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The Primal Council

Updated on 6.3.2023, 04:00

These masters of the elements are ruthless in their pursuit of power. Embar Firepath is as merciless as the fire she commands. Opalfang wields the might of the earth to crush her enemies. Kadros Icewrath is cold and cruel, while his sibling Dathea Stormlash is as wild and unpredictable as a raging storm.

The Primal Council Loot & Web-based Dungeon Journal

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Written by
Panthea#6618

Fight Summary

Primal Council is a single phase encounter with four bosses. 

Opalfang & Embar Firepath are melee bosses and require tank swaps.
Kadros Icewrath & Dathea Stormlash are caster bosses and require interrupts.

These bosses do not share health and when a boss dies it will channel its Convocation ability which deals increasing damage until all other bosses are defeated.

Kadros Icewrath

Kadros Icewrath
  • Interrupt Frost Spike
  • Primal Blizzard
  • When Kadros reaches 100 Energy they will channel this spell for 10 seconds.
  • Every player will be pulled towards the boss and have a stacking DoT applied to them.
  • This DoT will also reduce your Fire damage taken. Aim to clear at 5-6 stacks to gain some damage reduction for Meteor Axes
  • These stacks can be removed by moving to Scorched Ground.
  • If you reach 10 stacks you are trapped in a Frost Tomb where you will take a larger amount of Frost damage as a DoT until you are freed.
  • Mythic Only: Removing stacks of Primal Blizzard will consume some of the Scorched Ground making it shrink.

Primal Blizzard

Glacial Convocation - This will deal a moderate amount of Frost damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Dathea Stormlash

Dathea Stormlash
  • Interrupt Lightning Bolt
  • Spread for Chain Lightning.
  • Conductive Mark
  • Cast on a random player. Deals ticking Nature damage increasing for every tick.
  • This will duplicate to any player within 5 yards.
  • This effect lasts for 10 seconds on Normal Mode. Increasing to 20 on Heroic.
  • You can remove this earlier by running to an Earthen Pillar.
  • Mythic Only: Conductive Mark does not expire, you have to use Earthern Pillars.

Conductive Mark

Storming Convocation - This will deal a moderate amount of Nature damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Opalfang

Opalfang
  • Crush - Tank swap. Increases Physical damage taken by 100%. (Stacking)
  • Earthen Pillar
  • 3 Players are targeted and an Earthen Pillar will spawn under them.
  • Earthern Pillars deal constant damgage to the raid and can be destroyed with Meteor Axes
  • Any player within 6 yards will take a large burst of Nature damage and be knocked back.
  • [Heroic/Mythic] 4 Players are targeted instead of 3.

Earthern Pillar

Quaking Convocation - This will deal a moderate amount of Nature damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Embar Firepath

Embar Firepath
  • Slashing Blaze - Tank Swap. Cast at 100 Energy. Cleaves all targets in front of her applying a DoT.
  • Meteor Axes
  • 2 Players are targeted and have Meteor Axes thrown at them.
  • Damage taken is split by all Players within 10 yards. Needs to be split.
  • Meteor Axes destroy Earthern Pillars
  • Scorched Ground on the floor at the impact location for 2.2 minutes. (Dispels Primal Blizzard Stacks).
  • [Heroic/Mythic] Damage taken by Meteor Axes increased by 300% for 15 seconds. (Cannot soak two at once)

Meteor Axes

Burning Convocation - This will deal a moderate amount of Fire damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Tank Damage Profile

64% Physical
25% Fire
10% Nature
60% Auto Attack 
15% Slashing Blaze 
Will be higher if you get hit by Conductive Mark 
 

Dathea Stormlash Swing Speed: 1s (interrupted by casting frequently)
Kaldros Icewrath Swing Speed: 2.5s (interrupted by casting frequently)
Embar Firepath Swing Speed: 2s (can be delayed from casts & can be slowed)
Opalfang Swing Speed: 2s (can be delayed from casts & can be slowed)

Tank Class Tips/Tricks

Brewmaster Monk

-

Vengeance Demon Hunter

-

Protection Paladin

Slashing Blaze can be negated with Divine Shield or Blessing of Spellwarding

Blessing of Protection and Divine Shield will remove the Crush debuff

Protection Warrior

Crush (Opalfang tank ability) can be blocked.

Guardian Druid

-

Blood Death Knight

Slashing Blaze can be negated with Anti-Magic Shell

Primal Blizzard can be immuned with Anti-Magic Shell

Anti-Magic Zone should be used for Meteor Axes




Fight Summary

Primal Council is a single phase encounter with four bosses. 

Opalfang & Embar Firepath are melee bosses and require tank swaps.
Kadros Icewrath & Dathea Stormlash are caster bosses and require interrupts.

These bosses do not share health and when a boss dies it will channel its Convocation ability which deals increasing damage until all other bosses are defeated.

Fight Prep

There are moments in the fight where multiple mechanics overlap, these periods have been highlighted on the table below (The below table was made using data from my Mythic Testing, this may not be accurate once the raid goes live. It will be updated if timers change).

Earthern Pillar Meteor Axes Primal Blizzard Conductive Marks
7s     19s
30s 25s 40s 1m
1m 1m10s   1m25s
1m30s     1m50s
1m55s 1m50s 2m10s 2m15s
2m20s 2m30s   2m45s
2m45s     3m10s
3m15s 3m10s 3m30s 3m35s
3m40s 3m50s 4m50s 4m10s

To explain the overlaps in more detail:
Overlap 1 - Pillars & Axes, you want your ranged to move out of the Axes as a group to spawn the pillars nearby to each other
Overlap 2 - Marks & Pillars, you need to spread after baiting the pillars to avoid spreading the Marks.
Overlap 3 - Same as Overlap 1.
Overlap 4 - Marks & Blizzard. This is deadly. Throw cooldowns at it!
Overlap 5 - Same as Overlap 4, but pillars spawn directly after the Blizzard ends.

Positioning

You will want your raid cleanly divided into two teams. Melee & Ranged. They need to stay together and move around the room together. I would recommend your ranged stay near the middle and your melee move around the edge of the room clockwise.

Mechanic Baiting & Execution

Pillars will only spawn on ranged players and players not in melee. You want these pillars to be grouped together to destroy them with Meteor Axes. Failing to destroy them can lead to eventually being overwhelmed with Pillars and dying as each Pillar deals ticking damage to the raid.

Blizzard Clearing

You want to clear this as late as possible. There are 14 ticks of the Blizzard in total and if you reach 10 you will be Frozen Solid and need to be freed. I would recommend clearing at 5-6 stacks.

Interrupt Rotations

It is important for your Ranged DPS to keep an eye on the two caster bosses as they will not move unless they are interrupted. If melee have to move to a new location it is up to the ranged to interrupt the bosses so they join the rest. It is a DPS loss to leave the bosses behind!

Kadros Icewrath

Kadros Icewrath
  • Interrupt Frost Spike
  • Primal Blizzard
  • When Kadros reaches 100 Energy they will channel this spell for 10 seconds.
  • Every player will be pulled towards the boss and have a stacking DoT applied to them.
  • This DoT will also reduce your Fire damage taken. Aim to clear at 5-6 stacks to gain some damage reduction for Meteor Axes
  • These stacks can be removed by moving to Scorched Ground.
  • If you reach 10 stacks you are trapped in a Frost Tomb where you will take a larger amount of Frost damage as a DoT until you are freed.
  • Mythic Only: Removing stacks of Primal Blizzard will consume some of the Scorched Ground making it shrink.

Primal Blizzard

Glacial Convocation - This will deal a moderate amount of Frost damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Dathea Stormlash

Dathea Stormlash
  • Interrupt Lightning Bolt
  • Spread for Chain Lightning.
  • Conductive Mark
  • Cast on a random player. Deals ticking Nature damage increasing for every tick.
  • This will duplicate to any player within 5 yards.
  • This effect lasts for 10 seconds on Normal Mode. Increasing to 20 on Heroic.
  • You can remove this earlier by running to an Earthen Pillar.
  • Mythic Only: Conductive Mark does not expire, you have to use Earthern Pillars.

Conductive Mark

Storming Convocation - This will deal a moderate amount of Nature damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Opalfang

Opalfang
  • Crush - Tank swap. Increases Physical damage taken by 100%. (Stacking)
  • Earthen Pillar
  • 3 Players are targeted and an Earthen Pillar will spawn under them.
  • Earthern Pillars deal constant damgage to the raid and can be destroyed with Meteor Axes
  • Any player within 6 yards will take a large burst of Nature damage and be knocked back.
  • [Heroic/Mythic] 4 Players are targeted instead of 3.

Earthern Pillar

Quaking Convocation - This will deal a moderate amount of Nature damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Embar Firepath

Embar Firepath
  • Slashing Blaze - Tank Swap. Cast at 100 Energy. Cleaves all targets in front of her applying a DoT.
  • Meteor Axes
  • 2 Players are targeted and have Meteor Axes thrown at them.
  • Damage taken is split by all Players within 10 yards. Needs to be split.
  • Meteor Axes destroy Earthern Pillars
  • Scorched Ground on the floor at the impact location for 2.2 minutes. (Dispels Primal Blizzard Stacks).
  • [Heroic/Mythic] Damage taken by Meteor Axes increased by 300% for 15 seconds. (Cannot soak two at once)

Meteor Axes

Burning Convocation - This will deal a moderate amount of Fire damage to the raid every 6 seconds. This increases in damage per tick.

This spell will end when all four bosses are defeated.

Tank Damage Profile

64% Physical
25% Fire
10% Nature
60% Auto Attack 
15% Slashing Blaze 
Will be higher if you get hit by Conductive Mark 
 

Dathea Stormlash Swing Speed: 1s (interrupted by casting frequently)
Kaldros Icewrath Swing Speed: 2.5s (interrupted by casting frequently)
Embar Firepath Swing Speed: 2s (can be delayed from casts & can be slowed)
Opalfang Swing Speed: 2s (can be delayed from casts & can be slowed)

Tank Class Tips/Tricks

Brewmaster Monk

-

Vengeance Demon Hunter

-

Protection Paladin

Slashing Blaze can be negated with Divine Shield or Blessing of Spellwarding

Blessing of Protection and Divine Shield will remove the Crush debuff

Protection Warrior

Crush (Opalfang tank ability) can be blocked.

Guardian Druid

-

Blood Death Knight

Slashing Blaze can be negated with Anti-Magic Shell

Primal Blizzard can be immuned with Anti-Magic Shell

Anti-Magic Zone should be used for Meteor Axes




What's New for Mythic?

There are four key changes for Mythic:

 - Conductive Mark does not expire. This means that you need to run into Earthern Pillars to remove your debuff.
 - Conductive Mark will always spawn on 8 players.
 - Four Earthern Pillars will spawn each cast (up from 3).
 - Clearing your Primal Blizzard stacks will consume the Scorched Ground. Only dip into it once to clear your stacks. Going into it more than once will mean that other players cannot clear their debuff.

Pre-Fight Assignments

In addition to the usual healer cooldown management you will need two groups of ranged players with at least 4 players in each ranged group.

Fight Strategy

You will want to have 3 groups of players for this boss. One big melee clump and two ranged clumps with at least 4 players in each.

1
2
3
4

Encounter Start

Two groups of ranged with set movement left and right

Pillars

The pillars will spawn near the ranged and they split apart to their sides

Meteor Axe

Place these axes on the two ranged group and keep the pillar closest to the boss for melee

Repeat around the room

A melee pillar is left over and fires are used by their respective groups

The melee clump will aim to stay in the middle of the room (but may get forced out of the middle from pillars and fire) and the two ranged groups will start near the entrance of the room and move left or right depending on what their group is doing.

For every set of Meteor Axes put one on each ranged group and clear as many pillars as possible (whilst keeping at least 1 pillar in the middle for melee).

New pillars will spawn shortly after the Meteor Axes so each ranged group will have pillars again and melee keep their pillar in the middle.

Tank Damage Profile

64% Physical
25% Fire
10% Nature
60% Auto Attack 
15% Slashing Blaze 
Will be higher if you get hit by Conductive Mark 
 

Dathea Stormlash Swing Speed: 1s (interrupted by casting frequently)
Kaldros Icewrath Swing Speed: 2.5s (interrupted by casting frequently)
Embar Firepath Swing Speed: 2s (can be delayed from casts & can be slowed)
Opalfang Swing Speed: 2s (can be delayed from casts & can be slowed)

Tank Class Tips/Tricks

Brewmaster Monk

-

Vengeance Demon Hunter

-

Protection Paladin

Slashing Blaze can be negated with Divine Shield or Blessing of Spellwarding

Blessing of Protection and Divine Shield will remove the Crush debuff

Protection Warrior

Crush (Opalfang tank ability) can be blocked.

Guardian Druid

-

Blood Death Knight

Slashing Blaze can be negated with Anti-Magic Shell

Primal Blizzard can be immuned with Anti-Magic Shell

Anti-Magic Zone should be used for Meteor Axes

Slashing Blaze can be negated with Anti-Magic Shell

Primal Blizzard can be immuned with Anti-Magic Shell

Anti-Magic Zone should be used for Meteor Axes