Tichondrius, DPS Guide

Patch 7.1.5 Updated
Jan 16, 2017

Tichondrius Dungeon Journal ModelThis page covers a DPS-focused strategy for Tichondrius 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

Tichondrius swaps between two phases throughout the fight.

Stage One: Lord of the Nathrezim
  • Carrion Plague is a DOT that affects several random players.
  • Tichondrius will use Seeker Swarm to launch a wave of magic at every player afflicted with Carrion Plague. Anyone hit by this wave also gets Carrion Plague. Plaguebearers need to be away from the rest of the raid to avoid spreading it.
  • On Heroic only, Brand of Argus will mark several players with a visual green circle. When a few raid members enter the circle, the Brand explodes, dealing massive damage to everyone within 200 yards. The farther away from the source, the less damage the raid takes.
    • Detonations should be staggered.
    • Branded players should move away from the raid.
  • Vampiric Aura causes adds within 30 yards of Tichondrius to heal for 400% of damage dealt.
  • Tichondrius uses Feast of Blood on the tank to summon three Tainted Blood adds. That tank will need to run the adds out of Tichondrius's aura before DPS takes them down.
  • Echoes of the Void will summon 4 Fel Spires around the room before Tichondrius channels a raid-wide damaging spell for 8 seconds.
    • Each Fel Spire will absorb damage for players behind it, but it will be destroyed if it takes too much damage.
    • The raid should distribute itself evenly to prevent a Fel Spire from falling during the channel.
Stage Two: Shadow of Terror
  • This stage begins when Tichondrius uses Illusionary Night and lasts for 30 seconds.
  • Carrion Nightmare is a beam that cuts across the field, dealing massive damage and stunning any player in its path. Move away from the beam.
  • Phantasmal Bloodfang bats will spawn continuously in the illusion.
    • Killing the bats cause Essence of Night to spawn. Picking one up increases damage and healing by 30% and increases mana regeneration by 2%.
    • Essence of Night effects last until 30 seconds after the illusion ends.
    • Depending on your group, your raid might prioritize healers for picking up Essences, so melee should take care not to accidentally grab an orb from an add that dies on top of them.
  • Carrion Plague will fall off during the Illusion.
After the Illusion
  • Stage One will continue, but now Tichondrius will summon Felsworn Spellguard adds.
    • Rapid Pursuit is a stacking movement speed increase for the Felsworn.
    • Volatile Wound deals damage to a player and increases all damage taken for 8 seconds. After debuff expires, a Nether Zone is created. Move away from the zones.
    • Felsworn Spellguards need to be 30 yards away from Tichondrius before being DPS'd down.
  • The second time the Illusion ends, Tichondrius summons Sightless Watcher adds.
    • Sightless Watchers will drain healers' mana with Burning Soul.
    • On Heroic, Ring of Shadows will deal damage to anyone within 10-20 yards of the Watcher.

DPS Strategy

  • Avoid spreading the Carrion Plague by dodging Seeker Swarm.
  • Prioritize adds after they are moved out of Vampiric Aura.
  • The best time to use Heroism/Time Warp/Bloodlust will be determined after actually doing the fight, but it seems like popping it after the first Illusion phase while some DPS have the damage increase would be a good choice.


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