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Sylvanas Windrunner

Updated on 1/13/2022, 6:32:56

With Oribos in peril, a desperate battle at the pinnacle of the Sanctum begins. Standing between the Jailer and the mortals who would stop him is Sylvanas Windrunner. With no masks left to wear, the Banshee Queen unleashes her full power to protect the Banished One while his ultimate plan unfolds.

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    Fight Summary

    This is a three-phase encounter with one intermission where you will fight, chase, and ultimately defeat Sylvanas? Only time will tell. This fight takes place in multiple locations and will have you chasing after Sylvanas with the help of some familiar faces.

    Phase 1 (100%-80%)

    Windrunner - Sylvanas will buff herself with Windrunner and cast a lot of spells in quick succession. Whilst she casts all of these spells she will be moving...everywhere. She will hit players with Withering Fire which will apply a stack of Barbed Arrow.
    She will fire Desecrating Shot arrows on the ground, which can be dodged.
    Finally, she will throw Shadow Daggers at players leaving a 9 second DoT on them.

    Note: When she has the Windrunner buff, her hitbox is where she casts the spell, so you do not need to follow where she is moving. Just pretend she's standing still.

    Ranger's Heartseeker - Every 5 seconds Sylvanas will gain a stack of Ranger's Heartseeker. When she has 3 or more stacks, she can replace her auto-attack Ranger Shot/Ranger Strike with this and fire set(s) of 3 Ranger's Heartseeker at the tank. Each hit will apply a stack of Banshee's Mark, which will apply an 18 second long Shadow damage DoT.

    Ranger Shot - This is cast on a sequence and when the tank is not in melee range. Each cast will apply a debuff making the target take more damage from subsequent shots.

    Note: She could often go very long periods of time without casting Ranger's Heartseeker and would often go to 6 stacks or more, meaning that Ranger's Heartseeker would be cast back to back. Be ready to use defensives if this happens.

    Wailing Arrow - The tank will be targeted with a large shadow aura around them. After 9 seconds, this arrow will detonate on the tank. It will deal damage to the raid reduced based on their distance from the tank.

    Veil of Darkness - Sylvanas leaps into the air and creates a very large shadow circle on the ground. Any players inside this shadow circle when this cast completes will have a healing absorb applied to them. The absorb will jump every second to another player. However, it is completely avoidable.

    Note: When Sylvanas finishes this cast, she will stay where she lands and this becomes your new tanking position.

    Domination Chains - These are key to your survival in this phase as it is the only way to remove Barbed Arrow. Sylvanas will mark locations on the floor, and the closest player to these will be tethered to the chain. They will be constantly pulled towards the chain, and the raid must DPS down all of the chains before the players get caught in another mechanic.

    [Heroic] Calamity - If the player tethered to a Chain gets too close to their chain, they will die.

    This phase will continue until you bring Sylvanas down to 80% health.

    Intermission (80%)

    Sylvanas will gain a 99% damage reduction when this phase begins and put a Domination Chain on every player. The raid must free each other from these chains to dodge the mechanics in this phase.

    Banshee Wail - This will deal damage to players based on their missing health. The lower your health, the more deadly this spell is. It will also damage all players within 5 yards and interrupt all spell casting for 3 seconds. Ensure you are spread out and healthy.

    Rive & Riven Debris - Chunks of Torghast will be thrown across the platform. If any of these hits you, you will likely die.

    This intermission will end once enough time has passed.

    Phase 2 (Chasing Sylvanas)

    Sylvanas is once again taking 99% reduced damage during this phase, and you will be chasing her up the Chains of Torghast. Once you reach her on the 2nd and FInal Platform her 99% damage reduction will be removed temporarily. During this phase, she will continue to gain stacks of Ranger's Heartseeker and cast Banshee Wail.

    Jaina and Thrall will join you and build bridges between the Chains. As you chase her, she will attempt to push you off the chains with Haunting Wave.

    Note: Some of the bridges seemed to have holes in them, which can be quite difficult to spot, so be careful.

    Ruin - Sylvanas will constantly move up the chains and cast this spell once she gets to a set location. This spell has a 5 second cast time and will kill the raid. You must interrupt it else you will wipe.

    Veil of Darkness - This spell returns. However, it will be multiple smaller clouds rather than one big cloud.

    [Heroic] Hymn of the End - If no players are within 50 yards of the Mawsworn adds, they will channel raid-wide Shadow damage.

    Once you have left the initial platform Mawsworn adds will spawn, you will fight Sylvanas on the 2nd and Final Platform and Mawsworn on all other platforms.

    Mawsworn Vanguard

    Accursed Might - Each cast will apply a stacking buff to the Vanguard, increasing damage done by 50%, health by 30%, and speed by 10%.

    [Heroic] Unstoppable Force - This will deal damage to all targets within 5 yards of the tank. Ensure the tank is away from others.

    Kill this before they get too many stacks and they 1 shot the tank.

    Mawsworn Hopebreaker

    Destabilize - This will channel onto a random player dealing a low amount of damage. However, it will apply a stacking healing absorb for 10% of their health per stack.

    [Heroic] Enflame - The melee swings will now deal a small amount of Fire damage to the raid.

    Mawforged Souljudge

     Crushing Dread - This debuff is applied to a random player and will deal a large burst of Shadow damage to the player, and everyone within 5 yards every 2 seconds. Each time it deals damage, it deals 10% more. This debuff can be dispelled. However, it will jump to another player until the Souljudge has been defeated.

    Dispel this on cooldown to reduce damage taken by the raid.

    [Heroic] Lashing Strike - A tank swap has been added, which applies the stacking bleed Lashing Wound.

    Mawforged Summoner

    Decrepit Orb - 4 of these orbs will be summoned, and they will explode on death. The amount of damage they do when they explode increases based on the time they have been alive.

    Kill these as your top priority to lower raid damage taken.

    [Heroic] Curse of Lethargy - A low ticking Shadow DoT, however each cast increases the duration by 1 second.

    This should be decursed as quickly as possible to lower raid damage taken. Mages, Druids, Shamans of any specialisation can remove curses.

    Mawforged Goliath

    Fury - This stacking buff is gained when the Goliath attacks the same target multiple times.

    Tanks should aim to swap often to keep these stacks low.

    Once you have chased Sylvanas to the end of the Chains, you will be teleported to Phase 3.

    Phase 3 (The Finale?)

    At the start of this phase, you will be teleported to Oribos, where you will have the final showdown against Sylvanas. There will be four platforms in this room that will slowly be destroyed as the phase plays out. Your goal is to defeat her before you run out of platforms to use, as they will be getting destroyed when she casts Raze.

    Invigorating Field - Allows players to jump between platforms and will also provide a small speed bonus.

    Returning Abilities:

    Wailing Arrow - Will go on three players instead of just the tank. Usually a tank and two others but can be three non-tank players.

    Veil of Darkness - Small puddles like in Phase 2.

    Banshee Scream - Functions the same as before, scaling damage based on missing health which can spread to players within 5 yards.

    New Abilities:

    Shadow Dagger - Lines will appear in a starburst pattern from Sylvanas. After a couple of seconds, Daggers will fly in each of these lines. Any players hit by these daggers will have a large Shadow DoT applied to them. Avoid being hit by these.

    Banshee's Heartseeker - This is functionally the same as the tank mechanic from Phase 1 and 2. However, each stack will apply Banshee's Bane to the tank.

     Banshee's Bane - This debuff is applied by Banshee's Heartseeker and making contact with a Banshee's Bane pool on the ground. When the Banshee's Bane debuff is either dispelled or expires, a pool will appear on the ground. 

    As many pools will appear throughout the phase, you will need player(s) to intentionally pick up these pools to move them to a safer location (such as a corner) to give the raid more room.

    [Heroic] Banshee's Fury - This will deal a small amount of raid-wide Shadow damage. However, if any players have any stacks of Banshee's Bane, it will deal a large burst of Shadow damage to all players based on the number of stacks being held. Ensure all stacks have been dispelled from players before this cast completes.

    Raze - Disables the ability to jump between platforms for the platform she is currently on. It will also make the ground on that platform deal a very high amount of Shadow damage every 0.5 seconds.

    Before the platform is destroyed, it is advisable to move any Banshee's Bane pools from other platforms to the one she is going to destroy to give the raid more room for mechanics.

    Tank Damage Profile

    70% Shadow
    30% Physical
    Various 
    5% Ranger Shot 

    Ranger Shot Timer: 1.5s (Curse of Weakness Doesn't Work)

    Ranger Strike Timer: 1s (Curse of Weakness Doesn't Work)

    Class Tips/Tricks

    Brewmaster Monk

    Celestial Brew is important to have active to mitigate the damage from Ranger's Heartseeker combos.

    Touch of Death is useful to kill a Domination Chain quickly.

    Use Zen Meditation when you are not taking but have multiple stacks of Banshee's Bane in Phase 3.

    Vengeance Demon Hunter

    If you are playing with the Fiery Soul legendary you will have Fiery Brand available for every Ranger's Heartseeeker combo. If not you will want to rotate between Fiery Brand and Fel Devastation/Metamorphosis/Trinket.

    If you are a Kyrian Demon Hunter save Elysian Decree for Domination Chains as the cooldowns roughly line up.

    Use Infernal Strike to move out with Wailing Arrows.

    You can double jump over Haunting Waves.

    [Advanced] If your group is slow to kill the adds in Phase 2, you can cross to the next platform without a bridge by double jumping, casting Glide and then Infernal Strike.

    [Heroic/Mythic] Try to have two charges of Infernal Strike ready for when you need to be dispelled in Phase 3. One to leap out and one to leap back in.

    Protection Paladin

    Make sure you have a Word of Glory ready for Ranger's Heartseeker combos and use it part way through to survive with ease.

    Having a Word of Glory ready for Wailing Arrow is useful to keep yourself healthy as you will not be in range of healers. Remember to place down Consecration before it hits for additional damage reduction!

    If you are out of range of Sylvanas whilst having threat of her, maintain Shield of the Righteous as she will be casting Ranger Shot on you.

    Blessing of Spellwarding can prevent stacks of Banshee's Mark/Banshee's Bane from being applied. 

    Divine Shield can also prevent stacks of Banshee's Mark/Banshee's Bane from being applied however it will also dispel any stacks on you as well, so use this when you are on 0 stacks only. Additionally, Divine Shield will make Sylvanas target someone else so you will need to taunt immediately after using it.

    Note: If you have Blessing of Spellwarding/Divine Shield active in Phase 3, when you run over any Banshee's Bane puddles you will not pick them up.

    Protection Warrior

    Shield Block will block the Physical Portion of Ranger's Heartseeker combos. Spell Reflection will deflect 1 tick of the Magical Portion, Ignore Pain will absorb damage from both.

    Utilise Heroic Leap to move out with Wailing Arrow.

    Ranger Shot and Ranger Strike are blockable.

    Guardian Druid

    You will have Barkskin available for every Ranger's Heartseeker combo.

    Stampeding Roar is useful for helping players move out of Veil of Darkness and over Bridges in Phase 2.

    Earthwarden DOES NOT work on her atatcks.

    Blood Death Knight

    Anti-Magic Shell will prevent stacks of Banshee's Mark/Banshee's Bane. On higher difficulties you will need to use Rune Tap as well to allow Anti-Magic Shell to hold for all 3 shots.

    If you are a Necrolord Death Knight Fleshcraft and Anti-Magic Shell stack together allowing Anti-Magic Shell to stay intact for much longer allowing you soak double combos with ease.

    Rune Tap for Wailing Arrows to reduce damage taken as you will not be in range of anything to hit.

    Death's Advance will avoid the pulling effect from being attached to Domination Chains.

    Death's Advance will negate the push back from Haunting Waves (but you will still get debuff stacks unless you have Anti-Magic Shell active as well).

    Note: If you have Anti-Magic Shell active in Phase 3, when you run over any Banshee's Bane puddles you will not pick them up.

    All Tanks icon All Tanks
    Blood icon Blood
    Brewmaster icon Brewmaster
    Vengeance icon Vengeance
    Protection icon Protection
    Protection icon Protection
    Guardian icon Guardian