Council of Elders - Council of Elders

Council of Elders Guide - Council of Elders, available in the Throne of Thunder. The history of the troll tribes (the Drakkari, the Farraki, the Amani and the Gurubashi) is marked by millennia of betrayal and conflict, but the promise of the Zandalari to raise a new and unstoppable empire has finally managed to unite their leaders. so different troll tribes.

Council-of-the-Elders

The Council of the Elders consists of four powerful troll leaders: Kazra'jin of the Amani, Sul the Sandcrawler of the Farraki, Frost King Malakk of the Drakkari, and High Priestess Mar'Li of the Gurubashi.

Ions: The defeat of Gara'jal the Spiritbinder in the Mogu'shan Halls was nothing more than a setback. It takes much more than a few swords and a few spells to eliminate a voodoo wizard once and for all, whether in physical form or not. This time you will not have to fight him directly, but will face him embodied in the leaders of four other troll tribes, whom he will possess and strengthen until you succeed in forcing him to leave the body he has chosen to occupy.

Council of Elders Skills - Council of Elders

The spirit of Gara'jal

The spirit of Gara'jal the Spiritbinder possesses a councilor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councilor until they suffer damage equal to 25% of their maximum health. Once the spirit is forced out, it rushes to inhabit a new councilor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.

  • Persistent presence - When the Spirit of Gara'jal leaves a councilor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 5% and increases the rate that Dark Energy is generated by 5% for the remainder of the fight. This effect stacks.
  • Dark power - Any councilor that reaches 100 Dark Energy will begin to cast Dark Power every second. Dark Power inflicts 5500 Shadow damage to all players and increases in damage by 10% with each cast.
  • Heroic

    Soul fragment - Every other time the Spirit of Gara'jal is forced out of a councilor, he leaves behind a Soul Fragment. Soul Fragments possess a random player, inflicting 35000 Shadow damage every 5 sec. until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player.

    In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councilor.

    • Heroic

      Shadowed soul - All damage taken increased by 2% for the remainder of the fight. This effect stacks.

  • Frost King Malakk

    • Tank

      Glacial assault - Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 97500 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.

    • Cutting cold - Frost King Malakk shrouds a player in ice, inflicting 122000 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 150000 Frost damage to all allies within 4 yards every 2 sec for 30 sec.
    • Freezing - Frost King Malakk uses this ability while possessed by the spirit of Gara'jal. Frost King Malakk shrouds a player in ice, inflicting 139425 to 146575 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 40000 Frost damage per stack of Frostbite to all allies within 4 yards every 1 sec for 30 sec. Stacks of Frostbite are reduced by 2 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one.

      In 25-player modes, only 1 stack of Frostbite is removed for each player within 4 yards.

      On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.

    • Heroic

      Body heat - When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.

  • Kazra'jin

    • Reckless charging - Kazra'jin rushes towards a random player's location, inflicting 117000 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.
    • Overload - Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal. Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 25% of all damage taken as Nature damage.
    • Heroic

      Deadly

      DPS

      Download - Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal. Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 10% of all damage taken as Nature damage to all players.

  • Sul the Sandcrawler

    • Interruptible

      Sand discharge - Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 146250 to 153750 Nature damage to all players within 5 yards of the targeted location.

    • quicksand - Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped.Quicksand inflicts 179000 Nature damage every second to all players within 7 yards and causes them to become Ensnared.

      • Caught - Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack. If Ensnared reaches 5 stacks, players become Entrapped.
      • Magic

        Detained - Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.

    • Sandstorm - Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal. Sul the Sandcrawler summons a sandstorm that inflicts 45000 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand .

      • Living sand - Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed.

        • Reinforced - Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.
    • Heroic

      Treacherous soil - Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size. Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 125% for each pool that has combined.

  • High Priestess Mar'li

    • Interruptible

      Wrath of the loa - High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 171000 to 189000 Holy damage.

    • Important

      DPS

      Blessed loa spirit - High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 10% of their maximum health if the spirit is not killed before reaching its target. it will instantly jump to its target and heal them for 20% of their maximum health.

    • Interruptible

      Wrath of the loa - High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal. High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 91000 Shadow damage.

    • Deadly

      Important

      DPS

      Shadowed Loa Spirit - High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal. High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player.

    • Heroic

      Deadly

      DPS

      Twisted fate - High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal. High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the farther each soul is from the other. When a soul dies, severing the link between the two, the remaining soul begins to inflict 100000 Shadow damage every 3 sec.

The Council of Elders make the third boss in Throne of Thunder. During the fight, you will face four Trolls bosses at the same time, and the complexity of the fight to take care of simultaneously with the abilities that these four bosses use.

The fight adds a raid positioning number and will require a lot of control of the DPS you do on each target.

1. General Information

1.1. Health Values

Difficulty Trolls Blessed loa spirit Shadowed Loa Spirit Living sand
10-man 89.8M 1.39M 1.85M 1.07M
25-man 225M 4.17M 5.57M 3.2M
LFR 157M ??? m ??? m ??? m

1.3. Band Composition

Difficulty fuel tanks healers DPS
10-man 2 2-3 5-6
25-man 2 5-7 16-18

2. Booty

In addition to the items listed below, the Council of Elders drops the tokens you will need to purchase the Hands from tier 15.

2.1. Armor

Name Type box Main Attributes
Zandalari Robes of the Final Rite Icon

Zandalari Robes of the Final Rite (LFR, Heroic)

Fabric Front Intellect / Strike
Mar'li's Bloodstained Sandals Icon

Mar'li's Bloodstained Sandals (LFR, Heroic)

Fabric Feet Intellect / Spirit
Robes of Treacherous Ground Icon

Robes of Treacherous Terrain (LFR, Heroic)

Leather Front Intellect
Loa-Ridden Bracers Icon

Loa's Infected Bracers (LFR, Heroic)

Mesh Dolls Intellect
Gaze of Gara'jal Icon

Gara'jal's Gaze (LFR, Heroic)

Mesh Head Agility
Overloaded Bladebreaker Cuirass Icon

Overloaded Bladebreaker Loriga (LFR, Heroic)

License plate Front Force / Stop

2.2. Weapons

Name Type Main Attributes
Amun-Thoth, Sul's Spiritrending Talons Icon

Amun-Thoth, Spirit Rending Talons of Sul (LFR, Heroic)

Fist gun Intellect
Kura-Kura, Kazra'jin's Skullcleaver Icon

Kura-Kura, Skullbreaker of Kazra'jin (LFR, Heroic)

Ax Agility
Zerat, Malakk's Soulburning Greatsword Icon

Zerat, Malakk's Fiery Soul Greatsword (LFR, Heroic)

2H Sword Force

2.3. Amulets and Beads

Name Type Main Attributes
Wushoolay's Final Choice Icon

Wushoolay's final decision (LFR, Heroic)

Trinket Hit / Intellect on proc
Bad Juju Icon

Bad juju (LFR, Heroic)

Trinket Mastery / Agility in proc
Talisman of Angry Spirits Icon

I said of angry spirits (LFR, Heroic)

Amulet Strength / Mastery
Fortitude of the Zandalari Icon

Fortitude of the Zandalari (LFR, Heroic)

Trinket Mastery / Health on use

3. Summary of the Fight

The fight against the Council of Elders is single phase, during which you must defeat four Trolls: Frost King Malakk, Kazra'jin, Sul the Sandcrawler, and High Priestess Mar'li.

Your gang will have to face the four trolls until they die. They don't share health, and they all have their own abilities, which will present your raid with many challenges.

To make things more difficult, the spirit of Gara'jal the Spiritbinder will help the Trolls. As a result, one of the trolls is always empowered. While like this, a Troll becomes more dangerous and eventually begins to channel an ability that does extensive damage to the raid. This power is removed from a troll when it takes 25% damage to its health. When this happens, a new troll is empowered. The buff cycle continues until all Trolls die.

4. Spirit of Gara'jal and the Cycle of Empowerment

The spirit of Gara'jal the Spiritbinder will continue to empower the Trolls. When a troll becomes empowered, the following happens:

  • the Troll begins to use an additional skill or a different skill set, it depends on the troll, as we explained in the next section;
  • the Troll gains a Dark Energy bar that has a capacity of 100 Dark Energy and starts empty;
  • the Dark Energy bar Dark Energy fills at a rate of 3 energies every 2 seconds, which means it will take 67 seconds for the Troll to have 100 Dark Energy;
  • Upon reaching 100 Dark Energy, the Troll stops using its abilities and continues to cast Dark Power Icon

    Dark power, which deals increased damage every second.

To get a Troll out of his buff, you must lower him 25% of his health.

After doing this, two things happen:

  • that Troll receives a stack of Lingering Presence Icon

    Persistent presence, which increases damage and energy regeneration by 5%;

  • a new troll is empowered by the Spirit of Gara'jal.

Frost King Malakk always seems to be empowered first.

5. What Happens when a Troll Dies?

When a troll dies, the remaining trolls are not healed, as is usually the case in council fights.

When a troll dies while is empowered, nothing out of the ordinary happens, the empowerment jumps to another troll, and the cycle continues with the remaining trolls.

When a troll dies while behind is not powered, there is one thing to watch out for. That is, if there are only 2 trolls and you kill the unpowered troll, then the empowered troll will stay that way until you kill it. This can be problematic if the Prone Troll has a lot of health remaining and is at 100 Dark Energy.

6. Troll Skills

Each troll uses a specific set of abilities. When a troll is powered up, they use a slightly different set of abilities.

6.1. Frost King Malakk

In addition to his melee attacks, the Frost King Malakk has two abilities: Frigid Assault Icon

Glacial assault and Biting Cold Icon

Cutting cold.

  • Frigid Assault Icon

    Glacial assault Deals cold damage to the tank and also applies a debuff that stacks on them. The debuff does nothing before reaching 15 charges. When this happens, the tank is stunned for 15 seconds. Taking care of this debuff requires a tank change.

  • Biting Cold Icon

    Cutting cold is thrown at a random player, dealing cold damage to the targeted player and dealing cold damage every 2 seconds to all allies within 4 yards. This effect lasts for 30 seconds.

When Malakk is empowered, Biting Cold Icon

Cutting cold becomes Frostbite Icon

Freezing. Strikes an enemy with ice, inflicting 139425 to 146575. Frost damage and afflicts it with 5 stacks of Freeze. This debuff deals cold damage to all players within 4 yards (including the player with the debuff), for 30 seconds. Damage dealt to players is multiplied by the number of stacks. Stacks can be reduced by doing the following:

  • In 10-jug, each player within 4 yards of the debuff player will lose 2 debuff stacks;
  • In 10-jug, each player within 4 yards of the affected player will lose 1 accumulation of the debuff;
  • In LFR, each player within 4 yards of the affected player will lose 4 debuff stacks.

Note that stacks are not reduced to 1.

6.2. Kazra'jin

Kazra'jin keep using Reckless Charge Icon

Reckless charging, mercilessly charges at a player, inflicting 117000 damage. Nature damage in a line toward its target, knocking back all players within 5 yards when it lands.

When Kazra'jin is empowered, he will cast Overload Icon

Overload arriving Reckless Charge Icon

Reckless charging. Which causes him to stun himself for 20 sec and reflect 50% of all damage taken as Nature damage.

6.3. Sul the Sandcrawler

In addition to his melee attacks, Sul the Sandcrawler has two abilities: Sand Bolt Icon

Sand discharge y Quicksand Icon

quicksand.

  • Sand Bolt Icon

    Sand discharge Launches a volley of sand at an enemy, inflicting 146250 to 153750 damage. Nature damage to him and all enemies within 5 yards. This ability must be interrupted

  • Quicksand Icon

    quicksand Summons a pile of quicksand underneath an enemy, trapping them in place, dealing Nature damage every second. Receive an accumulation of Ensnared Icon

    Caught, Slows all nearby enemies, reducing their movement speed by 15%. When Quicksand stacks 5 times, they become Trapped Icon

    Detained for 30 seconds.

When Sul is empowered, he will cast Sandstorm Icon

Sandstorm every 40 seconds. This ability transforms all Quicksand into a Living sand. These adds attack their targets with melee attacks. When a Living Sand dies, it leaves a pool of Quick Sand.

While Live Sands don't do much damage, it's not a good idea to keep them alive (the only reason to do so is to reduce the number of Quicksand Icon

quicksand on the ground) because they receive an accumulation of Fortified Icon

Reinforced every time the Sandstorm Icon

Sandstorm is thrown. This buff increases their damage done by 100% and heals them completely.

6.4. High Priestess Mar'li

In addition to his melee attacks, High Priestess Mar'li has two abilities: Wrath of the Loa Icon

Wrath of the loa y Blessed Loa Spirit Icon

Blessed loa spirit.

  • Wrath of the Loa Icon

    Wrath of the loa Sentence an enemy with the Wrath of the Loa, inflicting 171000 to 189000 damage. of Holy damage. This skill should be discontinued

  • Blessed Loa Spirit Icon

    Blessed loa spirit invokes a Blessed loa spirit at the Mar'li location. This spirit does nothing but runs towards a Mar'li ally with the lowest health. If it reaches him, it will heal him for 10% of his maximum health. If the spirit is still alive after 20 seconds, it will instantly jump to its target and heal it for 10%. The spirit can be slowed down and enbranded.

When Mar'li is empowered, she will cast a few different abilities: Wrath of the Loa Icon

Wrath of the loa y Shadowed Loa Spirit Icon

Shadowed Loa Spirit.

  • Wrath of the Loa Icon

    Wrath of the loa it does the same only now it is shadow damage in exchange for holy.

  • Shadowed Loa Spirit Icon

    Shadowed Loa Spirit invokes a Shadowed Loa Spirit at the Mar'li location. This spirit does nothing but fixates on a random player. If the spirit reaches 6 yards from the player, they will die. If the spirit is still alive after 20 seconds, it will instantly jump to the targeted player and kill them. The spirit can be slowed down and enbranded.

7 Strategy

Having to deal with the abilities of all the trolls at the same time makes for a complex encounter. To explain what the gang has to do more clearly, we will divide our instructions by role (tank, healer, DPS). That said, there are concerns that everyone should share and we will begin with them.

7.1. Main Concerns

7.1.1. Problems when positioning

The different abilities of the trolls will put a number of restrictions when positioning, that is:

  • deploy 7 yards to reduce damage from Biting Cold Icon

    Cutting cold y Sand Bolt Icon

    Sand discharge, and the number of people who have to get away from Quicksand Icon

    quicksand;

  • when Kazra'jin uses Reckless Charge Icon

    Reckless charging, it will go towards a member of the band and everyone in its path has a second or two to get out of the way;

  • When Frost King Malakk is boosted, ensure that 2 players in 10-jug, 4 players in 25-jug, and 1 player in TRF stand within 4 yards of the affected player.
    This will make Frostbite Icon

    Freezing easier to control.

For melee, it will be more difficult to deploy properly, so they will simply have to contend with much more damage taken. Also, they will often need everyone to move to evade charges from Kazra'jin or Quicksand.

Note that in 25-jug, having 0 or 4 players standing within 4 yards of the player affected by Frostbite Icon

Freezing does not change the overall damage this ability deals (1 hit with 5 stacks is the same as 5 hits with 1 stack). The only difference is that, with 4 players within 4 yards, the damage will be spread between these players and the affected player, making it easier to heal.

Because Blessed Loa Spirit Icon

Blessed loa spirit y Shadowed Loa Spirit Icon

Shadowed Loa Spirityou generally want to get away from High Priestess Mar'li, unless you have to be in her melee range to attack her.

  • For Blessed Loa Spirit Icon

    Blessed loa spirit, the idea is that if the troll with the lowest health is Kazra'jin, then you will want to prevent him from charging a player near Mar'li when he Blessed loa spirit.

  • For Shadowed Loa Spirit Icon

    Shadowed Loa Spirit, the spirit is fixed on a player, then if everyone is away from Mar'li (except her tank, which spirit will never chase) it will be easier to keep the spirit away from the fixed player.

7.1.2. Interruptible Spells

There are three spells that can and should be interrupted: Sand Bolt Icon

Sand discharge, Wrath of the Loa Icon

Wrath of the loa, and Wrath of the Loa Icon

Wrath of the loa.

7.1.3. Intense moments with Live Arena

As the fight progresses, there will be more and more Quicksand Icon

quicksand on the floor. Whenever Sul the Sandcrawler spear Sandstorm Icon

Sandstorm, these wells do not disappear, they become temporarily Living sand.

When Sul launches Sandstorm Icon

Sandstorm during their third and fourth buffs, you should be prepared to see many Living sand appearing. This creates a lot of confusion because it is difficult to focus on terrain effects and boss abilities, such as Reckless Charge Icon

Reckless charging, when there are many adds on the screen. For this reason, Living Sands must be quickly collected by a tank and killed first.

Melee players must be careful of Quicksand Icon

quicksand that living Sands leave when they die.

7.2. Tank concerns

One of the tanks will take High Priestess Mar'li and the other Sul the Sandcrawler. In addition to tanking their respective bosses, the tanks must alternate with the Frost King Malakk, so that the accumulation of Frigid Assault Icon

Glacial assault never reach 15.

Most skills, such as Reckless Charge Icon

Reckless charging, Sand Bolt Icon

Sand discharge, Biting Cold Icon

Cutting cold, they cannot notice them. That is not to say, they can just ignore them. These abilities can be pinned on melee players next door. When this happens, the tanks must react appropriately, just like the other players.

When the Living sand, It is better that the tank that is not with Malakk take them. Towards the end of the fight, the Sandstorm Icon

Sandstorm it will create a large number of living Arenas, and it may be a good idea to divide them between the two tanks (the tank not with Malakk should take more arenas).

In 25-jug, you can use a third tank if you control the Living sand they prove difficult.

7.3. Healing concerns

In most raid encounters, there are amounts of damage to the raid. Sometimes, there will be increased damage on some players, and this is what this section is for.

Expect heavy damage to tanks when they are with it Frost King Malakk (since they will be with two bosses). Expect even more damage to the tank when Sandstorm Icon

Sandstorm transform the Quicksand Icon

quicksand en Living sand.

If a boss is allowed to reach 100 Dark Energy, they will start casting Dark Power Icon

Dark power every second until the boost is removed. Dark Power's damage is increased by 10% after each cast, so raid damage can quickly spiral out of control.

When Kazra'jin is empowered, it will enter Overload Icon

Overload every time I throw Reckless Charge Icon

Reckless charging. Players will receive 50% of what they do to Kazra'jin as nature damage, you should use a few CDs when Kazra'jin is empowered.

7.4. DPS concerns

The DPS priority for the fight is as follows:

  1. Blessed loa spirit y Shadowed Loa Spirit;
  2. Living sand;
  3. Empowered Boss.

The Loa Spirits and the Living Sands must be eliminated as quickly as possible.

It's important to knock bosses out of their buffs before they hit 100 dark energy, but the raid shouldn't just burn them when they're buffed.

Mar'li and Malakk's abilities don't do much damage while empowered. Increased damage to Empowered Kazra'jin's raid as a result of Overload Icon

Overload reflecting 50% of the damage he takes, it is not advisable to kill him quickly.

Therefore, you'll want the buff on each of these three bosses to run their full path, up to 80 or 100 Dark Energy. Even if a boss gets to throw Dark Power Icon

Dark power, it won't wipe the band right away, and you will be able to easily survive for 10 seconds.

The exception is Sul, as you will generally want to evade the second Sandstorm Icon

Sandstorm, then you must kill him quickly while he is empowered.

One consequence of not killing bosses quickly when they are boosted is that you can allow time to deal damage to other bosses. Regarding this, we have two suggestions to offer.

  1. Try to kill Kazra'jin and Sul the Sandcrawler First. This will reduce the number of times they become boosted, reducing the damage to the raid they take from Overload Icon

    Overload and the number of times the Sandstorm Icon

    Sandstorm will be released.

  2. Refrain from giving the Frost King Malakk. This will ensure that Malakk is never the lowest health, preventing the Blessed loa spirit be pinned on him, which can be problematic if Mar'li's tank is currently with Malakk.

7.5. Alternative Strategy: Quickly kill Sul the Sand Crawler

Many groups have reported that killing Sul the Sandcrawler quickly makes the fight much easier. To do this, tank Sul next to Malakk or Mar'li if they are buffed and try to remove their buffs with AoE damage while focusing primarily on Sul. Use Heroism Icon

heroism/Bloodlust icon

Bloodlust/Time Warp Icon

Time Warp at the start of the fight.

8. When to use Heroism / Bloodlust / Time Warp

We recommend using Heroism Icon

Heroism/Bloodlust icon

Bloodlust/Time Warp Icon

Temporal Distortion at the beginning, when everyone benefits from their CDs.

Alternatively, you can save it and use it if it becomes necessary, for example if you can't get bosses out of their buff in time or if you have trouble controlling the last few Living sand.

9. Learning the Fight

To progress in the fight, you need to deal damage to bosses and properly deal with their abilities. As a result, there is practically no room to learn the fight.

Council of Elders Video - Council of Elders


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