle, which repeats twicethroughout the fight. We detail this cycle below.

  1. Stage One lasts from 100% to 85% of Elegon's health.
  2. Stage Two starts at the end of Stage One, and lasts until the raidfails to kill certain adds that the boss repeatedly spawns, in a given amountof time. The time frame for killing each wave of adds is shorter each time,making it unavoidable that the Stage will end. Under normal circumstances,Stage Two should last around 40 seconds.
  3. Stage Three starts at the end of Stage Two, and lasts until the raidkills all of the objects that the boss spawns during Stage Three. The raid isforced to end this Stage in a timely manner, because there is increasing raiddamage that will lead to a wipe. Under normal circumstances, Stage Threeshould last around 80 seconds.
  4. Stage One starts for a second time when Elegon reaches 50% health.From this point on, the other two stages follow in the same pattern that wedescribed above.

Once the second cycle ends, Elegon will no longer re-enter any stage. Hewill simply damage the tank and raid until killed.

3.1. Videos by Inner Sanctum

25-man Normal kill

10-man Heroic kill

4. The Environment↑top

Elegon - Inner and Outer RingsThe room where you will face Elegon plays an important role in theencounter.

You will fight Elegon in a circular room. The room has two areas, anInner Ring and an Outer Ring.

4.1. The Inner Ring

The Inner Ring is covered by a floor made of energy. Any raid member thatstands in this area receives two debuffs:

  • Touch of the Titans Icon Touch of the Titans is a beneficial debuff that increases damage doneand healing received by 50%.
  • Overcharged Icon Overcharged is a stacking debuff that increases damage taken by 5%per stack, up to a maximum of 20 stacks. A new stack is applied every 5seconds. Leaving the Inner Ring immediately removes the Overcharged debuff.

Note that in LFR, Overcharged does not exist.

The Inner Ring is where the raid will spend the majority of Stages Oneand Two.

At the end of Stage Two, the floor that makes up the Inner Ring willdisappear, leaving a gaping hole in the room. Any players who are still in theInner Ring at this time will fall to their deaths.

The floor is re-formed as soon as Stage Three ends.

4.2. The Outer Ring

Unlike the Inner Ring, the Outer Ring is made of stone and it does notinteract with the raid in any way. This is where you will spend the entirety ofStage Three, and also where you will move for brief moments during Stage One,in order to allow the Overcharged Icon Overcharged debuff to expire.

The outside of the Outer Ring is walled, marking the limit of the fightingarea.

5. Stage One↑top

As we mentioned above, Stage One starts at the beginning of the fight, andlasts until Elegon reaches 85% health.

During Stage One, Elegon is located in the center of the Inner Ring, and heis stationary. He can be turned, but he does not move from his position.

5.1. Abilities

During Stage One, Elegon makes use of several abilities.

  • Celestial Breath Icon Celestial Breath is a frontal cone AoE attack that Elegon will castevery 20 seconds. It deals a high amount of Arcane damage.
  • Every 35 seconds, Elegon will cast Materialize Protector Icon Materialize Protector. This summonsa Celestial Protector, an add with a normal threat table who melees itsmain aggro target and has several abilities of its own.
    • The Celestial Protector regularly casts Arcing Energy Icon Arcing Energy, which dealshigh Arcane damage to random raid members and applies a debuff calledClosed Circuit Icon Closed Circuit to them. This debuff reduces the healing taken by thetarget by 50% (25% in LFR) for 20 seconds, and can be dispelled.
    • Due to Phasing, when the Celestial Protector is outside the InnerRing and has over 25% health, he takes 90% reduced damage.
    • When the Celestial Protector reaches 25% health, he begins castingStability Flux Icon Stability Flux, which deals a small amount of Arcane damage to all raidmembers every second.
    • When the Celestial Protector is killed, he casts Total Annihilation Icon Total Annihilation,which deals a large amount of Arcane damage to all raid members. The CelestialProtector benefits from Touch of the Titans Icon Touch of the Titans, greatly buffing the damage ofTotal Annihilation if he dies while inside the Inner Ring.

Finally, if no targets are within Elegon's melee range, he will castGrasping Energy Tendrils Icon Grasping Energy Tendrils, pulling all raid members to him and dealing a highamount of Arcane damage to them.

5.2. Strategy

First, we will summarise the strategy for Stage One. Then, we will detaileach step further.

  • Have Elegon tanked facing away from the raid, so that he does not hitanyone except the tank with Celestial Breath Icon Celestial Breath.
  • Have the Celestial Protectors picked up by the off-tank, tanked within the Inner Ring, and killed outside the Inner Ring. Make sure that no one islow on health when the Celestial Protector dies.
  • Have everyone periodically leave the Inner Ring for a brief moment, inorder to reset their stacks of Overcharged Icon Overcharged. The tanks will have to switchtanking Elegon regularly, so that the off-tank can reset their stacks.
  • Healers must be quick to dispel Closed Circuit Icon Closed Circuit from players, as wellas healing the raid and tank damage.

In LFR, the strategy is considerably simpler. All you need to do is tankElegon facing away from the raid, and have the off-tank pick up the CelestialProtectors. There is no need for tank switching, the Overcharged debuff doesnot exist (and so, does not require resetting), and it is no problem ifCelestial Defenders die in the Inner Ring.

5.2.1. Positioning

Elegon will be located in the center of the Inner Ring. There is no reasonfor the ranged DPS and healers not to stack up, so they should do so. Ideally,they will stack somewhere close to the edge of the Inner Ring, so that theycan easily step out of it in order to reset their Overcharged Icon Overcharged debuff.

The melee DPS and any healers who prefer melee range will simply stack upbehind Elegon.

There is no reason for the ranged DPS and healer group to move from theirlocation.

5.2.2. Tanking Concerns

Your raid will be utilising two tanks: one for Elegon and one for theCelestial Protectors. Their tasks will constantly switch among them, sowe will call the tank who is currently tanking Elegon the main tank,and the tank who is currently tanking the Celestial Protector theoff-tank.

As we mentioned before, Elegon is stationary. Therefore, a tank must alwaysbe within Elegon's melee range, or he will melee the next player on the aggrotable. Every 35 seconds, a new Celestial Protector is summoned, who must betanked.

Finally, due to Overcharged Icon Overcharged, both tanks must regularly leave theInner Ring in order to reset their stacks. Given that Stage One ends whenElegon reaches 85% health, it is probably only needed to reset your Overchargeddebuff once.

The main tank must face Elegon away from the raid at all times, sothat Celestial Breath Icon Celestial Breath does not damage anyone. Moreover, the main tank willhave to watch their stacks of Overcharged, and be prepared to leave the InnerRing to reset them when they reach about 10-12. The off-tank should tauntElegon first, so that leaving his melee range is not a problem.

The off-tank must pick up the Celestial Protectors when they spawn(they spawn near to Elegon) and tank them in the Inner Ring, ideally close toits edge. This allows players to easily reset their Overcharged debuff, andallows the Celestial Protector be moved out of the Inner Ring swiftly before itdies.

When the Celestial Protector is about to die, the off-tank should momentarilyleave the Inner Ring, bringing the Celestial Defender to the Outer Ring withthem. Once their stacks of Overcharged are reset, and the Celestial Protectoris dead, they can go to the main tank's location and taunt Elegon. At thistime, the main tank should leave the Inner Ring to reset theirOvercharged debuff, before picking up the new Celestial Protector.

5.2.3. Healing Concerns

During this part of the fight, the damage that must be healed isrelatively low, with the exception of Total Annihilation Icon Total Annihilation casts. The maintank will be taking the brunt of the damage, espcially fromCelestial Breath Icon Celestial Breath. Healers must watch out for the main tank's stacks ofOvercharged Icon Overcharged, and use a healing cooldown on them if the stacks are highbefore a Celestial Breath.

In regards to raid damage, there will be random bursts of damage fromArcing Energy Icon Arcing Energy, cast by the Celestial Protectors. This must behealed through. Also, Arcing Energy applies the Closed Circuit Icon Closed Circuit healingdebuff on raid members, which must be dispelled immediately.

There will be a small amount of raid damage when the CelestialProtectors are below 25% health, but this should not be problematic.

Finally, each time a Celestial Protector is killed, the raid will sustainaround 200,000 in damage. Players must be topped off in preparation for this,and the healers must be ready to quickly heal those in need. Healing anddefensive cooldowns can also be used here, since they will not be neededagain for a while.

5.2.4. DPS Concerns

DPS players will find this stage of the fight very easy. They will havethree simple tasks to perform:

  • DPS Elegon.
  • DPS the Celestial Protectors when they appear, and wait until it isoutside the Inner Ring before killing it.
  • Move out of the Inner Ring when their Overcharged Icon Overcharged stacks are high(10+) in order to reset them.

5.2.5. Improving Raid DPS

Your goal in this stage is to transition Elegon to Stage Two (85% health)with as few Celestial Protector spawns as possible. In 25-man, you willhave to transition him before the third Celestial Protector, and probably thesame applies to 10-man.

In order to do this, you can make use of several tips to optimise DPS.

Firstly, melee DPS players can stay in, without resetting their stacks forthe first Celestia Protector death (and ensuing Total Annihilation Icon Total Annihilation cast).Death Knights can easily survive the Total Annihilation damage, even with asmuch as 15 stacks of Overcharged Icon Overcharged, by using Anti-Magic Shell Icon Anti-Magic Shell. Othermelee classes can use similar damage reduction abilities to survive.

If you are doing this, your healers must be made aware and they must beprepared to top these players off right before Total Annihilation occurs.

By doing this, you gain valuable DPS time on the boss, that these playerswould otherwise waste by running to reset their stacks. For the secondCelestial Protector, however, all melee DPS will have to reset their stacks.

Secondly, casters can find a sweet spot at the edge of the borderbetween the Inner and Outer Rings, where they are benefiting from theTouch of the Titans Icon Touch of the Titans (and stacking Overcharged Icon Overcharged), but where jumping willsimply reset the stacks of Overcharged. This makes the resetting of stacks mucheasier, and requires little movement overall. Such sweet spots are locatedeverywhere around the Inner Ring, and you can try to find one even before thefight starts. Simply stand as close to the Outer Ring as you can, while stillbenefiting from Touch of the Titans, and see if jumping in that location resetsyour stacks of Overcharged.

Finally, note that you should be able to push Elegon to Stage Twowithout the use of major cooldowns, such asHeroism Icon Heroism/Bloodlust Icon Bloodlust/Time Warp Icon Time Warp.

6. Stage Two↑top

When Elegon reaches 85% health, he enters Stage Two. This stage ends whenone or more Energy Charges reach their destination (we describe thisin detail below).

6.1. Abilities

This is mainly a DPS burn phase, but there is some raid damage toconsider.

  1. When Elegon reaches 85% health, he begins channeling Draw Power Icon Draw Power for 15seconds. During this time, nothing at all happens.
  2. When Draw Power is over, the boss will spawn 6 Energy Charge adds ina tight circle around his location. A second after spawning, these adds willbegin moving towards 6 fixed points at the edge of the Inner Ring over 16seconds (indicated by Focus Power Icon Focus Power, a spell Elegon channels during thistime). The Energy Charges do not have aggro tables and do not deal anydamage. They are not susceptible to slows or any other forms of crowd control.They are killable.
    • If all the Energy Charges are killed before they reach their destination(before Elegon finishes channeling Focus Power), then he will begin a new castof Draw Power Icon Draw Power (lasting only 3 seconds), at the end of which he will spawnanother set of 6 Energy Charges. These Charges will behave exactly like theprevious ones, except that they will move faster (taking 13.33 seconds to reachtheir destination).
    • If this second set of Energy Charges is killed before any of them reachestheir destination, Elegon will cast a new Draw Power Icon Draw Power (still 3 seconds) andspawn 6 more Energy Charges. These ones will travel to their destination overthe course of 11.43 seconds.
    • This process continues, with the casts of Focus Power being shorter andshorter, until one or more Energy Charges reach their destination.
  3. When at least one Energy Charge reaches its destination, the boss willenter Stage Three. Your raid will have about 25 seconds before the floor ofthe Inner Ring disappears.

When an Energy Charge is killed, it deals a small amount of raid-wideArcane damage.

It is important to note, finally, that each time Elegon finishes a cast ofDraw Power, he gains a stack of a debuff that increases the damage he takesby 10% per stack (5% in LFR). This debuff persists until the end of thefight.

6.2. Strategy

The strategy for Stage Two is rather simple. Your raid has two goals:

  • Kill as many waves of Energy Charges as possible. Each successfullykilled wave causes Elegon to take additional damage for the remainder ofthe fight, which will make beating the enrage timer possible.
  • Deal as much damage as possible to Elegon. Particularly, your raid will beable to deal a large amount of damage to Elegon while he first channelsDraw Power Icon Draw Power (a full 15 seconds).

For the brief time that the Energy Charges are stacked together, it ispossible to AoE them, or spread DoTs to them. This will only be the case forthe first one or two global cooldowns. After this time, your raid shouldspread out in order to make sure that all the Charges are killed in time. It is best to assign specific groups of DPS players for each Charge.

Realistically, your raid will only manage to prevent a few waves of EnergyCharges from reaching their destination. It is ideal to completely ignore thewave you cannot stop, and use this time to deal more DPS to Elegon himself.

The number of waves will depend on your raid's DPS, but we estimate that youwill probably ignore the fourth or fifth waves.

Since the raid takes considerable damage in this stage, each timeEnergy Charges die and explode (even though these explosions do little damageon their own, they usually happen almost at the same time, and their combineddamage is quite high), resetting the stacks of Overcharged Icon Overcharged remains apriority. For ranged DPS and healers, this is easy, since they can spend theirtime at the outer edge of the Inner Ring and simply side-step or jump to resettheir debuff.

Melee DPS players have a harder task. For the most part, they are best offquickly stepping outside the Inner Ring whenever they finish killing an EnergyCharge (since these generally die close to the Outer Ring anyway). In somecases, however, they can choose to skip resetting their stacks for a wave ofEnergy Charges, and be prepared to use defensive or self-healing cooldowns tosurvive the next wave of explosions.

7. Stage Three↑top

Elegon - PylonsWhen one or more Energy Charges reach their destination, Stage Threebegins.

7.1. Collapse of the Inner Ring

As we have mentioned above several times already, when Stage Two comes toa close, the floor of the Inner Ring will disappear. All players must leavethis area, or else they will fall to their deaths.

About 20 seconds into Stage Three, 6 pylons will appear around the inneredge of the Outer Ring, called Empyreal Focuses. Empyreal Focuses arestationary, killable adds that deal no damage and perform no actions. StageThree ends when all 6 Focuses are killed.

Three Energy Conduit Icon Energy Conduits run from one side of the arena to the other,each of them linking two Empyreal Focuses. The Energy Conduits extend beyondthe Focuses, all the way to the edges of the Outer Ring. Crossing the EnergyConduits deals massive damage to players. The Energy Conduits, therefore,effectively split the Outer Ring into 6 compartments, between which playerscannot move freely.

An Energy Conduit disappears when both the Empyreal Focuses that it linkshave been destroyed.

In LFR, there are 6 Energy Conduits, each being linked to a single EmpyrealFocus. While the room remains divided in 6 compartments, breaking an EnergyConduit is done simply by destroying its Empyreal Focus.

For ease of understanding, we have numbered the Empyreal Focusesfrom 1 to 6, starting from the control panel located at the entrance to theroom, and going in a clockwise fashion. The image provided above illustratesthe positions of the Empyreal Focuses and the Energy Conduits.

The Empyreal Focuses heavily influence your raid's positioning. Your raidwill have to be split into two (or more) groups. As the Inner Ring collapses(so, before the actual start of Stage Three), these groups should be positioned around the Outer Ring, in the spaces between the Empyreal Focuses.

7.2. Abilities

Stage Three ramps-up slowly, so for the first 20 or so seconds there is nodamage done to the raid. Many different things happen during this stage.

  • Elegon periodically deals Arcane damage to the raid withUnstable Energy Icon Unstable Energy.
  • Elegon also periodically targets the locations of random players withEnergy Cascade Icon Energy Cascade. This deals a large amount of Arcane damage in a 5-yardradius of the point of impact, and spawns a small add calledCosmic Spark.
    • Cosmic Sparks have no abilities, and they simply melee their mainaggro target. They are killable.
  • For each Empyreal Focus that your raid kills, Elegon gains a stack ofOverloaded Icon Overloaded, increasing his damage and casting speed. This buff wears offwhen Stage Three ends.

7.3. Strategy

During this stage, your raid will have to:

  • Move around the Outer Ring, killing the Empyreal Focuses.
  • Tank and kill the Cosmic Sparks. Killing them can be delayed untilall the Focuses are dead.
  • Avoid the impact locations of Energy Cascade Icon Energy Cascade.
  • Heal the raid and tank damage.

7.3.1. Positioning at the Start of the Stage, and Killing Empyreal Focuses

Your raid should split up into two groups, one going clockwise, and onegoing counter-clockwise, with an even split of tanks, healers, and DPS.

When the stage begins, and the Empyreal Focuses and their Energy Conduitsgo up, your raid members should already be in position in the compartmentscreated by the Conduits. For example, one group can be located between Focuses1 and 6, and the other between Focuses 2 and 3. One group can kill Focus 6,while the other kills Focus 3. This will destroy the Conduit linking these twoFocuses, granting your raid access to Focuses 4 and 5. From here, it's a simplematter of killing the Focuses as you wish.

This is just an example, and you can distribute your raid in any numberof ways.

Ranged DPS players who stand next to Focuses 2 and 5 can reach bothFocuses 1 and 3, and 4 and 6 respectively. This is of particular interest formulti-dotting classes, who can benefit greatly.

In LFR, the phase is very straightforward. DPS players should just killany Empyreal Focuses they can reach, and move to new ones as Energy Conduitsdisappear. No organization or coordination is required.

7.3.2. Other Concerns of Stage Three

Players must be careful not to cross the Energy Conduit Icon Energy Conduit, since this isvery damaging.

Tanks will have to pick up and tank the Cosmic Sparks, while healers mustheal the damage from Unstable Energy Icon Unstable Energy and the melee attacks of theCosmic Sparks.

Everyone has to be very careful to dodge the Energy Cascade Icon Energy Cascades.

When the Stage is over, your raid can AoE the Cosmic Sparks.

8. Second Cycle↑top

When Stage Three ends, Stage One will restart. Everything will continueas described above. The only difference is that Stage One ends when Elegonreaches 50% health, instead of 85%.

When the second cycle is over (after the second Stage Three ends), Elegongains a buff called Radiating Energies Icon Radiating Energies, which periodically dealsraid-wide Arcane damage to all players, in both the Inner and Outer Rings. Thedamage in the Outer Ring is considerably higher than that in the Inner Ring.Aside from this, Elegon will simply melee the tank and castCelestial Breath Icon Celestial Breath.

This is a burn phase, when the boss will be taking increased damage from allthe stacks of Draw Power Icon Draw Power that he should have by now. Your raid will havea limited amount of time before Elegon enrages, so during this phase you mustbe prepared to maximise your raid's DPS.

Everyone should stack on Elegon, and simply heal through the damage. We donot recommend wasting any time resetting stacks of Overcharged Icon Overcharged, insteadsimply using healing and defensive cooldowns to survive until the bossdies.

9. DPS Race↑top

In entry-level raid gear, the Elegon encounter is a rather serious DPScheck for your raid. Currently, in 10-man, you must utilise only 2 healers ifyou wish to succeed, and in 25-man you must use 5.

Therefore, you should be prepared for this aspect, and make sure that yourraid's DPS is optimised.

10. When to Use Heroism/Bloodlust/Time Warp↑top

Heroism Icon Heroism/Bloodlust Icon Bloodlust/Time Warp Icon Time Warp is best used after the secondcycle is over. This is when Elegon is taking the most increased damage.

11. Learning the Fight↑top

The encounter against Elegon is complex and long. There is no simple andeasy way of teaching your raid to execute it. However, we feel that there area few key points that you must emphasise.

  • DPS players must be properly assigned to Energy Charges.
  • Everyone must leave the Inner Ring at the end of Stage Two beforethe floor disappears.
  • Everyone must avoid the impact zones from Energy Cascade Icon Energy Cascade.

12. Heroic Mode↑top

The Heroic mode of Elegon is a rather accessible Heroic mode, when comparedto Gara'jal and The Spirit Kings. The fight is quite similar to its Normalmode version, but a few key differences exist.

12.1. Differences from Normal Mode

First of all, all damage done by Elegon and the adds is increased, and thehealth of Elegon and of all the adds is also increased.

Secondly, there is one difference from Normal mode that affects all stagesof the encounter: there is a line of sight obstruction between the Inner Ringand the Outer Ring, meaning that players inside the Inner Ring cannot heal ordeal damage to targets in the Outer Ring, and vice versa.

Finally, there are several changes in mechanics, all of which only affectStage One. We detail them in the following section.

12.1.1. Stage One Changes

There are several notable changes to Stage One, in addition to the line ofsight change between the Inner and Outer Ring, which we mentioned above.

  • The Celestial Protectors now cast Closed Circuit Icon Closed Circuit on 3 players,up from 2, in 10-man. In 25-man, the number of targeted players appears to beunchanged.
  • Total Annihilation Icon Total Annihilation, the damaging attack that Celestial Protectors cast when they die, now works differently. The ability no longer hits theentire raid, but instead only hits players in the ring where the add dies.Since the Celestial Protectors should always be killed in the Outer Ring, wewill assume that this is the case. Total Annihilation deals 500,000 Arcanedamage (550,000 in 25-man), and it requires that a minimum number of playerstake damage from it each time (in 10-man, it is enough for one player to takedamage from Total Annihilation, while in 25-man, 3 players must be hit). Ifthe minimum number of players is not hit, then Catastrophic Anomaly Icon Catastrophic Anomaly willinstantly wipe the raid. Players who soak Total Annihilation areaffected by two debuffs.
    • Destabilizing Energies Icon Destabilizing Energies is a debuff that stuns players who are hit byTotal Annihilation, and deals a moderate amount of Arcane damage to them every2 seconds. The debuff (both the stun and the damage) lasts until the player ishealed to 80% health. If Total Annihilation does not cause the player to dropbelow 80% health, then the debuff is not applied.
    • Destabilized Icon Destabilized is a debuff that affects all players who are hit byTotal Annihilation. It lasts for 2 minutes, and causes these players toinstantly die if they are hit by Total Annihilation again while the debuff isactive.

12.2. Strategy

The only strategy changes occur during Stage One. Stages Two and Threeremain relatively unchanged, but the increased damage dealt by the boss and theadds may alter your execution slightly.

Elegon should be tanked in the same way as in Normal mode, and everyoneshould reset their Overcharged Icon Overcharged stacks in the same way too.

The Celestial Protectors should always die in the OuterRing, and you should always ensure that the subsequent Total Annihilation Icon Total Annihilationcasts are properly soaked. We cover this below.

In 25-man, we advise the use of 3 tanks. This is because the rate at whichyour raid will be killing Celestial Protectors means that there will always beone up. Therefore, you will need to have two tanks for Elegon, so that theycan taunt off of each other and reset their stacks of Overcharged.

Finally, you will have to get used to the line of sight obstruction betweenthe Inner and Outer Rings, but this should not cause too many problems.

12.2.1. Soaking Total Annihilation

The most problematic part of Stage One will be soaking the casts ofTotal Annihilation Icon Total Annihilation. Any players who can reliably survive the large amountsof Arcane damage are suited for this task. For example, Priests usingDispersion Icon Dispersion, Hunters using Deterrence Icon Deterrence, Rogues usingCloak of Shadows Icon Cloak of Shadows, are all good choices. Tanks can also survive this damagewith a defensive cooldown.

You must keep in mind that, due to the Destabilized Icon Destabilized debuff, you willhave to implement a rotation of soakers.

Finally, healers should be aware that players who have just been hit byTotal Annihilation need to be quickly healed up to above 80% health, and thatto do so, the healers themselves must be in the Outer Ring (due to the line ofsight issue). Healers must be sure not to exit the Inner Ring until afterTotal Annihilation has been cast.

13. Achievement: Straight Six↑top

The Straight Six Icon Straight Six achievement is part of theGlory of the Pandaria Raider Icon Glory of the Pandaria Raider meta-achievement, which rewards you with theReins of the Heavenly Crimson Cloud Serpent Icon Reins of the Heavenly Crimson Cloud Serpent mount. The achievement is somewhattricky, but it should not prove very difficult.

The requirement is that you kill all 6 Empyreal Focuses within 10seconds, during Stage Three. More specifically, you have 10 seconds afterkilling the first Focus to kill the remaining 5.

While the goal of the achievement is simple (bring all the Focuses to lowhealth before killing them), executing it is more difficult, because playerscannot freely move around, due to the Energy Conduit Icon Energy Conduits.

We believe that the best way to complete the achievement is to split theraid up into multiple groups of DPS players. In 10-man, you should have 3groups of 2 DPS players. In 25-man, you can use 4 groups of 4 DPS players, butother configurations may also work.

These groups of players should be spread out around the Outer Ring, as soonas Stage Two ends. Their goal is to be in the spaces between various EmpyrealFocuses as soon as Stage Three begins.

For example, in 10-man, you will want to have one group between Focuses1 and 6, one group between focuses 2 and 3, and the last group between focuses4 and 5. This way, your DPS players will have access to all the pillars, makingit easy to DPS them all down evenly.

Your healers should be located in such a way as to be in range of as manyDPS players as possible (and where your healers cannot reach, your should havehybrid DPS players who can heal if needed). Your tanks should also try to bein range of as many DPS players as possible, in order to taunt the inevitableCosmic Sparks.

Should your raid members find it useful to bypass Energy Conduits, thereare many useful abilities for this, such as:

14. Achievement: And... It's Good↑top

The And... It's Good! Icon And... It's Good! achievement is completed on the trash the precedesElegon. The achievement does not count towards any meta-achievement, and doesnot appear to have any special purpose.

In order to complete the achievement, you must fly through the discs aboveElegon's platform (still a hole in the ground at this stage, before the trashhas been killed). The only way to do so is by being knocked back by theMogu'shan Wardens that are part of the trash before Elegon. These adds doa frontal cone attack, called Forceful Swing Icon Forceful Swing, which knocks targets infront of them back a long distance. If you set your back to the discs aboveElegon's platform, and jump just as the Forceful Swing cast ends, you should bethrown through the discs, granting you the achievement.

Note that this achievement is individual, meaning that each raid member mustfly through the discs for them to get the achievement. Also note that you willnot normally die when doing this, as you will simply land on the other sideof the large hole, relatively unscathed.

15. Concluding Remarks↑top

This concludes our Elegon guide. If you have read us this far, then youshould have an excellent understanding of the encounter, and defeating itshould only be a matter of execution. If you want to help us improve our guide,you can always post on our forums or contact us by e-mail.




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