Slashes the air creating a tornado that deals 190000 to 210000 Nature damage and knocks away any targets near it.
Wind Step
Teleports to a target and inflicts a quick strike causing all targets within 10 yards to bleed for 156000 damage every 3 sec for 30 sec.
Storm Unleashed
Inflicts 19000 to 21000 Nature damage.
Unseen Strike
Inflicts 6000000 Physical damage split amongst all enemies near his target.
Overwhelming Assault
Inflicts 150% weapon damage to his current target and increases damage from further Overwhelming Assaults by 50% for 45 sec.
Intensify
Increases damage and haste by 5%.
Strategy
This is a two phase fight consisting of a stack and spread phase followed by a burn phase consisting of dodging tornadoes. In phase 1 the raid will deal with the boss and his various abilities and in phase 2 the boss will teleport back and forth hurling tornadoes at the group that require dodging.
Phase 1-Stack and Spread
The first mechanic in this phase is Tempest Slash. The boss creates a tornado at a random player's location. Anyone hit by the tornado will take 100k (200k) nature damage and get knocked back. These tornadoes do not go away. This means the raid should position the boss in one area of the room, and move the boss after so many tornadoes spawn (about 3-4). Also, to minimize how much room each tornado consumes, all ranged DPS and healers should hug walls whenever possible.
Pard Tip: We position such that we can move the boss in a straight line and ensure range never drop a tornado in the path. To ensure this have range only stack for the Unseen Strike Ability. (Shown Below)
The next mechanic is Unseen Strike. The boss will vanish for 5 seconds and inflict a player with Unseen Strike. The boss will then reappear on that player and deal 6 million (7.2 million) damage split among everyone in a 15 yard cone. The idea is to have the raid stack on the selected player within 5 seconds. This first happens about 30 seconds (after the second tornado) into the fight and every minute after that (every 3 tornadoes).
Pard Tip: Always have the targeted player run into melee, this gives a consistent location for the entire raid to move toward,
The boss also uses Wind Step around 25 seconds into the fight and every 30 seconds after that. The boss will shadowstep on a player and inflict everyone within 8 yards of that player with a bleed that does 80k (156k) damage every 3 seconds for 30 seconds. The raid needs to be 8 yards apart except when stacking up for unseen strike.
The tank swapping mechanic for this fight is called Overwhelming Assault. This does 200% weapon damage and applies a 45 second stacking debuff on the tank that increases the damage done by Overwhelming Assault by 100% per stack. This occurs approximately every 20 seconds, so the tanks will need to swap at 2 stacks.
Finally, the boss will gain a stack of Intensify every minute. This increases the boss' damage and haste by 5% per stack and serves as a soft enrage timer.
Phase 2-Dodge, Duck, Dip, Dive, Dodge
When the boss hits 20%, the fight becomes completely different. He'll port to one side of the room and port the entire raid to the other side of the room. During this phase, the raid will take damage from Storm Unleashed, which does 15k (20k) nature damage per second.
The boss will then summon a series of tornadoes that move towards the raid. Each tornado can spawn in one of three "lanes:" left, right, and middle. The raid needs to move to the boss while dodging these tornadoes. Hitting a tornado will inflict the player with Storm Unleashed, which does a good amount of damage and carry the player back a good distance. This is similar to dodging the boulders in Zul'Gurub.
Once the raid gets past the tornadoes, they can simply DPS/heal from behind the boss. Note that the boss will move to the other side every 90 seconds, so the raid will have to dodge tornadoes again.
Pard Tip: The Tornados never stop spawning and you do not want to be the raider who ALMOST gets there and gets caught in one that just spawned. To counter this look for the red outlines shown below and be sure to dodge them while running in.
Heroic Strategy
In the heroic mode, there is currently one new ability: Blade Tempest. The boss will pull everyone on top of him and deal 300k physical damage to every player every 0.5 seconds for 6 seconds. The raid can and must move out, but they won't get very far since the boss continues pulling the group towards him. Just keep moving out and use cooldowns if needed. Note that if you move to the boss before he uses this ability, you'll have more time to move out.
Pard Tip: Movement abilities such as Stampeding Roar are extremely useful for getting everyone far enough away from this ability. If players are having problems with this mechanic have them move into melee a few seconds before the boss casts this.
The fight itself consists of a sequence of repeatable abilities. Once the raid understands this sequence, it will be easier to know when to move in and when to spread out. The sequence is as follows:
1. Tempest Slash 2. Wind Step 3. Tempest Slash 4. Alternates between Unseen Strike and Blade Tempest
After the second tornado spawns, the raid should move in for either Unseen Strike and Blade Tempest. The raid should prepare for 5-6 Unseen Strikes, and a raid cooldown should be used for each one, especially for the ones near the end since they'll hit harder due to Intensify. As for Overwhelming Assault, tanks will swap at 2 stacks, and they must use a cooldown to survive the second hit, which will usually happen after the boss uses a major ability.
For Phase 2, the raid will require a lot oh healing while moving. Healers will want to save tranquility and healing tide for the first run. While moving personal Cooldowns may need to be used when the raid gets to the other side.
Pard Tip: Druids should use symbiosis on a shaman in order to channel tranquility while moving.
When the boss gets to 12% health, the raid should refresh DoTs and start moving to the other side to get a head start. The raid should use the wind channels at the side of the room to carry them quickly past the tornado gauntlet. In order to ensure that the boss pushes one healer, one tank, and 1-3 dps can stay behind to damage the boss while the rest of the raid uses the wind channels to avoid the gauntlet. Stack up behind the boss and use healing cooldowns and you should have a kill.