Pulled by the Jailer's chains from a distant, unknown realm, this malfunctioning guardian seeks to protect the inscrutable knowledge known as "cyphers". It uses the last of its power to obliterate any who would attempt to plunder the secrets of its enigmatic makers.
Don't stand under Sentry Orbs. You will be silenced.
When the boss reaches 0 Energy, let them cast at least one Purging Protocol.
After this bring the boss into an Energy Core to regain energy. You must remain inside the radius of the Energy Core whilst the boss is linked else you will die.
During Purging Protocol the boss will attack faster so it is good to use a small cooldown here such as Lichborne (with Conduit) or Icebound Fortitude.
This boss has a very slow attack speed but each attack is big, be ready with Death Strike after each successful hit and do not waste Runic Power using it without being hit (unless you are at Runic Power cap).
Fight Summary
This is a single-phase encounter where your time limit is based on handling the fight's mechanics. This will be the "patchwerk" fight of the raid, where high DPS and mechanical play levels will be key to beating the soft-enrage of running out of Energy Cores.
Energy Management
The boss will have an energy bar with a maximum of 60 energy. Mechanics they cast will reduce this energy amount.
You will want at least one cast of Purging Protocol to happen to kill the Sentries.
Moving the boss into an Energy Core will stop Purging Protocol and make the boss link with the Energy Core with Energizing Link. Whilst Energizing Link is active, the boss will still cast Disintegration and Threat Neutralization. Because of this, the raid should all be positioned on the boss to allow for easier movement from the mechanics.
Whilst Energizing Link is active. The core provides a protective barrier for the raid around it with Radiant Energy. If you are not inside the Radiant Energy barrier, you will take a near-lethal amount of Arcane damage from Unstable Energy.
When the Energy Core is empty, it will start to Meltdown. The raid will have 6 seconds to move away from it before it explodes.
Boss Abilities
Elimination Pattern - This is the tank swap of the encounter. On Normal mode, it is relatively straightforward as it will only have one ability in the "combo", which is Sunder.
The combo will happen once per energy cycle.
Sunder - A large amount of Physical damage will be dealt to all players within 6 yards of the tank, and any players hit will be debuffed, increasing their damage taken from Sunder by 300% for 20 seconds. The tanks must not be stood on each other.
[Heroic] Obliterate - This ability is added into the combo on Heroic and will happen directly after Sunder. Obliterate deals a large burst of Physical damage to the tank directly and splits a considerable amount of Arcane damage to players within 6 yards. The tank for this hit must be stood on other players to split the damage.
The Tank Combo on Heroic is: Sunder (Tank 1) > Obliterate (Half the raid - Melee?) > Obliterate (Half the raid - Ranged?)> Sunder (Tank 2). You can solo Soak the Obliterates with good cooldown management (See Class Tips/Tricks for more info).
Disintegration - This beam will target a random player. Anyone stood within the beam will take a large burst of Arcane damage and have a DoT applied to them for 6 seconds.
Threat Neutralization - Three players will be targeted by Threat Neutralization, and after 4 seconds an attack will fire at their location damaging them and any players within 10 yards.
Players with Threat Neutralization should move away from others. As you are trying to optimise your DPS on this encounter, it makes more sense for 3 people to move rather than up to 27.
Sentry Orbs
The boss will spawn these Sentrys throughout the fight with Form Sentry. Whilst they are active, they move around the room in a random pattern and deal damage randomly to the raid with Sentry Fire.
In addition to the damage dealt, any players who are close to a Sentry will be silenced and take damage from their Suppression Field.
During Purging Protocol the boss will attack faster so it is good to use a small cooldown here such as Lichborne (with Conduit) or Icebound Fortitude.
This boss has a very slow attack speed but each attack is big, be ready with Death Strike after each successful hit and do not waste Runic Power using it without being hit (unless you are at Runic Power cap).