Completed it yesterday, 03.05.2017, as a Protection warrior.
Had gear of 896 equipped ilvl on me, used my standard tanking set with [Kakushan's Stormscale Gauntlets] and [Mannoroth's Bloodletting Manacles], apart from the trinkets - as much as I was trying to complete this "tank" challenge with tanking trinkets, I hadn't any success in doing so - but switching said trinkets to the only DPS ones I have, specifically 850 ilvl [Stalwart Crest] (+979 Haste) and 885 ilvl [Might of Krosus] (+ socket), was the change that allowed me to complete the challenge on the 3rd try.
The talent set was as follows:
- [Storm Bolt]
- [Impending Victory]
- [Renewed Fury]
- [Bounding Stride]
- [Devastator]
- [Booming Voice]
- [Anger Management]
As much as I dislike Devastator / Booming Voice / Anger Management talents, I had to pick them up to, of course, maximize DPS output.
Maximum health that I had in that equipment was 5.096.280.
Food that was eaten - [Bear Tartare], that allows you to move faster after every killing blow, especially useful in the first phase.
The flask consumed is the one for DPS aswell - [Flask of the Countless Armies].
For the first phase, key for me was to get through it only with two infernals up, which means, of course, that maximizing DPS on Inquisitor is always a priority.
Here is a bit detailed list of what worked for me:
- At the beginning, I pre-potted [Potion of the Old War] and charged in, using [Demoralizing Shout] + [Battle Cry] + [Ignore Pain] (for [Renewed Fury] enrage) right away to take most of the burst damage, used Shield Block to keep every Shield Slam buffed for 30% more damage, and interrupted the first cast of Inquisitor's attack, right before he finished casting it.
- For the next of his casts, I already had Ignore Pain up, as I stayed inside the pool until 5 stacks, then went to kill the first Eye that spawned (can use [Impending Victory] on it, and then, after it dies, you will have [Victory Rush] enabled). At this point, Inquisitor usually casts his first [Drain Life] - for that I had Storm Bolt ready.
- Soon after that, the Nether adds spawn - you've got to gather them up (usually they ran straight to me, if I damaged Inquisitor at least one time or healed myself) and stand near the Inquisitor's pool every time they are on you, to keep damaging Inquisitor with Thunder Clap and Revenge, as you destroy the adds using the combination of every ability that you have available (Demoralizing Shout + Battle Cry + Ignore Pain).
- Every time stacks of [Aura of Decay] faded off, I got back to Inquisitor and kept DPS-ing him until I had 3 stacks on myself, sometimes 4 or even 5 again - should be careful there, to be ready to pickup Velen's orb or stun Inquisitor with Storm Bolt from the distance (if you are completely sure that you can and will interrupt his next incoming Drain Life with something else, without getting more stacks of his debuff). Otherwise, interrupt his casts normally whenever you DPS him, to reduce damage taken and avoid risks, while making sure that you will have Storm Bolt ready for the next Drain Life.
- Infernals - they are more of a nuisance than a problem, their Slam animation is truly, as was said here many times, hard to see on the dark floor of the platform. So I found nothing better than to just increase the brightness of the game in video settings - this way you at least can see the dark clouds more clearly. I tried to use WeakAuras' addon sound alert, but found them of little help, because Slams happen quite quickly and to rely simply of the sound was not enough for me, so I just looked down below my feet and, whenever any Infernal is up and active, was always on the move, around either Inquisitor or Kruul. And, of course, in case of emergency, Intercept and Heroic Leap will save you from being knocked off the platform.
If everything gets done right, you will enter 2nd phase with only two Infernals up - for me it was critical not because of the Slams or getting knocked off, but because of their constant burning aura that damages you for around 150.000 damage (per Infernal), whenever they are up. Many times in previous attempts that was the thing that killed me, combined with Kruul's Netherstomp at the same time. So, in other words, less Infernals you got walking on the platform - the less damage you take.
As for fighting Kruul:
- Every time Kruul attempts to cast his [Annihilate] on you, use Storm Bolt to stun him - it will give you a couple more free seconds to DPS him.
- Save as many Velen's orbs from the first phase as you can - I started using them when Kruul began to cast his second Annihilate: firstly, I stunned him with Storm Bolt, then used Heroic Leap to get to the orb, to disorient him, and charged back to DPS him more.
- I did not use another Potion of the Old War and Drums right away - I saved them for the moment right before he had cast his third Annihilate, because extra Haste that Drums provide give you a chance to make more rage - which turns into stronger Ignore Pain absorbs, which can be a life-saver there, at that point, not neccessarily from Annihilate itself, but from Infernals' aura or Kruul's Netherstomp. Of course, it also boosts your DPS together with another potion, which is going to help you bring Kruul down quickly: as it turned out, I finished him off after third Annihilate, because the fourth wouldn't be survivable for me.
- As was said, whenever you notice that any Infernal is up, be on the move around Kruul, never stand in one spot - it may also help you move out of his green pools from Netherstomp quicker. Try to get near Infernals aswell and cleave them together with Kruul, to minimize damage taken from their aura.
- For Netherstomp - before the fight began, I marked Velen to see him clearly on the battlefield (to always be in range) and made a simple macro for [Intercept], to charge to him whenever Kruul uses Netherstomp. If you do that, it will not only help you avoid the massive damage and slow effect of the green pool, but also will give you some extra rage you can use for Ignore Pain or Shield Block.
#showtooltip Intercept
/cast [target=Prophet Velen] Intercept
- Nether Adds that spawn don't pose much of a threat, the only thing I noticed about them is that they, for some reason, run to Velen more often in 2nd phase, and you should always keep your eyes peeled and grab them off if that happens. Here they serve only for enabling Victory Rush, as they die quickly to cleave damage.
- Kruul's [Twisted Reflection] spell - whenever he attempted to cast it, I did not interrupt it, but used [Spell Reflection] to get the debuff on him instead, which allows you to rapidly heal yourself (with my health, every tick was for ~250.000). Note: every tick of your [Deep Wounds] also procs a heal. Got to be very careful to not miss any cast of the Twisted Reflection, because if it gets through, as was said by other people here, it will be pointless to continue, as Kruul will keep healing himself. Many warriors point out that Spell Reflection is most useful while avoiding the green pools (because of 50% magic damage reduction, with artifact's trait), but as far as I went, I didn't have problems with those, using the macro to charge to Velen (see above).
Kruul's [Annihilate] casts and protection against them:
- For the first one, it is enough to be around maximum health and to use Shield Block (bonus from tier's 2-pieces set will be useful here).
- For the second one, it hits much harder, so I found it optimal to use Demoralizing Shout + [Neltharion's Fury], for 100% critical block chance.
- For the third one, which is deadly, I saved Last Stand and Shield Wall, as well as used Shield Block (Neltharion's Fury might be ready for this, depends on how many times you kept Kruul stunned / disoriented by Velen's orb).
- As was written above, you should try to delay his every cast of Annihilate as much as possible - with Storm Bolt or Velen's orbs, all of which will buy you valuable time to DPS Kruul more and postpone the fourth cast, which would be deadly. It may be useful to bring things like [Gift of Radiance] with a 5-second stun on use and only a minute cooldown, which drops from Odyn in Halls of Valor, but I never had a chance to test it.
Unfortunately, I haven't been recording any video, otherwise would post it here aswell.
I truly hope someone will find all of this helpful, as all of the posts, that I read here, were helpful for me. If you cannot beat it yet - don't give up, sooner or later you will get it done. I can understand all the frustration that this "challenge" makes you feel - as it is not a tank challenge, but a simple and blunt DPS race.
When Proving Grounds were still actual and I've been doing them, I haven't found much of a "tanking" in there either - there wasn't any careful pulls, wasn't really any actual, hardcore tanking, all there was is saving a particular cooldown for a particular wave, and nothing else but endless (heh..) kiting of the mobs. But there, at least, that pandaren girl was DPS-ing them and healed you a bit.. here, in this challenge, we don't have either.
There is even absolutely no interaction with tanks' active mitigation mechanics: tank must know when to use it right, must plan their resources and be ready - think of several bosses in Legion dungeons that have a specific ability, that gets reduced if tank uses their active mitigation abilities at the right time.
What stopped this encounter's designers to make, as the first thing that comes to mind, Inquisitor's [Mind Rend] interactive with active mitigation? Kruul's [Annihilate] is just a physical infinite-range attack that doesn't care for active mitigation - warrior have a chance to block even while simply standing still. Velen's orbs is not a bad mechanic - but it's just another "cooldown" you have to run to and pick up - and it would be nice if you really had time to do that, while all you must do is to just nuke and bash the boss, or you won't beat the timer.
Good luck to everyone still stepping in there - believe in yourself, you can do it.