[00:00] Hi! I’m Hazel, and this is a guide to  the Alleria fight in the Voidspire on   Normal and Heroic difficulty. This  is our final boss of the Voidspire,   so it’s only right that we’ve got three  phases and two intermissions to deal with. [00:14] We start out fighting Three big adds.  They will stick near their spots,   so Put one tank on Morium, send the second  to Demiar and move a free tank to Vorelus   [00:28] as soon as the first add dies. The raid can  move together and kill one add at a time. Each of these adds has one special move.  Morium’s is a tank buster called Dark Hand.   That does a big hit and a knockback,  so watch the edge if you’re tanking. [00:43] Demiar does Interrupting Tremor, which will  kick any active casts when it finishes.   And then Vorelus has a 15 yard AOE, just get out. [00:55] So the catch here is each add starts out immune  to death. We gotta Hit the add with a Silverstrike   Arrow to break it’s umbral tether and allow it  to be killed. The silver arrows target a few   [01:07] players with straight line attacks, and the add  c will actually highlight when you’re aiming at   it correctly. It doesn’t matter if you’re in  front of or behind it as long as it’s in the   path of your arrow. Hit each big add with one of  those, and otherwise just avoid hitting friends. [01:22] Meanwhile, We’ve also got goopy little void  droplets. Bring those on top of the add that   you’re fighting. The splashes they do will  increase damage taken by anything they touch,   so stacking them on the add  helps us kill it faster. If   [01:35] any players do accidentally pick up stacks of  Corrupting Essence, healers can dispel it off. Grasp of Emptiness is a projectile attack  that gets linked to a player. Both the   circle and projectiles do damage. What makes this cool is The linked   [01:50] player can move to aim the projectiles.  It’s A bit like drawing a weapon. Point   those as best as you can away from  people, and everyone else can dodge. Void Expulsion is an AOE to Dodge that leaves  puddles. It looks a little bit like a soak,   [02:05] but it is not, do not stand in  this. These spawn near ranged,   so if your floor is a mess you can  try baiting them out of the way. Null Corona is a massive heal absorb you’ll see  throughout the fight. It’ll go onto a couple   [02:19] people and just needs to be healed off.  If it is dispelled, the remaining absorb   jumps to someone else so just leave it be and  heal it unless the target is in grave danger. Once our three big boys have died, it’s  time for the first intermission. Don’t   [02:35] bother hitting the boss, she’s immune. Your  job is to not get sucked into the middle.   Silver arrows will fire out from the  center- avoid those. If you are really   struggling with how strong the suck-in is,  you can stand in one arrow to reset it. [02:51] After that’s done, it’s time for Phase  Two. Alleria will summon a Rift Simulacrum,   Tank that at least 25 yards away from her. her simulacrum. This is a split cleave  situation- if you can DoT both, do it. [03:09] stacking up a debuff. Tank  swap around three stacks. damage while the shield lasts. Damage off  this shield to give your healers a break. [03:24] Undying Voidspawn adds will try to cast- Interrupt  their Void Barrage to group them up and cleave   them down. In order for them to die, we need to  hit them with more silver arrows - this time,   [03:37] fancy ones that bounce between players. Take a  look at the graphic and Try to line up the silver   path over Voidspawn adds so they can die. Do  Not aim at the Simulacrum, it won’t do anything. [03:50] Volatile fissure will burn if you if you  step on these bright blue bits of floor.   Don’t cross floor sections until if you  have to, and don’t loiter on the gaps. When the Simulacrum dies, we get another  intermission. This is just like the first one,   [04:05] but with some extra orbs to dodge. Fight the  pull, live and it’s time for phase three. This kinda like Sylvanas. We fight  her on a third of the floor at a time,   and have to escape to clean floor  when she fills it up with void.. [04:19] Aspect of the End Tethers three players to an  arrow, get 30 yards away to snap your tether.   The first break should go ASAP, then stagger out  the others a little to let the healers catch up.   [04:32] There are still absorbs to  heal and void arrows to aim. When it’s time to jump ship to another part  of the room, run into a feather, make sure   [04:44] you got the buff, then jump over the edge. You  must have the buff, and you must actively jump. On Normal, that’s it! On Heroic,  we’ve got a couple of changes. [04:57] There’ll be more puddles spawning,  so the floor will fill faster. The silver arrows in the intermissions  now debuff you for 8 seconds, making you   take WAY more damage from a second one.  If you take two arrows within 8 seconds   [05:11] during the heroic intermissions,  you are most likely extremely dead. And that’s it, at least in the dungeon  journal. If there’s any surprises,   please help your fellow raiders out and  drop in the comments. Thanks for watching,   [05:24] I’ve got more raid guides if you want ‘em  and have a wonderful, wonderful day. Bye!