Amber-Shaper Un'sok

Amber-Shaper Un'sok is the fifth boss of Heart of Fear. The last boss between the players and Grand Empress Shek'zeer provides an unorthodox battle which requires high raid awareness of both the boss' abilities and the abilities the players receive when changed into Mutated Constructs.

Adventure Guide
''Eager to please his empress, Un'sok has produced several innovative concoctions. Yet this brilliant young alchemist's proximity to the mantid queen has allowed the sha's negative energies to take root in his mind. Now, Un'sok's overwhelming fear of failure drives him to create increasingly deadlier weapons.''

Stage Two: Un'sok's Greatest Creation
When Un'sok reaches 70% remaining health, he calls forth a massive Amber Monstrosity to fight beside him. Un'sok continues to attack with his full arsenal of abilities from Stage One.

Stage Three: Un'sok Unleashed
Upon witnessing the destruction of his greatest creation, Un'sok channels power from the amber pools lining his chamber and prepares to make his final stand. Un'sok no longer uses Amber Scalpel, but now casts Reshape Life with greatly increased frequency.



Stage 1
Let the tank charge in while the raid spreads out a few yards from each other. Un'sok will randomly target one player and begin channeling Amber Scalpel on it. The targeted player should kite it out of the raid and around the outside of the room. Several Living Amber oozes will spawn out of the beam trail and fixate on another random member of the raid. The living amber do not hit too hard, but should be killed fairly quickly to both lessen the healing load and spawn Burning Amber pools.

At the same time, Un'sok will cast Reshape Life on one of the tanks, turning that unit into a Mutated Construct. While converted, the player starts at 100% willpower and loses 2% every second. Should the player run out of willpower, it will die, and the construct will continue to attack the raid, uncontrolled. The construct has the following four controllable abilities, and one uncontrollable ability:

While converted, the player is hostile to both Un'sok and the rest of the raid. Thus, the raid can attack the construct and the player controlling the construct can attack the boss. The construct will additionally cast Amber Explosion, which can be interrupted with Struggle for Control. If not interrupted, the explosion will do a huge amount of damage to the rest of the raid. Breaking free can only be used while below 20% health, so the raid must damage the construct below 20% health before the controlling player runs out of willpower.

The tank turned into a Mutated Construct should spam Amber Strike on the boss to place the stacking debuff on the boss, and should aim to Break Free just before the co-tank is turned into a Mutated Construct, therefore enabling the new Mutated Construct to maintain the debuff. As the Mutated Construct is also hostile towards the raid, the Construct must be careful not to accidentally target one of the other raid members.

Consume Amber should not be used in this stage of the fight, as the Burning Amber pools should be kept for Stage 3 (where breaking players out of Constructs is not feasible). DPS should bring the Construct down to below 20% health as soon as possible to avoid such a situation from being necessary.

It should also be noted that the Mutated Construct can not act as a tank, as Un'sok's Destroy Will ability will quickly drain a Construct of all willpower.

Stage 2
At 70% health, Un'sok will spawn the Amber Monstrosity (who needs to be quickly picked up by a tank) and put on his Amber Carapace, which absorbs 99% of all incoming damage. Un'sok keeps using all of his phase one abilities, but will instead target healers and DPS (instead of the tanks) for Reshape Life. The raid should continue to break out converted units while the Monstrosity is still alive. The Monstrosity has its own version of Amber Explosion, which does far more damage to the rest of the raid and can only be interrupted by a Construct's Amber Strike ability.

The Monstrosity's Fling ability appears to additionally reset its target's threat, thus necessitating a tank switch.

The Mutated Construct's role is similar to that of Stage 1 (use Amber Strike on the target, interrupt Amber Explosion with Struggle for Control, and Break Free when a new player is about to be reshaped into a Construct), although the target will be the Amber Monstrosity. There is no point in targeting Un'sok due to the 99% damage reduction, although the tank not on the Monstrosity should keep him occupied.

The Amber Monstrosity's Amber Explosion is significantly more damaging than the Mutated Construct's Amber Explosion. If a conflict between the two arises (due to GCD clashes), the Mutated Construct must prioritise interrupting the Amber Monstrosity's Amber Explosion with Amber Strike over the Construct's own Amber Explosion. The Construct should keep an eye on boss timers to ensure that Amber Strike is off cooldown when the Amber Monstrosity starts casting Amber Explosion.

Mutated Constructs should still avoid using Consume Amber as much as possible. Amber Scalpel will continue to annoy the raid during this stage.

Stage 3
When the Amber Monstrosity dies, the encounter enters its final phase. Un'sok will stop using Amber Scalpel, but starts using Reshape Life much more frequently. This is a burn phase, and the raid cannot spare any time or damage to free converted players from the constructs. Converted players should focus their attention on keeping their willpower up with Consume Amber (which is the primary reason for avoiding use of Consume Amber previously, to avoid running out of Amber Pools) and spam Amber Strike on Un'sok, stacking the damage taken debuff on him. Pop Heroism and quickly work through Un'sok's remaining health.

Alternate 10-man Normal Strategy
If the raid has competent off-spec healers, it is possible to run with 2 tanks, 4-5 healers and 3-4 DPS.

In Phase 1, DPS should focus on the Amber Construct, and when it has been pushed to 20%, switch over to the Living Amber. Minimal DPS should be done on the boss, as this strategy is reliant on having the majority of the Amber Pools generated in Phase 1. It is recommended that the raid wait for at least 7 Amber Scalpels before pushing the boss into Phase 2.

In Phase 2, pop Heroism to quickly free the tank trapped inside the Amber Construct. Once the tank is freed, any further Constructs should no longer be freed for the remainder of the encounter. DPS will need to prioritise killing Living Amber, then move to the Monstrosity; Constructs should spam the Monstrosity and eat the Amber Pools whenever low on willpower. If done correctly, there should be around three Constructs going into Phase 3.

Everyone needs to focus on the boss in Phase 3. Tanks will need to chain cooldowns when there is only one healer (or no healers!) remaining.

This strategy requires a long Phase 1 to provide enough Amber Pools for the subsequent phases, but will result in a short Phase 2 and Phase 3 due to the army of Constructs placing extremely high stacks of the debuff on their targets. The increased number of healers is required to mitigate bad RNG turning too many healers into Constructs too soon. It is expected that the Constructs do the bulk of the damage dealt in Phases 2 and 3; consequently, it is important that the all raid members know how to play as a Construct and can handle control/interrupts perfectly.

Related Achievements

 * Nightmare of Shek'zeer
 * Heroic: Amber-Shaper Un'sok
 * I Heard You Like Amber...
 * Heart of Fear Guild Run

Quotes

 * Intro
 * yell


 * Aggro
 * yell


 * Amber Scalpel
 * yell


 * Casting Reshape Life
 * yell


 * Reshape Life
 * yell


 * Phase 2
 * yell


 * Phase 3
 * yell
 * yell


 * Kiiling a player
 * yell
 * yell


 * Death
 * yell

Raid Finder

 * Fury Warrior

10-man Normal

 * (1080p) - Elemental Shaman

25-man Heroic

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

25-man Normal

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

Trivia

 * He's voiced by Dino Andrade.