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Fatescribe Roh-Kalo's avatar

Fatescribe Roh-Kalo

Updated on 21.2.2023, 14:47

Once a fatescribe entrusted with Korthia's countless secrets, the Mawsworn seized Roh-Kalo and bound him to the Jailer's will. With Torghast's power at his disposal, Roh-Kalo seeks to author a new fate for the Shadowlands.

Back to Sanctum of Domination
Written by
Panthea#6618

TL:DR Notes

The big tank nuke of the fight is Invoke Destiny. Run away from the raid when this is applied to you. After Invoke Destiny explodes an add will spawn. DO NOT GET HIT BY THIS ADD.

After every tank swap the boss will cast Diviner's Probe. Have defensives ready for this.

Watch out for the Fated Conjunction beams. 

Watch out for the Call of Eternity circles.

During the intermissions (and Phase 3), if you have Runic Affinity you are able to move the runes back in position.

If an even amount of players (2 players) are inside a rune, it will move counter-clockwise.

If an odd amount of players (1 player) are inside a rune, it will move clockwise.

Class Tips/Tricks

Brewmaster Monk

Use Celestial Brew for each tank swap as Diviner's Probe deals a large burst of damage. Zen Meditation can also be used here but may break from a melee swing part way through.

Make good use of your Roll/Chi Torpedo charges to kite your add from Invoke Destiny.

Vengeance Demon Hunter

Use Fiery Brand for each tank swap as Diviner's Probe deals a large burst of damage.

Make good use of your Infernal Strike charges to kite your add from Invoke Destiny.

Sigil of Chains can be used to grip together the adds that spawn after the Invoke Destiny add dies. Sigil of Silence can also be used to group them up if you have threat on them all. Sigil of Misery can be used as an AoE interrupt on them.

Protection Paladin

Use Ardent Defender for each tank swap as Diviner's Probe deals a large burst of damage.

Try to not waste your Divine Steed charges when you are affected by Invoke Destiny and instead save them for when you begin kiting.

If you are Kryian Paladin try to save Divine Toll for when the Invoke Destiny add is dead to silence and group up all the small adds.

Protection Warrior

Use Demoralizing Shout and Ignore Pain for each tank swap as Diviner's Probe deals a large burst of damage.

Diviner's Probe can be deflected with Spell Reflection however it will only stop one of the three hits.

Twist Fate (DoT on raid cast by boss) can also be deflected with Spell Reflection.

Make good use of Intervene, Charge and Heroic Leap to kite your add from Invoke Destiny.

Guardian Druid

Use Barkskin for each tank swap as Diviner's Probe deals a large burst of damage.

You do not need to be in Bear Form whilst kiting your add from Invoke Destiny, make good use of Dash and other forms to damage it.

Stampeding Roar is useful during the intermissions to allow people to reach their runes faster.

Blood Death Knight

Use Anti-Magic Shell and Rune Tap for each tank swap as Diviner's Probe deals a large burst of damage.

Anti-Magic Zone is best used after Twist Fate to absorb the DoT damage on the raid.

Utilise Chains of Ice to slow your add when it is near the boss from Invoke Destiny for free cleave DPS.

If you are a Necrolord Death Knight you can have a form of mass grip for the small adds when the Invoke Destiny add dies. Rotating through Abomination Limb and Gorefiend's Grasp will allow them to be grouped for easier DPS on them.

Death's Advance will negate the pushback from the boss during the start of the intermissions.




Fight Summary

This is a three-phase encounter with intermission phases. The core themes of this fight revolve around the runes on the floor in the room and putting them in their correct locations.

Phase 1 (100%)

Invoke Destiny - This is the main tank mechanic of the fight. The tank will have this debuff applied to them, and after 8 seconds, the damage will be dealt to the raid based on their distance from the tank. It will deal a large burst of Shadow damage to the tank and spawn a Shade of Destiny. This add will fixate the tank that spawned it. If it reaches the tank, it will trigger Overwhelming Burden, dealing a large amount of raid damage.

Diviner's Probe - After a tank swap happens, the boss will do a series of magical attacks against the new tank.

Fated Conjunction - These beams will come from the walls and hit all the way to the other side of the room. The beams will cover two opposite quarters of the room.

RaidPlan Link

Call of Eternity - 3 players will be targeted with this mechanic. A large shadowy ring will be placed around the player for 8 seconds. When the debuff expires, it will deal damage to any players within 20 yards.

It was possible to pre-immune this to prevent it from spawning on testing.

[Heroic] Echo of Eternity - When Call of Eternity expires, it will leave an Echo of Eternity behind, which will also show the same shadowy ring and explode on the next set of Call of Eternity debuffs. Only one set of Echo's will be active at a time.

Intermissions

This phase begins once the boss has reached 60% or 35% health. During the intermissions, the boss will cast Realign Fate which reduces his damage taken by 99%, and the Loom of Fates will spin, moving all of the runes out of order. Half of the raid will be given the Runic Affinity, which allows them to interact with the runes in the room and move them back in position. If, after 40 seconds, the Runes are not back in position, the raid will be killed via Darkest Destiny.

To move the runes, players with Realign Fate will need to enter them, and the direction they move is based on the number of players inside them:

Realignment: Counterclockwise - If an even amount of players (2 players) are inside a rune, it will move counter-clockwise.

Realignment: Clockwise - If an odd amount of players (1 player) are inside a rune, it will move clockwise.

RaidPlan Link

Unstable Accretion - Unavoidable damage to the entire raid. This will be dealt every 3 seconds until the Loom of Fates has been realigned.

Fatespawn Monstrosity

These adds will spawn during the intermission and will be the priority of the players without Runic Affinity.

Whilst they are alive, they will gain stacks of Monstrosity's Boon, which increases their Physical damage dealt by 10% per stack.

Despair - This cast should be interrupted as a priority. If any casts are successful, the raid will take a large burst of Shadow damage and be slowed by 20% for 6 seconds.

Fatescribe Anomaly

These adds will spawn from the portals around the room. They will spam cast Anomalous Blast and should be CC'd, and any spare interrupts can go on these.

Fate Fragments

These orbs will spawn from the portals the Fatescribe Anomalies came from during the intermission. If anyone touches them, they will take a large burst of Shadow damage, and their movement speed will be slowed by 33% for 7 seconds.

I would advise players with immunities to soak these such as Hunters, Rogues or Paladins.

Phase 2 (60%)

This is the same as Phase 1. When the boss reaches 35% health, a second intermission will begin.

Phase 3 (35%)

In this final phase of the encounter, the boss will be casting Extemporaneous Fate in addition to all of his other abilities.

Extemporaneous Fate - This allows the boss to adjust the Loom of Fates. This is functionally similar to the intermission. However, you will only have 30 seconds to place the Runes back in the correct positions. As with the intermission, if the runes are not back in position after this time, the raid will be killed via Darkest Destiny.

Tank Damage Profile

75% Physical
25% Shadow
Auto Attack 
Various 

Swing Timer: 1.5s (Curse of Weakness 1.8s)

Class Tips/Tricks

Brewmaster Monk

Use Celestial Brew for each tank swap as Diviner's Probe deals a large burst of damage. Zen Meditation can also be used here but may break from a melee swing part way through.

Make good use of your Roll/Chi Torpedo charges to kite your add from Invoke Destiny.

Vengeance Demon Hunter

Use Fiery Brand for each tank swap as Diviner's Probe deals a large burst of damage.

Make good use of your Infernal Strike charges to kite your add from Invoke Destiny.

Sigil of Chains can be used to grip together the adds that spawn after the Invoke Destiny add dies. Sigil of Silence can also be used to group them up if you have threat on them all. Sigil of Misery can be used as an AoE interrupt on them.

Protection Paladin

Use Ardent Defender for each tank swap as Diviner's Probe deals a large burst of damage.

Try to not waste your Divine Steed charges when you are affected by Invoke Destiny and instead save them for when you begin kiting.

If you are Kryian Paladin try to save Divine Toll for when the Invoke Destiny add is dead to silence and group up all the small adds.

Protection Warrior

Use Demoralizing Shout and Ignore Pain for each tank swap as Diviner's Probe deals a large burst of damage.

Diviner's Probe can be deflected with Spell Reflection however it will only stop one of the three hits.

Twist Fate (DoT on raid cast by boss) can also be deflected with Spell Reflection.

Make good use of Intervene, Charge and Heroic Leap to kite your add from Invoke Destiny.

Guardian Druid

Use Barkskin for each tank swap as Diviner's Probe deals a large burst of damage.

You do not need to be in Bear Form whilst kiting your add from Invoke Destiny, make good use of Dash and other forms to damage it.

Stampeding Roar is useful during the intermissions to allow people to reach their runes faster.

Blood Death Knight

Use Anti-Magic Shell and Rune Tap for each tank swap as Diviner's Probe deals a large burst of damage.

Anti-Magic Zone is best used after Twist Fate to absorb the DoT damage on the raid.

Utilise Chains of Ice to slow your add when it is near the boss from Invoke Destiny for free cleave DPS.

If you are a Necrolord Death Knight you can have a form of mass grip for the small adds when the Invoke Destiny add dies. Rotating through Abomination Limb and Gorefiend's Grasp will allow them to be grouped for easier DPS on them.

Death's Advance will negate the pushback from the boss during the start of the intermissions.