
Spellblade Aluriel, DPS Guide
Posted 5 years ago for patch 7.2 by Virendra.
This page covers a DPS-focused strategy for Spellblade Aluriel in The Nighthold. While it's tailored for DPS, other roles may also find the information useful. If you have any suggestions or feedback, you can leave a comment below or tweet @VirendraDG.
This guide has been updated and maintained based on my own experiences with the fight as well as Dungeon Journal information. I'll continue to update it as-needed.
General Mechanics and Abilities
Normal and Heroic
Spellblade Alurial cycles between three enchantments: Frost, Fire and Arcane. During each enchantment she can Replicate, Detonate, and Animate her primary ability.
Shared Abilities
Annihilate deals damage to two enemies in front of her. This should be shared by the tanks, but DPS needs to take care not to stand with the tanks.
Master of Frost
- Aluriel targets players with
Mark of Frost. Only two players are targeted for the first round. Branded players deal damage in an 8 yard radius to allies.
- Damage from
Mark of Frost inflicts
Frostbitten which increases damage taken from
Mark of Frost and stacks.
- When two marked players meet they cause an explosion of damage and the
Mark of Frost bounces to a nearby ally.
Replicate: Mark of Frost hits more players with
Mark of Frost.
Detonate: Mark of Frost will cause players branded the Mark to leave a
Pool of Frost on the ground that deals damage and slows movement speed.
- Icy Enchantment adds from the
Pool of Frost.
- On Normal only, Icy Enchantments use
Burst of Ice to deal damage to the whole raid.
- On Heroic, Icy Enchantments teleport to a random player and channel a
Frozen Tempest in a circular area. Any player inside the radius takes constant frost damage and is pushed towards the edge. Crossing in or out of the circle will freeze the player in a block of ice that has to be destroyed by allies.
- DPS needs to swap to the Icy Enchantments right away.
- Free any players that are stunned by
Frozen Tempest.
Master of Fire
- Aluriel targets random players with
Searing Brand and charges them, dealing damage to any player in her way. Players with
Searing Brand should make sure Aluriel has a clear line of sight to them. Conversely, if you don't have
Searing Brand, make sure you aren't in the way of someone who does.
- Dying with
Searing Brand automatically triggers
Detonate: Searing Brand.
- [Replicate: Searing Brand] marks additional targets with
Searing Brand.
Detonate: Searing Brand causes each
Searing Brand target to drop a pool of
Burning Ground.
Animate: Searing Brand summons Fiery Enchantments from pools of
Burning Ground.
- On Normal only, Fiery Enchantments use
Burst of Flame to deal damage to the whole raid.
- On Heroic, Fiery Enchantments continuously cast
Pyroblast at random players. The cast can be interrupted.
- On Heroic,
Bound in Flame causes a 100% damage increase and a 100% cast speed increase for every other Fiery Enchantment in 8 yards. This means that any player with the Brand needs to be at least 8 yards away from any other Branded target during Detonation.
- Damage these adds down immediately.
Master of the Arcane
- Aluriel summons
Arcane Orbs near random players. The orbs deal ticking damage to anyone within 8 yards. Move away from the orbs.
Replicate: Arcane Orb causes more
Arcane Orbs to spawn.
Detonate: Arcane Orb causes the
Arcane Orbs to fixate on a target, detonating on them for a high amount of damage. The damage is decreased the further away the target is. Fixated players should get away as quickly as possible.
- Orbs leave
Arcane Fog where they detonate. The Fog silences players and deals continuous damage.
Animate: Arcane Orb summons Arcane Enchantments from the
Arcane Fog.
- On Normal only, Arcane Enchantments use
Burst of Magic to deal damage to the whole raid.
- On Heroic, Arcane Enchantments channel
Armageddon. When the channel completes,
Armageddon deals massive raid-wide damage.
- DPS these down immediately.
DPS Strategy
- Don't stand in front of Aluriel.
- Don't cross the threshold during
Frozen Tempest, and free any players trapped in the ice.
- If your group has trouble getting a certain group of adds down quickly enough, save Heroism/Time Warp/Bloodlust for that add group.
- Make sure
Searing Brand targets have a clear line of sight.
- Don't stand near
Arcane Orbs.
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