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Uunat
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Uunat
This is a three phase encounter, with a lot of variables. There are several mechanics which you can choose timings of, giving you a lot of freedom. We'll recommend a strategy here, but it's highly likely there will be alternative ways to time these out, based on your guild.

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Relics of Power

There are three Relics of Power available to be used during the encounter. These need to be used strategically, and proper use will be outlined in the “Strategy” section.
  • Void Stone
    • Can be picked up only by healers
    • When used, absorbs the next 262k damage dealt to the caster
    • Also reduces healing received by 100% by all players and enemies for as long as the absorb stays on the healer
    • Long CD placed on healer, preventing that healer from using again
    • On PTR< this also prevented the boss from being healed, which comes into play later
  • Trident of Deep Ocean
    • Can only be used by tanks
    • When used, creates a bubble that absorbs 75% of all damage taken by players who stand in the bubble
    • Bubble lasts 20 seconds
    • When it either expires or is used up, deals Frost damage to the raid based on remaining absorb amount
    • The tank who activated the bubble gets a debuff, preventing them from using it again for a period of time.
  • Tempest Caller
    • Can be picked up by DPS
    • Storm of Annihilation
      • Deals 21k Nature damage to everything, all players and all enemies except Uunat, every 1s for 15s
      • Also debuffs everything hit to reduce damage dealt by 50% for 3s, refreshing every tick
    • Annihilate
      • If a target is below 25% HP when a tick of Storm of Annihilation goes off, they die instantly
      • This avoids triggering any death effect by enemies
    • Also places a debuff on the player who activated, preventing them from using it again
  • All Relics
    • Tempest Caller debuff lasts 1:55
    • Void Stone debuff lats 2:50
    • The Trident debuff on tanks is 4 minutes, that means you could rotate through them, using one every 2 minutes. This timing could come into play in later phases.
    • Confirmed there is an internal CD to pick up the relics themselves after they've been used. For the Tempest Caller, this is a 45 second internal CD. Not confirmed the CD on the other 2 yet. 
Phase 1 - 100% -> 70%
  • Gift of N’Zoth: Obscurity
    • At full energy, Uunat zaps the whole raid for 70k Shadow damage, and causes a shadow circle to appear around the useable area. Each subsequent cast causes the circle to grow, shrinking the safe area
      • Stepping out of the safe zone, into the shadow, deals 43k Shadow damage per half-second
      • There is a minimum size the safe area can be
  • Touch of the End
    • Frontal cone ability, deals 131k Shadow damage, plus a 17k per 3s DoT that lasts 24s
    • This 24s debuff functions as a taunt effect to the Undying Guardian adds
    • Requires tank swap
  • Oblivion Tear
    • Purple trap on the ground. If you touch it, you take 52k Shadow damage
    • When triggered, also heals Uunat for 1% HP, but disappears when triggered
  • Void Crash
    • Basic soak circle style mechanic with a twist
    • Deals 175k damage to whoever soaks
    • If NOT soaked, it bounces again, reducing the size of the soak circle, as well as reducing the damage it deals
    • Can be shrunk twice
  • Eyes of N’Zoth
    • Ability the boss casts, resulting in one of two different N’Zoth attacks
    • Maddening Eyes of N’Zoth
      • Creates a large purple line on the floor. After a few seconds, deals 61k Shadow damage to anyone hit, and also making them Hostile to other players for 8s
        • Being "Hostile" is not the same as MC. You still have full control over your character, but you can be attacked and damaged by other players
        • You are also unhealable
    • Piercing Gaze of N’Zoth
      • Creates two giant lazer beams that go the length of the room, shooting in different directions
      • These lazer beams move across the entire encounter area, and are undodgeable. Everyone will be hit by both
      • Deals 26k damage when struck, plus a 17k/s DoT that lasts 4 second
      • The DoT’s damage AND duration can stack
        • If you get hit by the 2nd lazer 2s after the first, you’ll have 6 seconds of a 34k DoT
      • Cast every 50s in P1 and P3.
  • Undying Guardian
    • Uunat summons adds on a set timer. Takes about 5s after cast starts for them to become engageable
    • 0:30, 1:21, 2:07, 2:53. Seems to be every ~46s after that point. Will confirm once the fight is live
    • Sightless Bond
      • If within 10 yards of Uunat, boss takes 99% less damage
    • Shroud of Whispers
      • Add cannot be brought below 1HP
      • Instead, casts Unnatural Regeneration upon reaching 1HP
        • Heals for 1% of max HP per second, until fully healed
  • 70% HP
    • When Uunat hits 70% HP, he moves off to the side of the room and does a little RP thing for a few seconds. This also resets the Safe Circle to full size
Phase 1 Strategy
  • This phase is mostly about properly managing through certain mechanics.
  • The Void Crash should always be allowed to hit and reduce at least once, if not twice, ESPECIALLY early in the phase when you have more room to work with
  • Oblivion Tears seemed to always target players on PTR. Since you're dealing with an ever-decreasing space in P1, try to stand on the edges of the room as much as possible, to bait the Tears out of the middle
  • Do NOT step in the Oblivion Tears
    • Instead, have a healer assigned to take the Void Stone, and when necessary to clear some space when the Safe Circle is small, activate the void zone and run through a few Tears
    • After clearing 3-5 tears as necessary, Void Stone player should also either soak a Void Crash, or step out of the Safe Circle temporarily to break the damage absorb and allowing the raid to be healed
    • Since the Void Stone debuff also prevents the boss from being healed, it's safe to run through several of these Tears without healing up the boss and prolonging the phase
    • You should only need to do this when the safe space is very small
  • Tanks will swap every cast of Touch of the End
    • Tank the adds about 12 yards away from the boss, to prevent ever getting too close
  • Dodge the Maddening Gaze of N’Zoth. This is rather easy to dodge, so make sure not to get hit
  • Stagger being hit by the Piercing Gaze of N’Zoth. Do NOT allow yourself to be hit by the second Gaze until your DoT falls off from the first one
    • This becomes significantly more difficult the later into this phase you get, due to running low on space to move around
  • When the boss is between 72-73% HP, following the summoning of a new Undying Guardian, swap DPS to the Guardians and evenly nuke them down. DPS should try to get them all below 25% HP, but no less than 15% HP.
    • Generally, you'll have 2-4 guardians, depending on your guild's DPS
    • Once they’re all below 25%, the assigned DPS should pop the Tempest Caller
    • Also use 1-2 healing CDs here, to make sure nobody in the raid drops too low
    • You want to make sure all of the Undying Guardians die here, so you go into P2 with no adds
    • You ideally want to also push the boss into the little transition animation at 70% HP here
    • You can use a Trident here as an additional CD if necessary
  • Outside of the Tempest Caller burn timing, only damage on the adds should be DoTs etc. You don't want them to hit 1HP too early. It's not a huge deal, but it's extra total damage your raid would need to do
Phase 2
  • At the beginning of Phase 2, Uunat summons 3 Primordial Mindbender adds, and an Undying Guardian soon after
  • Primordial Mindbender
    • Cast Consume Essence, leeching 43k Shadow damage from all players and healing to full
      • Interruptible
    • Upon dying, the Primordial Mindbender spawns several Swarming Voidspawns, little mini void adds
    • When Voidspawns die, they explode for 17k Shadow damage to every player
    • Spawn every 60s
    • Can be stunned, knocked back, and gripped
  • Unknowable Terror
    • Giant shadow apparition idiot that spawns on a random side of the room, and has a massive mechanic targeting circle on the ground
    • When the apparition’s ability goes off, anyone standing in the giant circle takes 96k shadow damage, and is feared for 6s
  • Undying Guardians continue spawning in this phase at the same intervals as p1
  • Gift of N’Zoth: Hysteria
    • Upon reaching full energy, Uunat zaps the raid for 70k shadow damage
    • Also causes all adds to instantly heal for 75% HP and permanently gain 50% haste and movement speed
    • Cast every 42s
  • Uunat Abilities
    • Uunat carries over Touch of the End and Oblivion Tear from P1. No other P1 mechanics carry over
Phase 2 Strategy
  • Make sure to not get hit by the Unknowable Terror mechanic. Hugely obvious circle, don’t stand in the bad on the ground
  • Make sure to interrupt all Consume Essence casts by the Primordial Mindbenders
    • Try to group these up, using knockbacks and grips
    • AoE these buggers down, but try to keep them relatively even
    • Also keep any Undying Guardians nearby to AoE them down as well
  • Mindbenders, Tempest Caller, and managing killing things
    • Have a tank pop the Trident for the first set of Mindbenders. DPS should blow up the Mindbenders, then blow up the little void bitches ASAP. 
      • Everyone stack in the bubble, so it absorbs as much of the AoE damage as possible
    • For the second set of these ugly squids, a DPS should use the Tempest Caller when they’re below 30% HP
      • Keep nuking them until they drop below 25% and insta-die
      • Doing this prevents the little void spawns, which in turn will prevent needing to deal with their AoE explosion upon death
        • Control DPS to make sure you don’t accidentally kill one off too early, and spawn the little void idiots
      • You also want to have the Undying Guardians close to as low in HP so they die as well
        • This is important, as at least 1 Guardian will be buffed by Hysteria by this point. They start hitting pretty hard, so getting them fully killed off is important
      • Will need to time this out to make sure a Hysteria isn’t cast before the adds die off during the Tempest Caller
        • Ideal timing is to bring the adds down and activate Tempest Caller about 5-8s before Hysteria is cast. That way, all the adds should die before they get buffed and healed
      • Make sure to use a healer CD when you use a Tempest Caller to prevent deaths
    • You can use Trident every 2 minutes, meaning you can rotate between using a Trident and Tempest Caller. So, your rotation should look like this:
      • 1st Mindbenders - Tank uses Trident
      • 2nd Mindbenders - DPS uses Tempest Caller
      • 3rd Mindbenders - Tank uses Trident
    • Even though you CAN use Tempest Caller for every set, you shouldn't. The major drawback of just using Tempest Caller every time is that for 18 seconds, your whole raid deals half damage.
    • You shouldn't get a 4th Mindbender, and should be able to push out of P2 plenty quickly to prevent this.
  • Oblivion Tear
    • As in P1, have the healer with the Void Stone activate it as necessary to clear Oblivion tears and ensure you have enough room to move around
    • Make sure that when you time out the healer doing this, he/she will be able to take enough damage to relatively quickly break the bubble and allow the raid to be healed again
  • Phase ends at 40%
Phase 3
  • Uunat Abilities
    • Uunat continues using Touch of the End and Oblivion Tear, and once again uses Piercing Gaze of N’Zoth (the giant moving lazer beams)
    • Insatiable Hunger
      • New ability for p3
      • Marks a random player with a debuff, causing them to take 100% reduced healing
      • Also takes 7k Shadow damage per second
      • Also triggers Feed on the Unworthy every 2s
        • 5 yard AoE ability, leeches 17.5k HP from ALL allies within 5 yards
        • The Insatiable Hunger target is healed the same amount as what’s leeched, bypassing the 100% reduced healing effect
      • Permanent debuff.
      • Cast every 23 seconds
    • Gift of N’Zoth: Lunacy
      • At full energy, deals 70k shadow damage to the raid
      • Also causes all players to become hostile to each other for 5s, meaning all players can damage each other
  • Adds
    • Undying Guardians continue spawning in p3
    • No other new adds, and the Guardians don’t gain any new abilities
Phase 3 Strategy
  • P3 was not seen on the PTR, and as such, the strategy is speculative based on understanding how the abilities interact with each other
  • You will want to continue having DPS use the Tempest Caller whenever you have 2-3 Undying Guardians
    • As before, when the second/third Guardian spawns, nuke them down, and when they’re both sub-30% HP, pop the relic
  • Make sure to spread out being hit by the Piercing Gaze of N’Zoth lazers, let your 4s debuff fall before being hit by the 2nd beam
    • Just like in P1, this does still stack AND extend the duration
  • Insatiable Hunger
    • It’s unknown whether this ability is restricted to only certain roles (ie, tanks can’t get it), or what the duration is
    • Regardless, whoever gets marked will need to focus on positioning
    • Only leech HP when necessary, otherwise the AoE damage effect you deal can kill people
    • Make sure to be at or near full HP when the Lunacy cast occurs. 70k damage, + the debuffs 7k/s for 5s is over 100k damage, all while you can’t heal, and are hostile to other players. It’ll be very easy to die from this
    • Also need special care planning out people to be near the marked player during Piercing Gaze. Each lazer, including its DoT, deals 96k damage total. Make sure you have 2-3 people near the marked player to keep them alive
  • Piercing Gaze
    • Occurs every roughly 50s in P3.
    • For at least 1 Gaze, it’ll most likely, be the best time to have a tank pop Trident in P3
    • Have everyone stack in the middle of the room, pop Trident, and let both beams hit the whole raid as close together as possible
    • This will also help prevent the Insatiable Hunger player from dying.
      • Positioning the Hunger player inside the bubble will need to be precise. The Hunger player needs to stand right at the edge on one side of the bubble, with the rest of the raid on the other. 2-3 people can move over to be leeched, allowing the Hunger player to regain some health
    • Since there isn't really any other mechanic this phase where the Trident is necessary, this'll most likely be the best use for it.
  • Oblivion Tear
    • As before in P1 & P2, have the healer with the Void Stone activate it as necessary to clear Oblivion tears and ensure you have enough room to move around
    • Again, make sure that when you time out the healer doing this, he/she will be able to take enough damage to relatively quickly break the bubble and allow the raid to be healed again


 
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