With the Empyreal Focuses active, Elegon becomes immune to damage and inflicts Arcane damage to all enemies.
Radiating Energies
Inflicts periodic Arcane damage to all players.
Grasping Energy Tendrils
With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting 213750 Arcane damage. Used when no player is in melee range of the boss.
Energy Cascade
Launch missiles at random locations dealing 175k (250k) arcane damage in a 5 yard area and spawning Cosmic Spark adds.
Strategy
Elegon is a scripted encounter similar to Alysrazor. The fight consists of two rounds of three phases and a final burn phase. The main mechanic to this fight is the Energy Vortex. The room consists of a circular area, as shown below.
Standing inside the vortex (or circle) gives a player the buff Touch of the Titans, which gives you an Algalon-like appearance and increases both damage dealt and healing received by 50%. However, standing in the vortex also gives a stacking debuff called Overcharged, which increases damage taken by 5% per stack. Each player will need to leave the vortex periodically (about every 8-12 stacks) to reset the debuff. Otherwise, the damage taken will be too great.
Phase 1: Defensive Mode
In Phase 1, the raid burns down the boss while standing inside the vortex. The boss three main abilities. First, he has Celestial Breath, which does two ticks of arcane damage within one second in a frontal cone. Each tick does about 55k (85k) arcane damage, so the total damage is around 110k (170k). The tank simply needs to make sure the boss is not facing the raid. Also, tanks should swap after each breath to give the current main tank an opportunity to reset his/her debuff stacks.
The second ability is Grasping Energy Tendrils This happens if no one is in melee range of the boss.
Finally, the boss will cast Materialize Protector. This summons a Celestial Protector add. The raid should switch to the add and burn him down as quickly as possible.
Celestial Protector
Arcing Energy
Inflicts Arcane damage and applies Closed Circuit (reduces healing taken by 25%).
Total Annihilation
Inflicts 82,875 Arcane damage to all enemies in area.
Stability Flux
Upon reaching low health, the Celestial Protector periodically inflicts Arcane damage to nearby enemies.
This add has several abilities. First, he has Phasing. If the add is above 25% health and is not in the vortex, then it'll take 90% less damage. This is shown by the red debuff on the add. Therefore, the add should stay in the vortex while the raid burns it down. This give the boss a green Phasing debuff, indicating that it takes normal damage.
Next, the add will cast Arcing Energy. The add picks two (seven) players at random and deal around 65k (80k) arcane damage. This also applies Closed Circuit to the selected players which reduces healing received by 25% for 20 seconds. These players will need to reset stacks sooner than normal.
When the add is below 25% health, it'll use Stability Flux, which does 25k (65k) arcane damage to the raid every second. At this point, the add should be tanked outside the vortex to reduce the damage it does to the raid. Since it's below 25% health, Phasing is no longer a concern. When the add dies, it'll cast Total Annihilation, which does 225k (550k) arcane damage to the entire raid. Both raid and tank cooldowns should be used for each one and all players should reset their debuff stacks before this happens. Players with high stacks are nearly guaranteed to die.
Phase 2: Primary Power Offline
Phase 1 ends when the boss is at 85% health and again at 50% health. At this point, the engine shuts down, and the boss attempts to reactivate it by using Focus Power. The boss will cast Draw Power, so the raid has a few remaining seconds to get into position and/or kill any remaining protectors from Phase 1. This summons six Energy Charges. Each add is fixated on one of the six Empyreal Focuses, as shown below.
The goal is to destroy all 6 Energy Charge adds before a single one reaches its respective Empyreal Focus. If successful, the boss will cast Draw Power again. Each time he casts this, he gains a stacking debuff that increases his damage taken by 10% per stack that lasts for the remainder of the fight. Therefore, it is crucial that the raid gets as many stacks on the boss as possible. As soon as an add reaches an Empyrial Focus, Phase 3 begins.
To handle the adds, the raid will be divided into two groups (Left and Right), and the DPS in each group will be divided into two more groups. The Left side will handle Foci 1, 2, and 3 (one DPS group handles 1 & 2, and the other DPS group handles 2 & 3), while the Right side will handle Focus 4, 5, and 6 (one DPS group handles 4 & 5, and the other DPS group handles 5 & 6). Each DPS group will be responsible for two Foci, as assigned above. This means adds 2 and 5 should go down quicker with more DPS on them, so the DPS should focus more on adds 1, 3, 4, and 6. Finally, DPS should pre-AoE the middle to get a little damage on the adds if it does not hinder their ability to kill their assigned adds.
Energy Charge
Discharge
Inflicts 14250 Arcane damage to all enemies.
High Energy
Increases movement speed by 20% per stack.
The Energy Charges have two main abilities. First, when one dies, it casts Discharge, which does 37.5k (40k) arcane damage to everyone nearby. This should not be a major problem, but the raid should note that these adds do explode. Also, each time the boss summons a new set of adds, the adds gain a stack of High Energy, which increases movement speed by 20% per stack. This means there will be some point where the adds move too fast to kill, forcing Phase 2 to end. The Raid should aim to kill at least 5 waves of adds each time phase 2 occurs. This will give Elegon 12 Stacks of the debuff (for 120% more damage taken in phase 4).
Phase 3: Power Draw Stable
In Phase 3, the boss gains the buff Unstable Energy, which shields him from all damage for the duration of the phase and does 22.5k (26.5k) arcane damage to the raid every second. Also, the vortex platform is destroyed, so the raid must move out. Anyone caught on the platform when it is destroyed is guaranteed to die.
The boss will spawn 6 Empyreal Focus adds around the room and the raid will need to destroy these. While the raid is working on this, the boss will cast Energy Cascade. The boss will launch missiles on the raid (avoid the swirling spots). The missile deals 175k (250k) arcane damage in a 5 yard area and spawns Cosmic Spark adds. These adds do not have any unique abilities, but there are a lot of them that have to be burned down.
Empyreal Focus
Energy Conduit
Deals Arcane damage to nearby targets.
Overloaded
The empyreal focus discharges, empowering Elegon, increasing damage inflicted by 20% and casting speed by 20%.
Linked Focus
Deactivates when linked Empyreal Focuses are destroyed.
The Empyreal Focus has three mechanics that need to be noted. First, the Focus creates a barrier between it and the wall. Anyone crossing this barrier will get hit with Energy Conduit, which will pretty much kill the player. Also, when a Focus is destroyed, the boss gains a stack of Overloaded. This increases his damage by 20% per stack. This means at the end of the first round, the boss will deal 120% more damage, and at the end of the second round, the boss will deal 240% more damage.
Finally, each Focus have the buff Linked Focus. The way this works is getting a single Focus to 0 health does not necessarily disable it. Instead, each Focus is linked to another one on the other side. The Focus is disabled only when the two linked Foci are both at 0 health. Using the diagram from above, the linked Focus are (1,4), (2,5), and (3, 6). This means the raid must be split into at least two groups to disable the Foci. Based on the group positioning at the beginning of the phase, the "kill" order will be (2,5), (1,4), then (3,6). This order opens up the room more since the raid must avoid the Energy Cascade at the same time.
Phase 4: Burn
Phase 4 begins after the second round is complete. This simply becomes the kill-him-before-he-kills-you phase. This is because the boss uses Radiating Energies, which does periodic damage to the entire raid. The amount of periodic damage depends on the players' locations. Those inside the vortex will get hit with Radiating Energies, which does about 20k (25k) damage every 1.5 seconds. Those outside the vortex will get hit with Radiating Energies, which does about 65k (80k) damage every 0.5 seconds. This means going outside the vortex is not a viable option which also means the raid cannot reset Overcharged stacks. Therefore, the raid should save Bloodlust/Time Warp for this part.
The boss will still use Celestial Breath and Grasping Energy Tendrils from Phase 1. However, he will no longer summon adds. Tanks should be ready to use cooldowns at the end of the fight since there will be more stacks.
Heroic Strategy
There are three key differences to the heroic version that affect Phase 1. First, Energy Vortex prevents players from targeting anything on the other side of the Vortex. For example, if a player is outside the Vortex, he/she cannot target anything inside, such as another player or the boss.
This would not be a major concern except for the second significant change. When a Celestial Protector dies, if less than 3 people are hit with Total Annihilation, the add will cast Catastrophic Anomaly, which wipes the raid. This means when the add is low on health, a tank and a few DPS will need to leave the Vortex to finish off the add. Total Annihilation will only hit players outside of the vortex but will also stun them.
Those taking the hit will be afflicted with Destabilizing Energies, which roots the player and causes the player to take 50k arcane damage every 2 seconds until the player is at 80% maximum health. This means assigned healers will need to enter the vortex to avoid the explosion and then return outside to top those players off. This also gives the players the debuff Destabilized and lasts for 5 minutes. This means we will need to set up a player rotation similar to Heroic Ultraxion.
Pard Tip: Healers should never be caught outside in the total anihilation unless there are not enough players out (emergency situation). They should top players off who are heading out and those players will use personal CDs to survive. They will be stunned until they are healed to 80% so healers can hop out and top them quickly. Be sure to have at least one healer stay in the vortex to heal the Elegon tank, however.
Finally, there are substantially more adds in Phase 3. As the raid moves from focus to focus, the raid should kill some of the adds to prevent too many from overwhelming the raid. There will most likely be some adds remaining when Phase 1 resumes. DPS should simply kill the adds before getting back onto the boss.