Wind Lord Mel'jarak

Wind Lord Mel'jarak is the fourth boss in Heart of Fear. After his Set'thik soldiers and Garalon fail to stop the invading enemy, he makes his stand at the door to the Heart of Fear's inner sanctum with his swarm of Kor'thik warriors, Zar'thik healers, and Sra'thik amber-users.

Adventure Guide
''Wind Lord Mel'jarak commands the mantid's numerous aerial forces. Although he exudes arrogance, the cunning insectoid is fiercely protective of his soldiers and enjoys fighting at their side. Mel'jarak believes the mantid are superior to all other races, convinced that his kind cannot be defeated.''

Wind Lord Mel'jarak
Health:



The Swarm
Wind Lord Mel'jarak fights alongside his most trusted warriors.

Sra'thik Amber-Trapper
Health:



Zar'thik Battle-Mender
Health:



Kor'thik Elite Blademaster
Health:



Abilities overview
The Wind Lord Mel'jarak encounter is one long phase, but deals with three sets of three adds first.

Mel'jarak has his own abilities he uses, most for the entire fight. He first casts Whirling Blade at a random player in the raid, dealing a large amount of Physical damage to all players in the path from Mel'jarak to the player, and again from the player back to Mel'jarak. He also casts Rain of Blades, dealing a small amount of Physical damage to all players every half-second for six seconds.

Below 75% health, he starts casting Wind Bomb at a random player's position, dealing a decent amount of nature damage to players within five yards of that player. After a few seconds, the wind bomb will arm, and will deal a one-shottable amount of damage to the entire raid if any player comes within six yards of it. Wind Bombs last for the rest of the encounter or until they are detonated.

In normal mode, Mel'jarak's Watchful Eye limits the amount of impaling spears that can be active at any time. Before any group is killed, Mel'jarak will allow four spears to incapacitate his warriors; after the first group is killed, he allows two; and he will allow none after the second group is killed. Once a group of warriors is killed, Mel'jarak gains Recklessness, increasing his damage dealt by 50% but increasing his damage taken by 33% for the rest of the encounter. Recklessness stacks and becomes more powerful after each group is killed. He will allow four spears out at a time both in Raid Finder mode and in Heroic mode, but Heroic mode adds its own wrinkles: He will summon a new set of warriors 45 seconds after the group fell, and Recklessness only lasts for 30 seconds, but instead increases damage dealt by 100% and increases damage taken by 600%.

Sra'thik Amber-Trappers have two abilities: They will cast an Amber Prison upon random units of the raid, trapping that target until the prison is interacted with by another player. In non-Raid Finder difficulties, interacting with the prison will debuff that player with Residue, preventing that player from freeing others for 45 seconds. Amber-Trappers also cast Corrosive Resin at random players, debuffing that target with 5 stacks of Corrosive Resin. Stacks are removed by moving, but will leave Corrosive Resin Pools on the ground for some time.

Kor'thik Elite Blademasters have one ability, Kor'thik Strike, where they all focus a single player and strike it in unison, each dealing a large amount of Physical damage. At least one Blademaster must be impaled at all times, or the damage dealt by all three will one-shot most players.

Zar'thik Battle-Menders have two abilities: Mending, which is an interruptable 15% of total health heal, or Quickening, which stacks a +25% damage and melee speed buff on the swarm, but can be dispelled. Mass Dispel is useful for this.

Tactics
Before the encounter begins, four players should interact with the weapon racks left along the wall to gain a bonus ability, Impaling Spear, which will crowd control one mantid for 50 seconds. The spear can be reapplied as often as desired, but Mel'jarak will only let so many of his warriors be crowd controlled at a time. Depending on raid composition, raiders may wish to impale one amber-trapper, one blademaster, and two battle-menders, or some other combination. Crowd-controlling all three of one set is not recommended, as they thus cannot be killed.

A useful macro for the CCers of this fight is:

Make sure to set a focus target before the pull.

For Mel'jarak's abilities, to minimize damage players should spread out in a circle around him for Whirling Blade purposes and additionally stay a few yards away from each other once he starts casting Wind Bomb. Done properly, no Wind Bombs will be triggered, so players should move to the edge of the Wind Bomb activation radius in an attempt to not waste space.

Immediately before the pull, all four impaling spear users should (re)apply the spear to the target, keeping them all on one side of the room. Let a tank pull, and hold off on DPS until the tanks have Mel'jarak and all of the active adds under control. The non-crowd controlled adds should be grouped up on top of Mel'jarak and area of effect abilities should be used liberally. Make sure the impaling spear users keep an eye on their target and reapply the spear before it expires or if it breaks. Otherwise, interrupt the mending, break players out of the amber prisons, and top players off who are targeted by the Kor'thik strike.

Related Achievements

 * Nightmare of Shek'zeer
 * Heroic: Wind Lord Mel'jarak
 * Less Than Three
 * Heart of Fear Guild Run

Quotes

 * Intro
 * yell


 * Aggro
 * yell


 * Whirling Blades
 * yell


 * Rain of Blades
 * yell


 * Adds die
 * yell
 * yell
 * yell


 * Watchful Eye
 * yell
 * yell


 * Reinforcements
 * yell
 * yell
 * yell


 * Killing a player
 * yell
 * yell


 * Death
 * yell

Trivia

 * Mel'jarak is voiced by Todd Stone.

Raid Finder

 * - Fury Warrior

10-man Heroic

 * (1080p) - Elemental Shaman

10-man Normal

 * (1080p) - Mage, Boss voice, Vent

25-man Heroic

 * (1080p) - Mage, Boss voice, Vent

25-man Normal

 * (1080p) - Mage, Boss voice, Vent