Aluriel Normal and Heroic Spell Sheet Guide - Nighthold

ALURIEL

Welcome to the guide to Spellblade Aluriel, fourth boss of the Nighthold gang. In this guide we discuss the strategy and skills to take into account to successfully defeat Spellblade Aluriel, we have also made a video guide to have a more complete view of the encounter.

Aluriel Spell Sheet

Aluriel always had an affinity for magic. He rose effortlessly into the night watch, having a natural talent with the sword. But no matter how strong he became: he wanted more. He studied with magicians at the University of Suramar, where he spent his days training in combat and his nights studying magic. Weapons and armor were forged in the Fountain of Night and spells interlaced with precious metals. It is the first spellblade, expert in the schools of Fire, Frost and Arcane.

Summary

The Aluriel spellblade alternates between three enchantments: Frost, Fire, and Arcane. Each enchantment grants you an ability that you can only use while under the effect of that enchantment. Then he will manipulate that magic with a few commands: replicate, detonate, and animate.

Skills

  • Champion of swords
    • Annihilate: Aluriel unleashes a barrage of attacks, striking up to 2 enemies in front of her for 3.125.377. damage with each attack, divided evenly between the two. Its primary target will take 75% increased damage from Spellblade Aluriel's physical attacks for 1.5 yards.
  • Frostbender
    • Mark of Frost: Aluriel marks players with Mark of Frost. Each marked player inflicts 116.284. Frost damage to allies within 8 yards. Damage taken inflicts the Ailing state ailment, increasing Mark of Frost damage by 70% per application. If two marked players come into contact with each other, they will cause an explosion for 174.453. Frost damage and Mark of Frost will bounce to the nearest ally. This effect prefers targets that are not Appalled.
      • Stiff with cold: Damage taken from Mark of Frost increased by 70% per application.
    • Replicate: Mark of Frost: Extra targets are affected by Mark of Frost.
    • Detonate: Mark of Frost: Aluriel explodes enemies affected by Mark of Frost. Each affected unit will leave a Pool of Frost at its location.
      • Pool of Frost: Pool of Frost deals 280.000. Frost damage to enemies within and reduces their movement speed by 25%.
    • Animate: Mark of Frost: In the Pools of Frost, the remnants of magic stir. Aluriel orders icy enchantments to be raised.
      • Icy storm: Icy Charms teleport a random enemy and channel an Icy Tempest, increasing their vulnerability to attack by 100%. The tempest creates a dome of frost, inflicting 112.500 damage. Frost damage to units inside, pushing them to the edge of the dome. Players who cross this threshold will be stunned, creating a block of ice that must be destroyed to remove the stun.
  • Master of Fire
    • Scorching brand: Aluriel marks random targets with a Searing Mark. He will then set his armor on fire and charge at those marked targets. Any enemy in its path will be driven back, burned, and received 800000. Fire damage. This effect stacks. Players who die under the effects of Scorching Mark will automatically detonate.
    • Replicate: Scorching Mark: Extra targets are affected by Scorching Mark.
    • Detonate: Searing Mark: Aluriel explodes enemies affected by Scorching Mark. Each affected unit will leave Burning Ground at its location.
      • Burning ground: 280000 p. Fire damage inflicted every second in the area of ​​effect.
    • Cheer: Scorching Mark: On the burning ground, the remnants of magic are stirred. Aluriel orders fiery enchantments to be raised.
    • Pyroblast: Fiery Enchantments scorch a random enemy for 2.288.781. Fire damage. This effect can be interrupted.
    • Bound with flames: Damage dealt increased by 100% and casting speed increased by 200% for each ally within 8 yards.
  • Master of the Arcane
    • Arcane Orb: Aluriel summons Arcane Orbs around random enemies. These Arcane Orbs inflict 315.000 damage. Arcane damage to all enemies within 8 yards.
    • Replicate: Arcane Orb: Additional Arcane Orbs manifest.
    • Detonate: Arcane Orb: Aluriel orders Arcane Orbs to chase a target to explode at their location for 1.365.000. Arcane damage. This damage is reduced based on the distance of the blast. The orbs will leave Arcane Mist at the location.
      • Arcane Mist: Silences enemies in the area of ​​effect for 280.000. Arcane damage per second.
    • Animate: Arcane Orb: In the Arcane Mist, the remnants of magic stir. Aluriel orders Arcane enchantments to be raised.
      • Armagedón: Arcane enchantments channel Armageddon. Upon completion of the channel, they inflict 961.288. Arcane damage to all enemies and repel them.

Strategy

The encounter against Aluriel consists of three phases differentiated by the element he chooses to attack us, Frost, Fire or Arcane. In addition, Aluriel is a champion of swords, and for that reason she will use a special ability for tanks throughout the fight, Annihilate. Due to this ability the tanks must be together throughout the encounter, alternating Aluriel to balance the damage.

We begin the encounter with Aluriel infused in frost, with which she will select random players to put her Mark of Frost. Said players have to separate themselves from the rest and maintain the range of 8 meters so as not to infect them. When we are about 5 Mark of Frost We will approach another marked player to explode the mark and remove the debuff. We will repeat this mechanic several times until Aluriel uses Detonate: Mark of Frost. At this time a Pool of Frost under each player that has Mark of Frost, we must get out of these pools quickly as they also hurt.

Aluriel will then use Animate: Mark of Frost, a frost elemental appearing on each Pool of Frost. These elementals will use the ability Icy storm, generating a large and visible area from which we will not be able to move. I explain this, if when the elemental casts you are inside the area you stay inside and if you are outside it does not occur to you to enter, or else you will be frozen in a  Ice tomb, taking damage and causing your companions to lose damage in the grave to free you. We will have to kill the elementals relatively quickly so that they do not join us with the abilities of the next phase.

We phase-shifted and now Aluriel is infused with Fire, starting to pin players with Scorching brand. If you are the target of this ability, you must position yourself so that there are no players in a straight line between you and the boss. Also, it is important to be located away from other players with the Scorching brandAs a Fire Elemental will emerge from your location afterwards, gaining 100% damage if it is within 8 yards of another Fire Elemental. And by the way, you can't die with the Scorching brand or else you will explode, dealing damage to the entire raid.

After a few seconds Aluriel charges towards the marked players doing Detonate: Searing Mark, this generates an area of Burning ground. At this time, the ranged players can now stand together and wait for the Fire Elementals to appear, since this way the healers will be able to heal better.

Aluriel will use Cheer: Scorching Mark, generating a Fire Elemental from each Burning ground. These Elementals must be eliminated very quickly while we interrupt their ability. Pyroblast. Remember that these elementals gain 100% damage if they are together, so in principle we will keep them separate and we will kill them one by one. During the time that the elementals are alive the healers will use CDs to maintain the raid since it is a time of high damage.

Barely 25 seconds after the Fire Elementals have appeared, the third phase will begin and Aluriel will begin to use her Arcane abilities. So we should avoid Arcane Orb, which do damage in an area of ​​8 meters. After a few seconds Aluriel will use Detonate: Arcane Orb, so all the orbs will follow a target and explode. We use the strategy of meleeing all together and using healing cds to hold off a few ticks before walking away. In this way the Arcane Mist that appears when a  Arcane Orb It will be at the same point and it will be very easy to dodge. Also, when Aluriel uses Animate: Arcane Orb, all the Arcane elementals will appear together and it will be easier to kill them. These Elementals have to be defeated before they finish casting their ability. Armagedón, or else we will irretrievably die. Because of this, this is a good time to use Heroism.

Again Aluriel will go through her previous phases until she is defeated, we have 8 minutes to finish her, so the number of phases will depend on the damage of our band.

And so far the summary of the meeting, I hope it has helped you and remember that any questions, comments or suggestions are more than welcome.


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