Boss guide
How to beat High Inquisitor Whitemane
Scarlet Monastery · Final encounter · 18:00 · 57,000 base HP
When it arrives
Arrives at 18:00 as the final encounter in Scarlet Monastery.
Boss yell“Mograine has fallen? You shall pay for this treachery!”
Attack timeline
5 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“High Inquisitor Whitemane hurls axes across the field!”
The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.
- Interval
- 5 s
How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
2 Circle grid
A grid of circles covers the ground, telegraphed for 2 s and repeated every 12-15 s where an interval is listed. The data does not give the grid size or how many cells are safe.
- Interval
- 13 s
- Warning
- 2 s
How to handle: Move to an unmarked cell during the 2 s warning and stay there until the grid resolves. Do not cut diagonally through marked cells to reach a better spot.
Inferred from game data — not yet verified in game3 Scattered circles
In-game text“High Inquisitor Whitemane calls down meteors!”
Several ground circles land at once; the game warns "the boss calls down meteors!". The data records 3-8 circles, a 1.4-2.8 s warning and a 7-13 s cycle.
- Interval
- 8 s
- Warning
- 1.6 s
How to handle: Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.
4 Delayed blast
A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.
- Interval
- 16 s
- Warning
- 3.4 s
How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.
Inferred from game data — not yet verified in game5 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 11 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
Below 50% health · one trigger
- Summon Add wave
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (1.6 s) Scattered circles
Find the largest gap before the warning ends and commit to it; do not weave between circles at the last moment. With eight circles, move early rather than react.
- 2Most frequent (every 5 s) Projectile volley
Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
Suggested build focus
Build tips recorded for this boss's attack types.
- A movement-speed item or dash makes the gap between volleys much safer.
- A short dash can cross one marked cell, but plan the destination before the warning starts. Inferred from game data — not yet verified in game
- Wider area coverage helps, but the main need is a clear exit lane and a movement speed boost.
- A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Projectile volley
projectile volley- Base interval
- 5 s
- Count
- 8
Keep room to move and avoid the visible projectile paths.
Circle grid
grid circles- Base interval
- 13 s
- Warning time
- 2 s
Move into an unmarked square before the grid resolves.
Scattered circles
scattered circles- Base interval
- 8 s
- Warning time
- 1.6 s
- Count
- 5
Find the safe gap between the marked zones.
Delayed blast
delayed blast- Base interval
- 16 s
- Warning time
- 3.4 s
Leave the marked area and re-enter only after the blast.
Summon
summon adds- Base interval
- 11 s
- Summons
- 12
Clear the adds without letting them close the exit.
Health phases
Thresholds are base client values; difficulty and run scaling can change the encounter.
Below 50% health · one trigger
Summon
summon adds- Summons
- 10
Clear the adds without letting them close the exit.
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Ravager's Greatblade main hand · Epic · 30%
Paladin
- Lightforged Hammer main hand · Epic · 30%
Hunter
- Ahn'Qiraj Rifle main hand · Epic · 30%
Rogue
- Blackwing Shiv main hand · Epic · 30%
- Fang of the Faceless off hand · Epic · 30%
Priest
- Benediction main hand · Epic · 30%
Shaman
- Aegis of the Ten Storms off hand · Epic · 30%
- Blackwing Mace main hand · Epic · 30%
Mage
- Staff of Dominance main hand · Epic · 30%
Warlock
- Staff of the Shadow Flame main hand · Epic · 30%
Druid
- Staff of the Moon main hand · Epic · 30%