Tectus

Tectus is the third boss of Highmaul in.

Adventure Guide
An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintain control over this imposing force of nature.

Overview
Tectus cannot be killed by traditional means. He builds energy, channeling Tectonic Upheaval whenever he reaches 100. Depleting Tectus's health before the end of Upheaval shatters it into two Shards of Tectus; otherwise, Tectus heals and resumes gaining energy. Each Shard splits into four Motes of Tectus when shattered. Players must kill all eight Motes to defeat Tectus.

Tanks

 * Face Night-Twisted Earthshapers away from other players to minimize damage from Earthen Flechettes.
 * Intercept Gift of Earth if you are not tanking Tectus.
 * Move out of the rumbling earth before the eruption of Earthen Pillar!

Healers

 * Players will take heavy damage during Tectonic Upheaval.
 * Move out of the rumbling earth before the eruption of Earthen Pillar!

Damage Dealers

 * Deplete Tectus' health before the end of Tectonic Upheaval.
 * Move out of the rumbling earth before the eruption of Earthen Pillar!

Tectus, The Living Mountain
Tectus begins the battle fully formed, able to inflict full damage.
 * On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.

Shard of Tectus
When shattered, the remnants of Tectus will form two Shards of Tectus. Shards of Tectus share Tectus' abilities but individually do less damage.
 * On Mythic difficulty, if any other Shards or Motes of Tectus are within 1 yds. of Tectus when he gains Accretion, they will also gain Accretion.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, if any other Shards or Motes of Tectus are within 1 yds. of Tectus when he gains Accretion, they will also gain Accretion.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.

Mote of Tectus
When shattered, the remnants of each Shard of Tectus will form four Motes of Tectus. Motes of Tectus do not need to be shattered. Players are victorious over Tectus after they have killed all of the Motes of Tectus.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.
 * On Mythic difficulty, Tectus also uses this ability at 50 Energy.

Night-Twisted Pale
While Tectus is fully formed, Night-Twisted Pale will attempt to enter the fight, empowering Tectus and attacking players.
 * In Mythic difficulty, Night-Twisted Pale continue to attack after Tectus is shattered.

Night-Twisted Earthwarper




Overview
The Tectus encounter is broadly delineated into four pseudo-phases with difficulty peaking during the middle of the encounter. Tectus is an unconventional boss in that he does not die when his health reaches zero unless he is currently channeling Tectonic Upheaval. If he is not channeling Tectonic Upheaval when his health reaches zero, he will continue to fight until he begins Tectonic Upheaval and then will instantly die. When he dies, he will split into two Shards of Tectus, which each have the same set of abilities as Tectus himself but with less health and somewhat reduced damage. These shards, similarly, can only be killed during their own Tectonic Upheavals, and on death will split into four Motes of Tectus. Motes of Tectus can be killed outright at any time but otherwise have the same abilities as Tectus and the Shards of Tectus. As with the Shards, the Motes individually do less damage than the Shards or Tectus, but collectively can do far more damage than the original boss.

Phase 1: The Living Mountain
During the initial phase of the encounter, Tectus is whole. Ranged DPS and healers will need to remain stacked as much as possible to control the placement of Earthen Pillar. When Tectus casts Earthen Pillar, all ranged DPS and healers should move in unison to a new stack point outside the radius of Earthen Pillar's effect. By convention, most raids move clockwise around the encounter area.

Periodically, Tectus will target a random ranged DPS or healer with Crystalline Barrage. Crystalline Barrage chases the targeted player with a red mist that deals considerable damage and must be avoided. The targeted player should run away from the group in the direction opposite from the way the raid is moving to manage Earthen Pillar. For example, if the raid is moving clockwise to manage Earthen Pillar, the player targeted by Crystalline Barrage should run counter-clockwise around the edge of the encounter area until the effect ends to leave the red mist safely out of the way of where the ranged group will need to stand next. Because this will likely take the targeted player out of the range of healing, the targeted player should be careful to use defensive cooldowns and self-healing abilities as needed.

Melee DPS need to be careful to remain in range of healers while simultaneously shifting oppsite of the ranged group to ensure they are not hit by Crystalline Barrage.

There are no tank swaps in this encounter; during phase 1 one tank will hold and position the boss in the center of the encounter area while the other tank will pick up the adds that periodically appear on the edges of the encounter area. The adds spawn in completely random locations, making careful attention and targeting macros especially important. The Night-Twisted Earthwarpers must be faced away from both melee DPS and the other tank to avoid unnecessary damage. Gift of Earth can be interrupted with a stun effect, but if this is not possible should be intercepted by the add tank prior to reaching the boss. A damage reduction cooldown to reduce the damage of Gift of Earth is essential. Night-Twisted Berserkers will periodically drop all threat due to Raving Assault and may need to be taunted back by the add tank when they do so. All DPS should focus on cleaving the adds down while attacking the boss when there are adds up.

Tectus will also periodically use Fracture, which will do damage and interrupt casting of of any player that is hit by it, and all members of the raid should be careful to avoid this effect as much as possible.

The raid leader will assign a ranged DPS or healer as a mobile stack point, and all ranged DPS and healers should follow this person throughout the encounter except when they must leave the group to manage Crystalline Barrage. The significant raid damage of Tectonic Upheaval will likely require the use of a raid healing cooldown such Healing Tide Totem or Tranquility or a damage reduction cooldown such as Devotion Aura.

At the end of Phase 1, Tectus will begin channeling Tectonic Upheaval. If DPS was sufficient, he will die immediately when he begins the channel, although he may also be defeated during the channel though the raid will sustain significant raid damage. If the raid does not defeat him during the first tectonic upheaval, the phase will begin again with Tectus at reduced health, but this is generally an indication that the raid does not have sufficient DPS to complete the encounter.

Phase 2: Shards of the Mountain
After Phase 1 ends, the two Shards of Tectus will spawn. Other adds will no longer spawn and the tanks should each select a different Shard to tank. The tanks should remain stacked with the bosses to facillitate cleaving and ensure neither Shard gains much Accretion. One Shard should be designated the primary kill target and DPS should focus on that Shard while cleaving the other.

Phase 2 is functionally very similar to Phase 1 except there are no new adds but all of Tectus's abilities will be multiplied. Both Shards will use Earthen Pillar, necessitating the ranged DPS/healer group move twice. Both Shards will use Crystalline Barrage, meaning that two ranged DPS or healers will need to kite the mist away from the group. Both Shards will use Fracture, meaning that all members of the raid will need to dodge these more frequently.

Because the speed the Shards gain energy is inversely proportional to their remaining health, one Shard will enter Tectonic Upheaval before the other. The first Shard to enter Tectonic Upheaval (which thus will be the primary kill target) should be defeated during its Tectonic Upheaval, which will spur the transition to phase 3.

Phase 3: Motes of the Mountain
Phase 3 begins when the first Shard falls and spawns four Motes of Tectus. One tank will need to pick up all four motes while the other holds the remaining Shard. If this is too much for the Mote tank, the Shard tank can also tank one of the Motes and the Mote tank can tank the other three. It is absolutely imperative that the Motes die as quickly as possible because all of Tectus's abilities (Earthen Pillar, Fracture, Crystalline Barrage) will now be cast five times, making phase 3 extremely hectic due to constant moving and difficulty healing. It is important that Heroism, Bloodlust or similar abilities be used at this point to facilitate this. Due to the likelihood that there will be multiple Tectonic Upheavals both from the remaining Shard and the Motes during this period, healers should use take turns using raid cooldowns such as Tranquility, Devotion Aura and Healing Tide Totem as needed.

Unlike the Shards and Tectus himself, the Motes of Tectus may be killed outright and should be be brought down with AoE abilities. Tanks will need to be careful to use their defensive cooldowns whenever needed as poor placement of Earthen Pillars by errant DPS or healers result in line-of-sight issues preventing healing and the constant movement of the raid may create range issues as well. When the Motes have fallen, the raid can breathe a sigh of relief that the most difficult part of the encounter has passed and steadily finish off the remaining Shard, triggering phase 4.

Phase 4: Even the Mountain Falls
Phase 4 is significantly easier than Phase 3 although it is more difficult than Phases 2 and 1. With the first wave of Motes defeated, only the four Motes from the second Shard remain, and these can be more easily defeated without the additional effects of the second shard. Once all four Motes are defeated, the encounter ends.

Related Achievements

 * Arcane Sanctum (achievement)
 * Highmaul Guild Run
 * Mythic: Tectus
 * More Like Wrecked-us

Quotes

 * Aggro
 * yell


 * Night-Twisted Pale arrival
 * yell
 * yell
 * yell
 * yell
 * yell


 * Shattered
 * yell
 * yell


 * Tectonic Upheaval
 * yell
 * yell


 * Tectonic Upheaval completed
 * yell


 * Earthen Pillar
 * yell


 * Killing a player
 * yell
 * yell


 * Death
 * yell


 * Unused quotes
 * I WILL... I WILL NOT BE BROKEN...
 * THE EARTH CONSUMES YOU!

Objective of

 * Highmaul Raid