High Priestess Azil

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High Priestess Azil
High Priestess Azil - Facts
  • Level: 84 (Normal) / 87 (Heroic)
  • Classification: caption (Boss)
  • Gender: Female
  • Race: caption Human (Humanoid)
  • Health: 1.6 million (Normal)
    2.4 million (Heroic)


The Stonecore
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Corborus
Slabhide
Ozruk
High Priestess Azil

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The High Priestess Azil is a highly ranked priestess in the Twilight's Hammer. She is in charge of all operations within The Stonecore.

Contents

Videos

Abilities

  • Curse of Blood - Increases the target's Physical damage taken by 1000 for 15 sec. Can be dispelled.
  • Energy Shield - Deals 15k Arcane damage to all enemies within 5 yards and knocks them back. In addition, the caster becomes surrounded by an energy shield which reduces all damages taken by 75% and allows the caster to fly.
  • Force Grip - Captures the target in a field of energy and slams them into the ground repeatedly. Each time the victim is slammed into the ground they take 20k damage.
  • Seismic Shard - Launches a huge boulder at a target location on the ground doing 32k to 37k damage to anything within 5 yrds of the impact. Target impact location is shown as a dust cloud.
  • Summon Gravity Well - Summons a large well of shadow energy on the ground as a circle. Anyone caught near it will be pulled into the center taking damage the entire time they are inside the well. The closer to the center the target is within the well, the more damage taken. This effect damages both friendly and hostile targets.

  • Curse of Blood - Increases the target's Physical damage taken by 5000 for 15 sec. Can be dispelled.
  • Energy Shield - Deals 47.5k to 52.5k Arcane damage to all enemies within 5 yards and knocks them back. In addition, the caster becomes surrounded by an energy shield which reduces all damages taken by 75% and allows the caster to fly.
  • Force Grip - Captures the target in a field of energy and slams them into the ground repeatedly. Each time the victim is slammed into the ground they take 20k damage.
  • Seismic Shard - Launches a huge boulder at a target location on the ground doing 32k to 37k damage to anything within 5 yrds of the impact and instantly killing anyone directly under the impact. Target impact location is shown as a dust cloud.
  • Summon Gravity Well - Summons a large well of shadow energy on the ground as a circle. Anyone caught near it will be pulled into the center taking damage the entire time they are inside the well. The closer to the center the target is within the well, the more damage taken. This effect damages both friendly and hostile targets.

Strategy

Normal

Ground Phase

High Priestess Azil doesnt need to be faced in any specific way as her abilities dont depend on how shes facing at all. Instead, the tank needs to watch for Summon Gravity Well. At any time she will usually have as many as 2 of these wells on the ground and the tank needs to make sure they move out of them and stay a good distance from them at all times. Range players should stay at max distance for the main reason of her transition to her flying phase when she casts Energy Shield minimizing how many people are damaged from it.

A lot of the time, the tank will probably be unable to move her due to being caught up in her Force Grip. If possible, all DPS and the tank should try and interrupt this spell as much as can be to avoid less damage on the tank and to allow her to be moved more easily if its required.

Ranged players should be watchful of the Gravity Wells on the ground which are a large dark circle. She will cast these under the position of a random ranged player so its a good idea to position yourself on the right side of her platform for when adds run in on her Flying phase. This way you can lure them into the wells making it easier to kill them off.

Adds will spawn throughout this phase little by little, usually packs of 2 or 3 and will have a normal aggro table so they will most likely run directly for the healer. If the healer positions themselves between the spawn location of the adds and a Gravity Well, it will be a lot easier to handle the adds on this phase leaving more time for DPS to focus on the boss.

Flying Phase

Every so often, Azil will cast Energy Shield on herself knocking the tank and anyone else near her away and doing a bit of damage to them, then flying up above her platform for about 30 seconds.

During this time, large groups of Devout Followers will pour in from the right side of her platform and have a normal aggro table. These have relatively low amounts of health and can be dealt with easily but they do hit for a decent amount and can quickly overwhelm any non-tank. Using any remaining Gravity Wells to try and trap them will help in dealing with these adds. Generally you get between 1 and 3 packs of these adds per Flying Phase.

Azil will also be casting Seismic Shard which will hurl a large boulder to a target spot on the ground. The impact location is shown as a dust cloud so everyone should watch for these and stay as far from it as possible. It is also possible for this ability to damage the Devout Followers so you could try and lure them to walk through the target location as well if you are having trouble handling them other ways.

After a certain amount of time Azil will return back to the ground and her Ground Phase will resume. Any remaining adds from her Flying Phase should be killed as quickly as possible.

Heroic

Ground Phase

Heroic mode of this fight is identical to normal with the exception of her abilities now doing more damage. Force Grip in particular will one-shot a heroic-geared tank if the cast is allowed to complete. Any DPS with an interrupt needs to make interrupting this ability their priority during the ground phase.

Flying Phase

This phase is also identical to normal version except anyone caught directly in the impact location of her Seismic Shard will be instantly killed instead of sustaining damage so it is crucial that everyone avoids this ability.

In order to survive this phase, the entire group (including ranged DPS) needs to pile on the healer. Healers in this fight are susceptible to accidental threat-pulls on whatever adds the tank or DPS hasn't been able to get a hold of. Multiply that by the metric ton of adds Azil spawns and you have one very OOM, very dead healer if the adds are not properly handled.

In order to keep healerdeath from occuring, the group should stay back against the far wall of the room, away from where the adds spawn. The healer should then try to keep a Gravity Well between her and the adds. If this should prove impossible, she should stick very close to the tank so that the tank's AoE has a chance to keep the adds off her.

The key to this fight is handling the large waves of adds that come barreling into the room. Use whatever large-area CC spells you have, be they frost traps, Shadowfury, CoC, whatever is available to help group the adds and keep them occupied until either the tank picks them up, a Gravity Well appears, or the adds get hit with Azil's Seismic Shard. Keep the adds from messing up the healer and you will win this fight.