Feng the Accursed
|Title||<Keeper of Champion Spirits>|
Feng the Accursed, formerly known as Feng Shri, is the second boss in Mogu'shan Vaults. He is a spirit awakened after the death of the Stone Guard, and will animate several mogu statue trash mobs on the route to his encounter.
- 1 Background
- 2 Spells and Abilities
- 3 Strategy
- 4 Loot
- 5 Related Achievements
- 6 Quotes
- 7 Videos
- 8 Patches and hotfixes
- 9 Trivia
- 10 External links
Long ago, Feng Shri was the Mogu'shan Vaults' caretaker, tasked with preserving the treasures kept within these shadowy halls. After years of faithful service, he was caught stealing from the shelves, although some say he was framed by a jealous underling and the mogu ruler punished him with a fatal curse. The doomed spirit of Feng Shri has wandered the vaults ever since, communing with the shades of past mogu heroes and warlords.
Spells and Abilities
Feng enrages after 10 minutes on all difficulties.
- Spirit Bolt — Feng the accursed deals 74,000 (Raid Finder), 96,000 (10 Normal), 115,200 (25 Normal), 110,000 (10 Heroic) or 132,000 (25 Heroic) Shadow damage to 3 (Raid Finder and 10-player) or 8 (25-player) random players.
- Strength of Spirit — Each time Feng absorbs a mogu champion spirit, his damage is increased by 5% for the remainder of the encounter.
- Essence of the Mogu Champions — On Raid Finder and Normal difficulty, around 95%, 66%, and 33% life, Feng siphons the essence out of a pre-selected statue of Mogu Champions past, gaining their boon. In Heroic difficulty, Feng siphons from the statue is nearest to him around 100%, 75%, 50% and 25%.
Spirit of the Fist
- Lightning Lash — Feng's lightning charged fists zap his current target, inflicting normal damage as Nature plus 20,000 (Raid Finder), 30,000 (Normal) or 50,000 (Heroic) Nature damage every 2 sec for 20 sec.
- Lightning Fists — Raid Finder and Normal Only Feng slams a lightning-charged fist into the ground, causing a shockwave to pulse in front of him. The shockwave inflicts 117,500 (Raid Finder) or 250,000 (Normal) Nature damage and stunning those caught in its path.
- Lightning Fists — Feng slams a lightning-charged fist into the ground, inflicting 100,000 Nature damage and causing three shockwaves to pulse in front of him. The shockwave inflicts 250,000 Nature damage and stunning those caught in its path.
- Epicenter — Feng channels a violent earthquake that inflicts Nature damage. The quake inflicts more damage towards its epicenter, and reduces players' chance to hit by 75%.
Spirit of the Spear
- Flaming Spear — Feng's fiery spear sears the flesh of his current target, inflicting 25% of his normal melee attack as Fire damage. The fire then inflicts an additional 20,000 (Raid Finder), 30,000 (Normal) or 50,000 (Heroic) Fire damage every 2 sec for 20 sec.
- Wildfire Spark — Feng the Accursed targets a random player then engulfs them with a Wildfire Spark. The Spark explodes after 5 seconds, igniting a Wildfire at their location. The Wildfire then spreads out and inflicts 116,975 Fire damage every 1 sec. to any player standing within the fire.
- Draw Flame — Feng attempts to absorb the Wildfire and cause his melee swings to inflict 18,000 (Raid Finder), 50,000 (10 Normal), 65,000 (25 Normal), 80,000 (10 Heroic) or 92,000 (25 Heroic) additional Fire damage to all enemies.
Spirit of the Staff
- Arcane Shock — Feng's arcane-infused staff shocks his current target, inflicting normal damage as Arcane plus 20,000 (Raid Finder), 30,000 (Normal) or 50,000 (Heroic) Arcane damage every 2 sec for 20 sec.
- Arcane Velocity — Feng channels a arcane storm, inflicting 17,200 (Raid Finder), 40,000 (10 Normal), 46,000 (25 Normal), 60,000 (10 Heroic) or 69,000 (25 Heroic) Arcane damage every 1 sec. to all enemies. The bolts from the storm inflict increasing damage to targets as they stand further away from Feng.
- Arcane Resonance — Feng charges random targets with Arcane Resonance, inflicting 8,500 (Raid Finder), 30,000 (10 Normal), 16,000 (25 Normal), 42,000 (10 Heroic) or 20,000 (25 Heroic) Arcane damage to the target's nearby allies within 6 yards. Each additional affected player amplifies the damage done to them all by 8,500 (Raid Finder), 30,000 (10 Normal), 16,000 (25 Normal), 42,000 (10 Heroic) or 20,000 (25 Heroic).
- Shadowburn — Feng burns his current target's soul, inflicting normal damage as Shadow plus 50,000 Shadow damage every 2 sec for 20 sec.
- Siphoning Shield — Feng's cursed shield draws the souls of 5 (10 Heroic) or 10 (25 Heroic) random enemies to it, healing him for 2% of his life per soul that is absorbed.
- Chains of Shadow — Feng strikes a random player with a Chain of Shadow that arcs to another nearby player. The Chain affects up to 3 (10 Heroic) or 8 (25 Heroic) targets, inflicting diminishing Shadow damage to each successive target.
The heroic willpower of tank-specced players allows them access to the leftover essence shards from the awakened statues.
- Nullification Barrier — Friendly units standing inside the Nullification Barrier will have all harmful magical effects nullified.
- Shroud of Reversal — Shrouds a friendly target with an aura of magic reversal, allowing the caster to mimic any hamful ability their target takes.
Feng the Accursed is a multi-phase tank and spank encounter in which Feng will draw upon the might of three (LFR and Normal) or four (Heroic) Mogu champion statues located around the perimeter of the dais, gaining their abilities.
At the pull, two large purple crystals will appear on the South side of the dais. These gems, when clicked by a tank, will grant the tank one of two abilities, which the player can activate with an ExtraActionButton1. The West crystal grants Shroud of Reversal and the East gem grants Nullification Barrier. The effects of these abilities are listed above and the proper usage of these abilities is explained below.
These are the ideal raid compositions, but similar configurations may work just as well.
- 10-player modes: 2 Tanks, 3 Healers, 5 DPS
- 25-player modes: 2 Tanks, 6 Healers, 17 DPS
While Feng's most important abilities change depending on which phase he is in, he does retain Spirit Bolt which does Shadow damage targeted at a random player. In each phase, he also has a tank swap ability that are all functionally the same mechanic with different types of damage-- Lightning Lash, Flaming Spear, Arcane Shock and Shadowburn. Each of these abilities places a DoT on his current tank, and tanks should swap aggro around 2-3 stacks, although if DPS is very good or a tank is well-geared swapping may not be necessary.
Feng the Accursed has a 9 minute hard enrage timer on Normal mode and a 10 minute hard enrage timer on Heroic mode. If he is not defeated within this time limit Feng will gain vastly increased attack speed and damage and will wipe the raid in a matter of seconds. Heroic mode also features a minor soft enrage mechanic in the form of Strength of Spirit, a passive buff he gains as his individual phases are completed.
There are three (LFR and Normal) or four (Heroic) phases of this encounter. In LFR and Normal mode, the order of the phases is fixed and Feng will always enter the same three phases in the same order. On Heroic mode, the raid can choose which order they will take the phases in. In either case, whenever Feng enters a new phase he loses the special abilities he had in the previous phase.
On LFR and Normal mode:
- At the pull, Feng will simply attack the raid with his basic set of abilities.
- At 95% remaining health, he will move to the Northeast statue and the Spirit of the First phase will begin.
- At 66% remaining health, he will move to the Southeast statue and the Spirit of the Spear phase will begin.
- At 33% remaining health, he will move to the Southwest statue and the Spirit of the Staff phase will begin, which he will remain in for the rest of the encounter.
On Heroic mode, there are four phases and the raid can control what order they will take the phases in. Feng will draw powers from whichever statue is closest to him at the pull and again when his remaining health reaches 75%, 50% and 25%. Because he will immediately enter a phase after the pull, the tank that begins the encounter must taunt Feng from in front of whichever statue's phase the raid wants to tackle first. The three statues from LFR and Normal mode will grant Feng the same abilities as before, while the Heroic-only Northwest statue will grant him Spirit of the Shield, the Heroic-only phase.
While the order of these phases should reflect your raid's preferences, the most common order used is the following:
- Spirit of the Staff - Southwest statue
- Spirit of the Fist - Northeast statue
- Spirit of the Shield - Northwest statue
- Spirit of the Spear - Southeast statue
This order places his most damaging abilities earlier in the fight (when they will not be fully buffed by Strength of Spirit) and also provides the convenience of allowing the raid to wipe earlier in the fight (and thus save time) if these damaging abilities prove too difficult to handle. On the other hand, if the raid is struggling to deal with the adds in the Strength of the Shield phase to prevent Feng's self-healing, it may be advantageous to do that phase first to limit Feng's self-healing potential as he cannot heal himself above 100%. The raid leader will need to decide the best order for his or her team based on knowledge of the members' abilities.
Because Feng will always go next to whichever statue is closest to him, tanks need to move Feng to the next statue for the phase the raid will be doing next ahead of time so that he always enters the correct phase next. If following the order above, after Feng enters Spirit of the Staff the tanks should move Feng to the Northeast statue so that he will acquire Spirit of the Fist at 75%, then move him again to the Northwest statue for Spirit of the Shield before Feng reaches 50% and so on.
Spirit of the Fist
When Feng enters the Spirit of the Fist phase he gains two abilities: Lightning Fists and Epicenter. Lightning Fists creates damaging shockwaves that will also stun anyone caught in their path, and these must simply be dodged as much as possible. Epicenter is a raid-wide AoE that will do less damage the further players are away from Feng. As such, during this phase it is preferable to have ranged DPS and healers stacked up on the opposite end of the dais where they will take minimal damage from Epicenter. The tanks and melee DPS will be protected by means of the extra tank abilities mentioned above.
When Feng uses Epicenter the first time, the tank with Nullification Barrier should channel the ability to protect the melee DPS and the tanks from harm, as Nullification Barrier will completely block the damage of Epicenter. Note that since Nullification Barrier is a channel, the tank with this ability must not move or take any action as this will break the channel and thus cause melee DPS and tanks to take massive damage.
Before Feng uses Epicenter a second time, the tank with Shroud of Reversal should use this ability on the other tank right before Feng uses Lightning Fists on that tank. By doing this, the Shroud tank will be able to use Lightning Fists on Feng. Lightning Fists has the ability to interrupt Epicenter and should be saved for when Feng begins to cast it. If Lightning Fists is used by the tank when Epicenter is being cast, Epicenter will stop and immediately be placed back on cooldown. The tanks should alternate between these two means of dealing with Epicenter, although if the raid's DPS is good it is unlikely that Feng will be able to use Epicenter a third time anyway.
Note: The tank with Shroud of Reversal may benefit from placing the following macro on their action bar in place of their normal interrupt:
/target nameOfMainTank /click ExtraActionButton1 /targetlasttarget
Note: The cooldown on Nullification Barrier is much shorter on LFR difficulty, and thus Nullification Barrier can and should be used to block every Epicenter.
Spirit of the Spear
When Feng enters the Spirit of the Spear phase he gains two new abilities: Wildfire Spark and Draw Flame.
Wildfire Spark places a debuff on a random DPS or healer. After five seconds this debuff will explode and deal damage in addition to creating a fire void zone at that player's location that will damage anyone standing in it. When a player is targeted, they must run away from their group (either melee/tanks or ranged/healers, which should still be stacked up after the previous phase) and let it explode far enough away from the raid that the rest of the raid will not be caught in the fire. After the fire void zone has been placed away from the raid, they can then rejoin their group. It is best, if possible, for fire drop locations to be decided before the pull. The Northeast corner for melee and the Northwest corner for ranged/healers are ideal for Normal mode, but in Heroic mode where you place the fires should depend on which phase you plan to enter next so the space is clear for the tanks to move the boss when needed.
When Feng uses Draw Flame, he will suck all of the fire void zones toward him, causing damage to anyone standing in the fires as they move. Any fire void zones that reach Feng will cause his melee swings to deal significant raid damage for a short period of time. However, the tank with Nullification Barrier can prevent him from absorbing the fire by activating and channelling it while he uses Draw Flame. The fires will still move towards him, but if the barrier is up when they reach Feng they will simply despawn and he will not absorb the fire and thus not receive the buff. Unfortunately, the cooldown on Nullification Barrier is too long to block every Draw Flame, and healers should be prepared to use cooldowns for as needed to deal with the raid damage.
Shroud of Reversal has no particular defensive purpose during this phase, but the tank that has this ability should use it to steal Feng's abilities as frequently as possible to deal extra damage and end the phase sooner.
Spirit of the Staff
Victims of Arcane Resonance should stand clear of other players. The rest of the raid should try to take advantage of Arcane Velocity to increase their DPS.The healers should expect a lot of raid damage in this phase. As the damage will be high and raid movement is of little importance,/ / should be used is this phase to finish him as quick as possible.
There are eight convenient scrollwork/designs around the circle that can be used as reference points for raid member positioning. In 10-man mode, it may be useful for the two tanks to bring Feng to the middle, with the rest of the raid pre-assigned to the outer locations in case of Arcane Resonance, ensuring no raider is in the same spot. Non-resonating players can then group near the middle for AoE healing during Arcane Velocity.
Spirit of the Shield (Heroic only)
Shadowburn is a stacking debuff that Feng applies to the tank, inflicting Shadow damage.
Chains of Shadow is an ability that Feng spams with relatively high frequency. It deals damage to a random player, and then jumps to other nearby targets, dealing damage to them as well. The damage to each successive target is lower than the damage to the one before. In 10-man, Chains of Shadow affects 3 targets, while in 25-man it affects 8.
Periodically, Feng throws his shield at a nearby location, which causes a number of Soul Fragments (5 in 10-man and 10 in 25-man) to spawn on the location of random raid members. They have no aggro table and move toward the shield, each one healing 5% of Feng's health if it reaches the shield. The fragments can be rooted, snared, stunned and knocked back.
Tanks must take turns to allow the Shadowburn debuff to drop off. The raid should be stacked up near Feng. Although this causes Chains of Shadow to deal its full damage, and it can be the source of possible deaths to your raid members, it's still the optimal positioning due to Soul Fragments. With the raid grouped together, they will all spawn in one place, allowing your raid to AoE them down as quickly as possible.
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- Lorewalker Cho says: So the stories were true...
- Lorewalker Cho says: We have disturbed what should not have been disturbed. He cannot be free to escape this prison! You must destroy him!
- Tender your souls, mortals. These are the halls of the dead!
- Spirit of the Fist
- Oh, Great Spirit! Grant me the power of the earth!
- Spirit of the Spear
- Oh, Exalted One! Through me you shall melt flesh from bone!
- Spirit of the Staff
- Oh, sage of the ages! Instill to me your arcane wisdom!
- Spirit of the Shield
- Great Soul of champions past, bear to me your shield!
- Killing a player
- They crumble so easily.
- Ripe for the picking.
- Feng the Accursed yells: If they only knew... what horrors await...
- Lorewalker Cho says: Feng the Accursed was betrayed by four emperors of the mogu, his body destroyed each time, only to rise again.
- Lorewalker Cho says: This is not the last we have seen of Feng...
- Several Zandalari trolls burst through the doors on the other side of the room.
- Lorewalker Cho says: The Zandalari, ancient allies of the mogu! They must seek the legendary weapon within the depths of the Vaults!
- Lorewalker Cho says: I am sorry I did not tell you earlier! These vaults house a weapon of unimaginable power! Stop them!
- Lorewalker Cho says: I will stay behind and investigate this dais further...
- Unused quotes
- Ah, yes...
- Feng the Accursed (LFR) (1080p) - Fury Warrior
- Feng the Accursed 25 Heroic (1080p) - Mage, Boss Voice, Vent
Patches and hotfixes
- Hotfix (2013-03-19): "Increased the time before the gate to closes while engaging Feng the Accursed to 8 seconds, up from 3 seconds."
- Patch 5.0.4 (2012-08-28): Added.
- Feng is voiced by Patrick Seitz.
- Feng in Chinese means wind.