Warmane Guides: How many different encounters the The Black Temple has

Patch 7.2.5 introduces a new mode of Timewalking – Raids! The first Timewalking Raid available will be the fan favorite Black Temple, which will be open during Outland Timewalking.

The Black Temple is the fortress-citadel of Illidan Stormrage, Lord of Outland. It’s original version contained tier 6 set pieces as well as many notable items, including The Twin Blades of Azzinoth. It’s also known for providing reputation for Ashtongue Deathsworn, easily earned through clearing the raid a few times.
Starting the Raid
Time walking Raids work differently than other raid difficulties. They are only available during their respective Timewalking weeks but, unlike Timewalking dungeon, you must assemble your premade group in order to enter the raid.

After you assemble a group of 10 to 30 people, it is time to enter the raid. In order to do so, the raid leader must travel to Shattrath City. There, he or she must talk to Forum, which stays by Capri side at the center of the city, to queue the raid group to the Timewalking Raid.

Make sure everyone in the group has the quest Disturbance Detected: Black Temple, which awards 500 and requires you to finish the Timewalking raid, killing Illidan.

The Black Temple is home to 9 different encounters:

1.High Warlord Naj’entus


High Warlord Naj’entus periodically skewers players with his Impaling Spines, stunning them until freed by allies. Over the course of the encounter, Naj’entus casts Tidal Shield, becoming immune to damage and restoring health over time until a player hurls a Spine back at him to pierce the bubble.

Abilities
Impaling Spine – Fires a massive spine, impaling the target stunning them for 30 sec or until freed, inflicts 8122 to 8978 Physical damage and an additional 4950 Physical damage every 3 sec until freed.
Tidal Shield – Immune to damage. In addition, the caster heals 1% of maximum health every 2 sec for 30 sec.
Tidal Burst – Inflicts 15300 Frost damage to all enemies.
Needle Spine – Fires a needle spine at an enemy target, dealing 5202 to 7038 damage to the target and an additional 4104 to 4536 damage to nearby enemies.
Horseshoe Swipe – Inflicts weapon damage plus 50 to enemies 10 yards in front of Naj’entus.

Strategy
Click on the Spine to free a player from Impaling Spine.
Use the Spine collected from freeing a player from Impaling Spine to break Tidal Shield
Ranged DPS and healers should stay spread to avoid unnecessary damage to Needle Spine.
Melee DPS should avoid going in front of the boss to avoid being damaged by Horseshoe Swipe.

2.Supremus


Supremus The gatekeeper Supremus cycles between striking a primary target while creating rivers of Fel flame, and fixating on random players while littering the area with volcanic geysers.

Abilities
Phase 1:
Molten Punch – Supremus punches the ground, creating a Flame Gout that creates Molten Flame periodically.
Flame Gouts create lines of Molten Flame.
Hateful Strike – Deals 29250 to 30750 damage to a threatening target with the highest health within melee range.

Phase 2:
Volcanic Geyser – A volcano bursts forth from the ground, dealing 5642 to 6558 Fire damage to nearby enemies with 8 yds.
Fixate – Causes the caster to fixate on a random target.

Strategy
Phase 1:
Don’t stand in patches of Molten Flame.
Melee should avoid staying at full health due to Hateful Strike. You can stand on Molten Flame to drop your health.

Phase 2:
Stay away from Volcanic Geyser.
If targeted by Fixate, run away from the boss.
3.Shade of Akama


The objective of the encounter is to assist Akama in defeating the Shade of Akama. Defeat Ashtongue Channelers and Sorcerers to allow the Shade of Akama to reach Akama, starting Stage Two. Once Stage Two begins, defeat the Shade of Akama to win the encounter before Akama is slain.

Abilities
Phase 1:
Ashtongue Sorcerer and Ashtongue Channeler: Chain Soul – Reduces Shade of Akama’s movement speed by 30%.
Ashtongue Spiritbinder: Spirit Mend – Heals an ally every 2 sec. for 10 sec.Chain Heal – Infuses a wounded ally with healing energy that spreads to another nearby ally. The spell affects up to 5 targets.Spirit Heal – Calls upon Holy magic to heal an ally.
Ashtongue Rogue: Debilitating Poison – Poisons the target, increasing the time between attacks by 50%, increasing their spell cast time by 50% and dealing 2997 to 3483 Nature damage every 2 sec.
Ashtongue Defender: Debilitating Strike – Inflicts 100% weapon damage and leaves the target wounded, reducing the effectiveness of any physical attacks for 5 sec.Shield Bash – Bashes an enemy with the caster’s shield, inflicting Physical damage and interrupting the spell being cast for 3 sec.
Ashtongue Elementalist: Rain of Fire – Calls down a molten rain, burning all enemies in a selected area for 5827 to 6773 Fire damage every 2 sec. for 8 sec.Lightning Bolt – Blasts an enemy with lightning, inflicting Nature damage.

Strategy
Phase 1:
Prioritize killing Ashtongue Sorcerer and Ashtongue Channeler first, since they hinder Shade of Akama’s speed, delaying Phase 2.
Interrupt the adds as much as possible, specially Ashtongue Spiritbinder, since they will heal their allies.

Phase 2: Kill Shade of Akama before it kills Akama.
4.Teron Gorefiend


Teron Gorefiend periodically marks a player with Shadow of Death, killing them instantly. The slain player then returns as a Vengeful Spirit, with the unique ability to hinder and destroy Shadowy Construct that will otherwise decimate other players.

Abilities
Shadow of Death – The shadow of death looms. Killing the target after 55 sec. The defeated player will take the form of a Vengeful Spirit. Additionally, several Shadowy Constructs will spawn at the location of the defeated player.
Shadowy Construct – Immune to all damage from players in the corporeal world.
Atrophy – Deals damage and weakens the target, decreasing melee, ranged, and spell casting speed by 5%.
Shadow Strikes – Deals Shadow damage on every attack.
Vengeful Spirit – Able to defeat the Shadowy Constructs.
Spirit Strike – A powerful strike that weakens the target, reducing the damage it deals by 10% for 5 sec.
Spirit Lance – Fires a burst of spirit energy at a single target, dealing 11115 to 12285 damage and halting its movement briefly. Targets hit by Spirit Lance will gradually regain mobility as the effect fades. Only usable on shadowy beings.
Spirit Chains – Shackles nearby targets in chains of spirit energy, preventing all action for 5 sec. Any damage caused will break the effect. Only usable on shadowy beings.
Spirit Volley – Fires a concentrated volley of spirit energy, dealing 17820 to 21780 damage to all targets within 12 yards. Only usable on shadowy beings.
Summon Doom Blossom – Summons a Doom Blossom at a nearby location that periodically casts Shadow Bolt.
Incinerate – Deals 2775 to 3225 Fire damage on impact and an additional 8325 to 9675 damage over 3 sec.
Crushing Shadows – Afflicts enemy targets, increasing Shadow damage dealt with them by 60% for 15 sec.

Strategy
Dispell Incinerate.
If targeted with Shadow of Death, deal as much damage as possible in the next 55 seconds.
If transformed into Vengeful Spirit, your job is to prevent Shadowy Construct from wiping your group. In order to do that, make sure to use all your new spells to kill them, while slowing them to have enough time to do so.
5. Gurtogg Bloodboil


As the fight progresses, Gurtogg swaps between two modes that determine which abilities he uses. In one mode, he afflicts distant targets with deadly maladies, while in the other he fixates on a random player with his full might.

Abilities
Stage One: Boiling Blood
Bloodboil – Causes the furthest target’s blood to boil, dealing 1040 damage every 1 sec for 24 sec.
Acidic Wound – Attacks have a chance to inflict Acidic Wound, which inflicts Nature damage to an enemy every 3 sec. and reduces its armor by 3. Stacks up to 60 times, lasts 1 min.
Bewildering Strike – A powerful blow that deals damage and confuses the target for 8 sec.
Arcing Smash – Lashes out in a vicious arc, inflicting normal damage plus 125 to enemies in a cone in front of the caster.

Stage Two: Fel Rage
Fel Rage – Fel Power courses through Gurtogg’s veins, increasing damage dealt by 85% and gaining stacks of Fury, increasing attack speed by 8%. Gurtogg attacks other Fel Raged targets while under the effects of Fel Rage.
Fel Rage – Power courses through your veins, increasing Health by 250% and armor by 15000 for 30 sec.
Fel-Acid Breath – Inflicts 5130 to 5670 Nature damage and an additional 4950 damage every 5 sec. to enemies in a cone in front of the caster. Lasts 20 sec..
Fel Arcing Smash – Lashes out in a vicious arc, inflicting normal damage plus 125 to enemies in a cone in front of the caster. Also reduces healing effects by 50% for 4 sec.
Fel Geyser – Gurtogg’s Fel Geysers inflicts 5827 to 6773 Nature damage to enemies within 18 yards of the Fel Rage target, knocking them back.
Insignificance – Your actions do not generate threat.

Strategy
Stage One
Alternate the furthest targets from the boss to prevent high stacks of Bloodboil.
Have the other tank taunt right after Bewildering Strike happens.
Make sure no one is in front of the boss with the tank to prevent Arcing Smash cleaves.

Stage Two
Focus heal the target from Fel Rage.
Fel Rage may turn the boss around, make sure to turn it back if you’re targeted with it so Fel-Acid Breath and Fel Arcing Smash don’t hit the group.
Melee should try to stay at max range from the Fel Rage target to avoid getting hit by Fel Geyser.
6. Reliquary of Souls


The Reliquary of Souls manifests three different Essences over the course of the encounter, each of which applies unique effects that must be handled differently.
First, the Essence of Suffering always strikes the nearest player and afflicts the raid with Aura of Suffering.
Second, the Essence of Desire afflicts the raid with Aura of Desire.
Finally, players must defeat the Essence of Anger which afflicts the raid with Aura of Anger.

Abilities
Stage One: Essence of Suffering
Aura of Suffering – Healing effects reduced by 100%. Regeneration effects reduced by 100%. Armor reduced by 100%.
Fixate – Causes an enemy to become fixated, lasts 5.5 sec.
Frenzy – Physical damage dealt is increased by 25%. Attack speed increased by 50%.
Soul Drain – Deals 4725 to 6077 damage every 3 sec. Drains 4725 to 6075 mana every 3 sec.

Stage Two: Essence of Desire
Aura of Desire – Damage is taken when damage dealt. Healing increased by 100%. Decreases maximum mana over time.
Deaden – Increase the damage taken by the target by 100% for 10 sec.
Spirit Shock – Deals 16650 to 19350 Shadow damage to the target, confusing them for 5 sec.
Rune Shield – Absorbs 100000 damage. Immune to spell interrupt effects. Increases attack speed by 100%. Increases casting speed by 100%.

Stage Three: Essence of Suffering
Aura of Anger – Deals shadow damage over time. Increases damage dealt. Effects increase over time.
See the – Attack speed increased by 100% and causes players to increase threat generated by 200% to 10 sec.
Soul Scream – Deals 4725 to 6075 Shadow damage and burns 4375 to 5625 Mana to enemies in front of the caster.
Spite – Focuses on the target, making the target immune to damage for 6 sec, but dealing a large amount of damage after 6 sec.
7.Mother Shahraz

Abilities
Fatal Attraction – Teleports several nearby allies to a random location and links them with demonic energy. Fatal Attraction deals 1500 Shadow damage to nearby allies within 15 yards. The Fatal Attraction will break when allies move outside 25 yards of each other.
Saber Lash – Deals 76000 to 84000 Physical damage to up to 3 enemies, divided up evenly among all those affected.
Interrupting Shriek – A shout of command that interrupts all enemies within 18 yards for 3 sec
Beams – Every 30s Mother Shahraz will fire a random beam at nearby enemies.
Sinful Beam – Strikes an enemy inflicting 6243 to 7257 Shadow damage that arcs to another nearby enemy. The spell affects up to 30 targets.
Sinister Beam – Strikes an enemy inflicting 3600 Shadow energy that arcs to another nearby enemy, knocking enemies back. The spell affects up to 30 targets.
Vile Beam – Strikes an enemy inflicting 3000 Shadow damage every 2 sec for 8 sec that arcs to another nearby enemy. The spell affects up to 30 targets.
Wicked Beam – Strikes an enemy with shadow energy, burning 1000 Mana that arcs to another nearby enemy. The spell affects up to 30 targets.

Strategy
If affected by Fatal Attraction, make sure to run a different direction from other players affected.
The fight requires either three tanks for Saber Lash or some melee DPS that can take those hits.
Ranged DPS and Healers should stay at least 18 yards away from the boss to avoid getting hit by Interrupting Shriek.
Ranged DPS and Healers should stay spread out to minimize the number of targets that Beams will jump to.
8. The Illidari Council
The Illidari Council consists of a powerful paladin, rogue, mage, and priest. They share health and bring their iconic abilities to bear against their foes.

Abilities
Gathios the Shatterer
Blessings – Gathios can have one Blessing active at a time.
Blessing of Protection – A targeted party member is protected from all physical attacks for 15 sec.
Blessing of Spell Warding – A targeted party member is protected from all magical attacks for 15 sec.
Judgements – Gathios will cast a Judgement based on which Seal he has active.
The judgment of Blood – Unleashing this Seal’s energy will judge an enemy, causing 2160 Holy damage every 1 sec.
The judgment of Command – Judges the enemy for 11115 to 12285 Holy damage.
Devotion Aura – Reduces damage taken by 75%.
Consecration – Consecrates the land beneath Gathios, doing 27000 Holy damage over 20 sec to enemies who enter the area.
Hammer of Justice – Stuns an enemy, rendering it unable to move or attack for 6 sec.
Veras Darkshadow
Vanish – Puts the caster in stealth mode for 30 sec.
Envenom – Veras comes out of the shadows and Envenoms an enemy which inflicts 7650 to 10350 Nature damage.
Deadly Poison – Poisons an enemy target with deadly poison. Inflicts 1800 Nature damage every 1 sec for 4 sec.
High Nethermancer Zerevor
Arcane Explosion – Sends out a blast wave of magic, inflicting 12540 to 13860 Arcane damage to enemies within 10 yards.
Arcane Bolt – Hurls a magical bolt at an enemy, inflicting 9750 to 10250 Arcane damage.
Flamestrike – Calls down a pillar of flame, burning all enemies in a selected area and inflicting 5049 to 5751 Fire damage every 2 sec. for 12 sec.
Blizzard – Calls down a blizzard that lasts 12 sec., inflicting 7875 to 10125 Frost damage every 2 sec. to all enemies in a selected area.
Dampen Magic – Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 75% and healing spells by up to 50%. Lasts 5 min.
Lady Malande
Circle of Healing – Invokes Holy magic to heal nearby party members.
Empowered Smite – Smites an enemy, inflicting 7932 to 8768 Holy damage.
Divine Wrath – Consumes an enemy in flames, burning it and inflicting 4500 Fire damage every 2 sec. over 8 sec.
Reflective Shield – Wraps the caster in a shield that lasts up to 20 sec., absorbing a maximum of 25000 damage and reflecting half of any absorbed damage back onto the attacker.

Strategy


DPS must switch targets if their current one is immune to their damage type via Blessing of Protection or Blessing of Spell Warding.
Gathios the Shatterer must be tanked apart from the rest of the Council due to Devotion Aura.
Move Gathios the Shatterer from Consecration.
Dispell Hammer of Justice from Gathios the Shatterer’s tank.
Dedicate heals to targets of Deadly Poison and Envenom.
Stay away from High Nethermancer Zerevor due to Arcane Explosion.
Uncertain if it will be needed for the Timewalk version, but groups might need a Mage in the group to Spellsteal High Nethermancer Zerevor’s Dampen Magic. Which will be used so the mage can tank High Nethermancer Zerevor.
Move away from Blizzard and Flamestrike.
Interrupt Circle of Healing. Be aware that she might be immune to Magic and Physical interrupts at a time due to Blessing of Protection or Blessing of Spell Warding.
Switch to Lady Malande to break Reflective Shield as fast as possible. Don’t do it if you are affected by Envenom, Flamestrike or Blizzard during it, or it might kill you.
9. Illidan Stormrage
Illidan wields his Warglaives at the start of the encounter, infecting foes with Parasitic Shadowfiend.
Upon reaching 65% health, Illidan takes flight and throws the Warglaives of Azzinoth to the ground, each of which unleashes a Flame. The two Flame of Azzinoth must be defeated to bring Illidan to the ground.
For the remainder of the encounter, Illidan periodically unleashes the power of the demonic force within him, using those dark powers to assault his foes, before returning to his natural form.
At 30% health, Maiev arrives to assist in handling the Betrayer’s final efforts to overpower his foes

Abilities
Stage One: You Are Not Prepared
Shear – A deadly attack shears the target, not using active mitigation reduces maximum health by 60% to 7 sec.
Draw Soul – Deals 8100 to 9900 Shadow damage to any targets in front of the caster, healing for a portion of the damage dealt.
Flame Crash – Deals 1665 to 1935 Fire damage to the target and leaves ablaze upon the ground.
Parasitic Shadowfiend – A parasitic shadow fiend burrows its way through the target, dealing 5400 Shadow damage every 2 sec for 10 sec. When the shadow fiend is finished, it leaves the target and seeks new prey.

Stage Two: Flames of Azzinoth
Illidan Stormrage
Fireball – Inflicts 4590 to 6210 Fire damage to enemies within 10 yards of the target.
Dark Barrage – A barrage of demonic magic deals 5400 Shadow damage to the target every 1 sec for 10 sec.
Flame of Azzinoth
Blaze – Leaves a blazing fire on the ground that deals 9000 Fire damage to enemies within 6 yards every 3 sec.
Flame Blast – Deals 12600 to 16200 Fire damage to all enemies in front of the caster.
Uncaged Wrath – Separated from the blade, the spirits of Azzinoth enrage, dealing 500% additional damage and increase their movement speed by 200%.

Stage Three: The Demon Within
Shear – A deadly attack shears the target, not using active mitigation reduces maximum health by 60% to 7 sec.
Draw Soul – Deals 8100 to 9900 Shadow damage to any targets in front of the caster, healing for a portion of the damage dealt.
Flame Crash – Deals 1665 to 1935 Fire damage to the target and leaves ablaze upon the ground.
Parasitic Shadowfiend – A parasitic shadow fiend burrows its way through the target, dealing 5400 Shadow damage every 2 sec for 10 sec. When the shadow fiend is finished, it leaves the target and seeks new prey.
Agonizing Flames – Deals 7200 Fire damage instantly to all enemies within 5 yards of the target and dealing 64800 Fire damage over 1 min.
Demon Form – Illidan Stormrage casts Metamorphosis and takes the form of the Demon Within. Illidan will stay in this form for 60 seconds. Increases Physical damage dealt with 500%. Inflicts 1800 Shadow damage to all enemies within 15 yards of the caster every 2 sec.
Summon Shadow Demons – Summons a Shadow Demon. The Shadow Demon will stun a target, then pursue it until death.
Shadow Blast – Deals 7800 to 8200 Shadow damage to the target and any enemies within 20 yards of the target.
Flame Burst – Inflicts 5827 to 6773 Fire damage to enemies within 5 yards.
Aura of Dread – Deals 1800 Shadow damage to all enemies within 15 yards of the caster, increasing shadow damage taken by 20% for 6 sec.
Agonizing Flames –
Agonizing Flames –

Stage Four: The Long Hunt
Shear – A deadly attack shears the target, not using active mitigation reduces maximum health by 60% to 7 sec.
Draw Soul – Deals 8100 to 9900 Shadow damage to any targets in front of the caster, healing for a portion of the damage dealt.
Flame Crash – Deals 1665 to 1935 Fire damage to the target and leaves ablaze upon the ground.
Parasitic Shadowfiend – A parasitic shadow fiend burrows its way through the target, dealing 5400 Shadow damage every 2 sec for 10 sec. When the shadow fiend is finished, it leaves the target and seeks new prey.
Agonizing Flames – Deals 7200 Fire damage instantly to all enemies within 5 yards of the target and dealing 64800 Fire damage over 1 min.
Demon Form – Illidan Stormrage casts Metamorphosis and takes the form of the Demon Within. Illidan will stay in this form for 60 seconds. Increases Physical damage dealt with 500%. Inflicts 1800 Shadow damage to all enemies within 15 yards of the caster every 2 sec.
Summon Shadow Demons – Summons a Shadow Demon. The Shadow Demon will stun a target, then pursue it until death.
Shadow Blast – Deals 7800 to 8200 Shadow damage to the target and any enemies within 20 yards of the target.
Flame Burst – Inflicts 5827 to 6773 Fire damage to enemies within 5 yards.
Aura of Dread – Deals 1800 Shadow damage to all enemies within 15 yards of the caster, increasing shadow damage taken by 20% for 6 sec.
Frenzy – Increases damage dealt by 50% and attack speed by 30% for 20 sec.
[li]Maiev Shadowsong
Cage Trap – Maiev Shadowsong summons a Shadow Trap that if Illidan is pulled into will Stun him and increase damage taken by 100% for 15 sec.

Strategy
Stage One: You Are Not Prepared
Tanks must have an active mitigation up to Shear.
Only tanks can stand in front of the boss due to Draw Soul.
Move out of Flame Crash.
Heal targets from Parasitic Shadowfiend.
Stage Two: Flames of Azzinoth
Stay spread out to minimize damage from Fireball.
Move out of Dark Barrage.
Melee must stand at maximum melee range to avoid being damaged by Flame of Azzinoth’s Blaze.
Only tanks can stand in front of Flame of Azzinoth, due to Flame Blast.
Make sure Flame of Azzinoth never get away from their Original Warglaive, or Uncaged Wrath might wipe you
Stage Three: The Demon Within
Tanks must have an active mitigation up to Shear.
Only tanks can stand in front of the boss due to Draw Soul.
Move out of Flame Crash.
Heal targets from Parasitic Shadowfiend.
Stay spread for Agonizing Flames.
Swap to and quickly kill Summon Shadow Demons.
Stay away from Shadow Blast’s target.
Melee should prefer to attack other targets in Demon Form, due to Aura of Dread and Flame Burst.
Stage Four: The Long Hunt
Tanks must have an active mitigation up to Shear.
Only tanks can stand in front of the boss due to Draw Soul.
Move out of Flame Crash.
Heal targets from Parasitic Shadowfiend.
Stay spread for Agonizing Flames.
Swap to and quickly kill Summon Shadow Demons.
Stay away from Shadow Blast’s target.
Melee should prefer to attack other targets in Demon Form, due to Aura of Dread and Flame Burst.
Move Illidan into Cage Trap during Frenzy.

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