Archimonde is the final boss of Mount Hyjal, although not an overly complex nor difficult boss in terms of abilities, instead, due to the nature of the bosses abilities, each and every player is required to be alert and prepared at all times.
Melee – 8,000 – 9,000 on plate.
Grip of the Legion – A rather frequently utilized curse placed on a randomly targeted player, dealing 2500 shadow damage every 3 seconds for a total of 5 minutes, removable.
Fear – Regularly cast every 40 seconds, fears everyone in a 200 yard radius for around 6 – 8 seconds. Use a trinket, will of the forsaken racial, divine shield, ice block, cloak of shadows, etc.
Doomfire – Somewhere around every 30 seconds, Archimonde will summon up a huge living trail of fire, each piece of the fire will last for a total of 27 seconds, the entire ‘flame’ growing larger as it moves about hunting a player.
Stepping in the fire deals 2400 damage a second as well as debuffing the player with ‘Doomfire,’ dealing 2250 damage every 3 seconds and decreasing by 150 each tick until zero, this can be removed via cloak of shadows, ice block, and divine shield.
Air Burst – One of two signature moves that really make this fight annoying at times, inflicts 1500 nature damage to a targeted player as well as everyone within 13 yards, tossing them way up into the air and back a bit.
To prevent death from this you’ll need to use an item ‘Tears of the Goddess,’ this can be gained from Tyrande Whisperwind near the entrance to the night elf encampment. Using the item is easy, simply click it in your inventory, however it lasts for only 2 seconds meaning your timing must be spot on, lag can be painful at this stage.
Soul Charge – Whenever a player dies, the ‘soul’ will drift towards Archimonde, aligning itself to orbit round’ him much like the troll shadowguard spell, only in differing colors. Generally once a soul charge has been obtained it is used within about 5 – 10 seconds, however the true timing is completely random.
Priest, Paladin, Warlock – Deals 4500 fire damage to all within a 200 yard radius as well as silencing for 4 seconds.
Warrior, Rogue, Mage – Deals 4500 physical damage as well as increasing the damage taken by 50%(4 seconds) to everyone within a 200 yard radius.
Shaman, Druid, Hunter – Deals 4500 nature damage over 8 seconds as well as draining 2250 mana from everyone within a 200 yard radius.
Finger of Death – A ranged death spell dealing 20,000 shadow damage, only cast when no target remains in melee range.
As far as positioning prior to the pull goes, you’ll simply have to remember that aside from a few requirements Archimonde doesn’t exactly have anything overly difficult to war against placement wise, the worst being an Air Burst or doomfire.
Pulling is simple, have the tank walk up to the boss and engage, just make certain your healers are in place already if possible due to how much damage Archimonde can throw down at any given time.
Finally, everyone must at all times be within decursing range, otherwise the stacking damage of the frequently used DoT will massively drain mana/resources over a short period of time.
Soon after engaging you’ll begin dealing with Doomfires, it can either chase down a player, move about randomly, or switch back and forth at will, either way simply have the player(s) being targeted run the other way.
Should your tank be the target the fires can easily be ignored and healed through, however if moving a few steps would allow him to avoid the debuff/flames constant damage then he should do so as long as nothing else is interfered with.
Now, an Air Burst will also be used early into the fight, as detailed above players should make certain to spread out and thusly avoid making the Air Burst too disruptive to the raid as a whole, healers need to be on the tank at all times and having them tossed away can be painful.
As the players drop Tears of the Goddess must be utilized, even if you’re lagging it’s better to take a few thousand fall damage as opposed to outright dieing from failed timing. Additionally Divine Shield, Ice Block, Slow Fall, Blink, and Levitate can all alleviate the damage.
Finally, fear, this’ll truly be a toughie at times as with multiple doomfires up, this, combined with a fear, can send many players into the flames and result in a domino-style wipe, one death triggers a soul-charge triggers many more deaths and so on.
Once Archimonde reaches 10% he’ll return to draining the World Tree, Nordrassil, although this is just a fancy animation and actually has no effect on him/the world. At this point it becomes a DPS race fight as Tyrande buffs you, making players immune to everything, including heals, for 1 minute, during this you must slay Archimonde or instantly lose after your minute is up.
Luckily this is rather easy to complete with all cooldowns being popped and no fear of death, whail on his last 10% HP and drop the boss. Once he’s dead you’ve successfully completed the Caverns of Time, Mount Hyjal.