Ready Check: Reliquary of Souls

Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and down some bosses. Even if they are mysteriously conglomerate faces...
Continuing our jaunt through Black Temple, this week's Ready Check looks at the Reliquary of Souls, also known as the Essence of Souls (RoS or EoS for short). How often is it you get to fight three oversized faces joined together? Savour this opportunity now...
You'll encounter RoS by making your way through Black Temple, usually after either Teron Gorefiend or Gurtogg Bloodboil, depending on how your guild prefers to do things. Let's take a look at the fight.
Bad news, initially. With the advent of TBC we thought we'd seen the end of trash gauntlets, but one crops up right before RoS. After clearing a couple of trash packs, you find yourself facing a room of ghosts – once you pull these ghosts, welcome to the gauntlet. Fortunately, it's fairly short and simple. Small fragments phase in continually, and the ghosts respawn behind you; stay with your tanks, move ahead quickly and thank the powers that be that there's no Suppression Aura.
You'll soon find yourselves at the top of a ramp looking down into the boss's room, and so the fight begins.
RoS has three phases, one corresponding to each face of the boss; Essence of Suffering, Essence of Desire and Essence of Anger. Between each phase more ghosts appear that restore health and mana when killed. Each essence has a particular aura that affects the entire raid; however, the auras, as well as the boss's abilities, change completely from phase to phase.
Phase 1: Essence of Suffering

The Aura of Suffering negates any healing done, as well as reducing everyone's armor to 0 and defense by 500. It also ignores normal threat but Fixates on the nearest target, and re-Fixates every 6 seconds. Every 45 seconds it will Enrage, increasing its damage dealt.
Since the boss hits for approximately 1-1.5k normally on the average raid member, you can't tank it traditionally; instead, you can take advantage of the Fixate mechanism to use your entire raid's health pool to 'tank' the boss. Let your raid move underneath the boss and step out (backwards, in small increments, so not to move it) when they get Fixate, and ensure only rogues with Evasion up are underneath it ready for the Enrage. However, depending on your tanks' gearing, you can simplify this somewhat – many guilds now use a single tank with sufficient block value to tank an entire normal phase without dying, then a backup tank with good avoidance (such as a feral druid) takes over after the enrage.
As you can't heal during this phase, many healers can just DPS, although priests can shield Fixate targets, and both priests and paladins should be dispelling Soul Drain, a DoT that the boss casts on random targets.
Positioning is really the key to this phase, whichever approach you take. Make sure you're not underneath the boss when you don't have to be, and try not to attack from in front and cause parries. Using immunity abilities like Blessing of Protection or Ice Block while Fixated causes the boss to run after the person highest on threat, so these should only be used in an absolute emergency.
When the boss reaches 1% it will retreat, giving you ghosts to regen from; when those die, phase two begins.
Phase 2: Essence of Desire

This phase is all about spells, specifically interrupts, reflects and dispels. The aura for this phase increases healing by 100% but also deals half of the damage you dish out back to you. The entire raid's mana pools are also reduced by 5% every 8 seconds, so after 2 minutes 40 seconds you will be OOM with no way to regain any mana.
Your DPS needs to interrupt one of the boss's abilities: Spirit Shock, a 10k disorient that is potentially deadly if it gets through and hits your tank. However, they need to ensure they interrupt this spell only.
The tank needs to reflect another ability called Deaden, which increases the target's damage taken by 100%. If reflected on to the boss, the tank avoids taking that extra damage, and more importantly the DPS get a few seconds of double-damage time.
You also need to dispel the boss's third ability, Rune Shield, a damage-absorbing bubble that prevents interrupts. Your mages can spellsteal this, but having Felhunters set on the boss ensures this vanishes as soon as it is cast.
Even raid members who cannot do any of these things need to be awake, as it's entirely possible to kill yourself through the damage you deal, especially with large crits during Deaden. Healers also need to stay on top of all the raid damage, and since the incoming damage causes spell pushback, paladins with Concentration Aura are quite valuable here.
You can use whatever interrupt rotation works for your guild, though using mana-less melee is a common approach. If your interrupters make announcement macros you can keep track of the rotation and adjust if someone uses theirs at the wrong time. Having Curse of Tongues on the target greatly helps the interrupters.
Due to Deaden, it's pretty vital to have a warrior tank on this boss unless you outgear the encounter. If your interrupters are letting Spirit Shocks through (common while learning) you can use an offtank, such as a feral druid, who stays above the DPS in threat and will tank the boss during the duration of Spirit Shock.
If you do hit the end of the mana drain, all is not lost. Priests can use inner focus to mass dispel one last rune shield; your interrupters can keep interrupting; and a paladin can use Lay on Hands to save the tank's life. However, with your DPS out of mana, no healing and very limited mana-less abilities, you'll run into trouble – ideally you only want to have a few percent left at this point if you do hit it at all.
Phase 3: Essence of Anger

As if phase 2 wasn't exciting enough, phase three brings with it even more raid damage. The Aura of Anger ticks for shadow damage over the entire raid, and the ticks increase with time, so you need to kill the boss before it kills you. Therefore you'll need all your DPS cooldowns ready for this phase to pump out as much damage as possible. Fortunately, the aura ticks also increase your damage done too.
The boss needs to be faced away from the raid, as it has a frontal cone ability called Soul Scream, which burns mana or rage and deals extra damage depending on how much it burns. Use your rage as quickly as possible to minimise damage.
The other ability for tanks to note is Seethe, which affects the entire raid with a double-threat debuff when the boss is taunted or changes target. If you use this at the start of the phase, your tank can build up double threat and get a headstart while your DPS holds back; at the end of Seethe, the DPS can ideally go all out.
Spite is the boss's final ability for this phase. Targeting up to three random people at once, it makes the target immune to damage for 6 seconds and then unloads about 7.5 nature damage; combined with the aura ticking afterwards, this can kill, so a common tactic used is to hand out potions from a Nature Protection cauldron just before this phase and drink one if you get Spite.
Raid healing is fairly intense for this phase, but the good news is that if someone dies and resurrects, their aura ticks reset. You can soulstone DPS and have them pop back up for the execute phase, if you're having trouble keeping them up. Encourage people to keep themselves alive as long as possible; a shadow protection potion, health potion or healthstone could make the difference. Your tank can take a hefty amount of damage too, and abilities like Improved Lay on Hands are useful while learning (if applied during the ghosts before phase 3, the paladin can regain all the lost mana).
DPS may be giggling at the huge crits they're landing, but be aware of threat as well; you might be doing 100% more damage, but your tank's abilities might not generate 100% more threat as a result.
If your DPS is up to scratch you'll manage to kill the boss before that last aura tick kills the raid, so congratulations – that's the Reliquary of Souls down!

The Ready Check
- Did you remember to bring a nature protection cauldron?
- Do you have a warrior tank and 7 healers? (While it's doable with 6, taking 8 along really eats into your DPS).
- Do your interrupters have their rotation and announcements ready?
- Do your warlocks know who to soulstone, if you're using them?
- Are your paladins in DPS groups for Concentration Aura?
- Does everyone know which approach you're using for phase 1?
- Have you reminded everyone to save DPS cooldowns for phase 3?
Filed under: How-tos, Instances, Bosses, Ready Check (Raiding)






Reader Comments (Page 1 of 1)
Rob May 31st 2008 6:04PM
Real solid article, thanks for the info and whetting my appetite for BT (We start MH tomorrow).
Adam Holisky May 31st 2008 6:07PM
Great guide to a really unique encounter. One thing that I'll add is that during phase 1 his aggro/threat table is really odd (at least compared to others). It is 100% correct that he doesn't have a aggro table as long as he is fixated on a player - however if that player dies he then flips to the normal aggro table and will attack the person with the highest threat.
We've seen this often in our raids when someone comes in with sub 10,000 health, dies from a fixate, and then our rogue or hunter (usually hunter because of the way we handle the initial fixates) gets to take a dirt nap mighty quick from him.
For some reason I think this is also the hardest boss encounter in BT/MH... One shot of Illidan and Archi no problem. However RoS always seems to have a new problem each week. Oh well, gotta keep it interesting though =)
Aigarius May 31st 2008 9:03PM
We just downed this boss this week (Polaris on Blackhand, US) and I must say that mages are more important than people might think on this boss for two reasons:
* In phase 1 and 3 mages can Ice Block to survive otherwise fatal errors such as a bad Seethe or a Fixeate during Enrage
* In phase 2 mages MUST spellsteal the bosses Runed Shield, because that shield gives mages INSANE DPS boost by giving us 100% haste bonus and an immunity from reflected damage and interrupts it causes. Towards the end of phase 2, a warlock should use the last of his mana to summon a helhunter that can eat the shield when the bosses aura has drained all mana of the raid, but before that mage MUST get all the shield they can. I would recommend mages to stop casting 3 seconds before runeshield timer and start spamming the Spellsteal button. Also, spec arcane and AB spam on this fight to maximise damage and minimise treat problems.
Ian S. May 31st 2008 10:49PM
Congratulations! I hope you reach Illidan soon enough and then go on to Sunwell!
Saiforune May 31st 2008 10:45PM
Great job.
It was well written and I think you should have started earlier in the raid chain like a great start would have been Kael'thas, but at least you are trying. *Thumbs Up*
I have to commend you on the fact that there was ZERO e-peen stroking in this. You honestly just dropped out of the race of who is the biggest Douche Bag. You dropped SIGNIFICANTLY. I only hope that you continue this trend and if you ever stroke it please don't include it in an informitive post.
There's my 2 cents that don't mean diddly squat to you or probably anyone else, but it makes me feel better that I said something. I have contributed to the site before so I can only hope that my words would be taken into consideration as a long time reader and go-er of this site.
Adam is still a douche bag. Even in a comment to add something a post from a co-worker he still add's
"One shot of Illidan and Archi no problem. However RoS always seems to have a new problem each week."
Wow, many guilds can't one shot Archimonde or Illidan like your uber guild MR. HxC Raider. My best World of Warcraft Friends that helped me when I was just starting out (A Married couple in their twenties) recently decided to devote more time to raiding and spent 2 months trying to get Archimonde down and a few weeks on Illidan.
Jennie Lees Jun 1st 2008 11:02AM
http://www.wowinsider.com/2007/12/22/ready-check-breaking-through-kaelthas-sunstrider/
:)
BigFire Jun 1st 2008 2:31AM
One last hint. For phase 3, try using a protection paladin to tank. Your healer will thank that decision as the Soul Scream's mechanism will hits mana user for about half of what rage user like Warrior/Druid tank will take.
We do this with 2 tanks, Warrior in block heavy gear to tank phase 1 and 2. For enrage, we use 2 rogues to evade tank. The Paladin tank can also chip in for some fixate tanking to buy the raid some time. Paladin needs to be in threat gear, in addition to the rest of the usual tank stat.
Adam Holisky Jun 1st 2008 3:03AM
We've started using a prot palladin for phase 3 as well. We're all over geared for the encounter (what ever that means is up for discussion in-and-of-itself), and while my gear as the MT is more than enough to do it, our prot paladin can basically go AFK for phase 3 and kick some major butt; where as I have to work at it to stay alive.
Still one of the best and most unique encounters in the game.
Jennie Lees Jun 1st 2008 11:04AM
I'm aware that some guilds use prot paladins here but I was under the impression it wasn't very common. If you're facing RoS on an equal gear level (nothing from any bosses past RoS, so no T6 or maybe just gloves) you might well struggle for DPS with two tanks in the raid, especially if you have 'three' (a feral for offtanking P2). Using a feral in p3 is also possible and the damage buff scales our threat insanely, but shifting to dump rage requires some careful GCD management. So whatever works for your guild, really!
Elmo Jun 1st 2008 7:59AM
we always use 3 ' tanks' for this fight
P1 Hunters first, then Melee and tanks rogues take the enrages.
P2 Warrior Tank to reflect deaden
P3 a Feral Druid because he can drop his rage very fast (simply shifting, the warrior tank has the talents to retain extra rage when he changes stance)
Saiforune Jun 1st 2008 1:29PM
WOOO! Go Jennie.
There's still some really interesting "stroking" comments in there but they are acceptable since they aren't that attention grabbing.
Best of luck and hopefully you'll stay away from such a bad habit on informative topics.
And until I see fit I'm going to personally add a c"opy and paste" signature to every comment I post on Wowinsider.com to hopefulyl get a point across.
**Saiforune's Signature For All Public Use Who Agree**
Vote Adam For Biggest Douche of the Year!
Vote Adam For Mr.Ub3r HxC R4iD3r!!!
Vote Adam For Largest E-P33N on WoWInsider.com!
ADAM '08!! ADAM '08!! ADAM '08!! ADAM '08!! ADAM '08!!
? Jun 1st 2008 2:32PM
geez guy, it seems to me that you are the only (jealous) douche bag here. I mean, who are you anyway? the dam comment police or something?
I think you need a big dose of S T F U.
Seriously, you go off on a tirade about how adam is a 'stroker' calling him a douche bag because he has BT on farm and you don't?
I don't get it, you're just being annoying and you look like the biggest douche if you ask me. Who are you to teach people how to act, and demand they don't 'stroke it'. If I, or anyone else, wants to do a little stroking because we have done something other people haven't then I will stroke away and splooge my uber leetness all over your jealous face!
Sime Jun 1st 2008 6:32PM
What do you want him to get?
What do you want him to do?
Why do you care?
Khass Jun 1st 2008 3:58PM
Agreed with ?.
Saiforune, weren't you the one crying that 16-year olds should be considered adults? Way to blow the 'mature' cover you were trying to build.
eMarkM Jun 2nd 2008 12:29PM
We have hunters take the first wave of Fixates. We can Aspect of Monkey and stay up a bit longer and as survival I can pop Deterrence and take her for a long time. Also, hunters can get their Fixates out of the way and then run to range and start pew pewing.
For P2, who you have interrupting is very important. If no one is interrupting her, you'll notice that all she does is chain cast Spirit Shock. The only thing that stops her from non-stop casting is the silencing effect of the interrupt. The best system is a two rogue system. Since Kick is on a 10s CD and locks the caster out for 5s, it's perfect. Whenever a Rogue's Kick is up, he knows he's the one who has to get the next Shock because the other guy's will be down.
For P3, we use a prot warrior, but we use the Seethe trick where he Shield Slams after popping his Auto-Blocker and two hunters will chain MDs on him while they have Seeth to get the tank super threated up. We pop Bloodlust at around 65% or so. DPS will still catch the tank in threat, but it's ok as long as it doesn't happen until around 30% or so. After that, the tank needs to burn all of this Taunts as ppl will pull off of him. But she goes down so fast at that point that a taunt or two is enough to keep her on the tank long enough for the kill.
BigFire Jun 5th 2008 8:11PM
We did our progression kill with protection paladin tank on phase 3. Since we use protection paladin on the gauntlet to the boss anyway, there's no reason not to use the same tank for phase 3.