Helya Trial of Valor Raid Strategy Guide
Helya is the third and last boss of
. She is found at the Helya's Throne, located in Helheim. Players must defeat Guarm to reach Helya.
Odyn, Guarm and Helya can all be found in the
wing of the Looking for Raid version of Trial of Valor.
Defeating Helya on Mythic difficulty rewards the title .
done before Patch 7.2.5 hits.
has provided written strategy guides for all Trial of Valor bosses:
Odyn Strategy Guide
Guarm Strategy Guide
Helya Strategy Guide
Helya Normal and Heroic Guide Video
*May contain adult language.
Loot and Rewards
Helya is needed to progress on the
requires several dungeon/raid quests including
The boss loot table is the same between all difficulties: ilvl 850 LFR, 865 Normal, 880 Heroic, 895 Mythic. All loot has a chance to proc a higher ilvl through the Warforged and Titanforged system.For more information on how ilvls and gearing work in Legion, please check the
Early Legion Gearing Guide
Learn if this relic is desirable for your spec on the
Gear and Artifact Recommendation Guides
.Defeating any boss on a specific difficulty can drop an Artifact Power item which scales up with Artifact Knowledge:
: 250 LFR
: 400 Normal
: 500 Heroic
: 600 Mythic
: Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies.Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore.Helya then orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
away from raid members if targeted.Avoid
, then defeat Bilewater Slimes or absorb
s, as the damage divides amongst all target struck.Defeat Night Watch Mariners before they reach full energy and cast
: Players targeted by
may move out of range, so plan accordingly.Dispel
reduces the healing a target receives, declining in potency over time.Tanks afflicted with
may require coordinated use of damage-reduction abilities.
follows Helya's current tank target and will apply
, respectively, to all targets within the breath.A Grimelord's
reduces your defenses for a short duration.
waves can bring Grimelords and Night Watch Mariners into the battle.Decaying Minions leave behind
when they die, which can be washed away by
Helya Abilities & Strategy
is a three phase encounter which demands high single target and multi-target damage from players, coupled with quick reactions in order to counter devastating mechanics.
Phase 1 consists of fighting
directly, whilst dealing with
s quickly before they annihilate the raid.
At 65% health phase 2 will begin and
will retreat away from the encounter area, players will have to deal with waves of various adds whilst destroying
s that are scattered throughout the encounter area.
s are destroyed,
will return and phase 3 will begin. Phase 3 mixes various abilities from phase 1 and 2 with slight mechanical changes to these abilities.
Phase 1: Low Tide
Dispel Taint of the Sea. Move from the Essence explosions.During phase 1, your raid will be fighting
directly until she reaches 65% health. It is important that a member of your raid is always within melee range of
, otherwise she will cast
. She will deal a burst of damage to the raid and gain a 3% damage increase. This effect stacks.Players effected by
will take moderate ticking damage until dispelled.
Once it has been dispelled, it will deal a small amount of damage to the entire raid and spawn a
, which will then explode shortly afterwards, dealing a high amount of damage to anyone within 8 yards.
This debuff should be dispelled by the healers as soon as possible and then the player with the debuff and anyone nearby should move away from the
explosions left behind.
Do note that the tank who is tanking
is always targeted as one of the raid member to be hit by this ability, plan your movement ahead of time so you're not forced to move away from melee range.
Keep your distance from Orbs of Corruption.Orbs of Corruption will frequently spawn on the location of a few members of the raid.
Each orb will then fixate their player and chase after them for 8 seconds whilst pulsing out moderate aoe damage to anyone nearby.
If a player takes damage from the orb, they will take 100% extra damage from the next hit of the orb. This effect stacks.
Players should remain spread out when
is due to come in to help minimize any accidental damage they might take.
The player fixated by the orb should kite it away from the group, towards the edges of the room.
will always pick the off-tank and then random ranged players. The off-tank needs plan their movement so that they will be back within range of
by the time they need to taunt her
Every 25 seconds
, a large conal breath directed towards the tank which deals moderate magic damage to all players hit whilst applying Bilewatter Redox, a 30 second debuff that reduces armor by 100%. The breath will also cause 5
adds to spawn.
These adds are stationary and cannot be moved via grips, knockbacks or other displacement effects.
They will immediately begin to cast
. This 20 second cast will cause the
s to explode and die, dealing a large amount of damage to the entire raid, reducing in damage by up to 80% based on the slime's remaining health.
The explosion will also create a pool of
which lasts 45 seconds and deals ticking damage to anyone stood within. The size of the
pool is also reduced by the remaining health of the
When the Bilewater Breath comes in, you want to face it to one side of the platform whilst making sure not to face it too far away from the encounter area, as otherwise the
s will spawn on top of the elevated platforms. Once the breath comes in, have the off-tank taunt to help mitigate the effects of
Kill slimes fast... or you'll have large
pools to deal with :(
All DPS should then focus down the adds, dealing as much damage to all of them at once.
It is more important that all adds take a large amount of damage, rather than having a couple of adds die whilst others are left on high health, as this will reduce the effects of
You may need to use healing cooldowns for each time the
goes off to help mitigate the damage of the ability.
However, if the raid manages to deal enough damage to the
s this should not be necessary.
A tentacle will periodically emerge at either the front or back of the platform. Soak the Tentacle Strikes as a group You can also soak them with immunities
Shortly after spawning the tentacle will slam into the ground, inflicting a large amount of damage split between all players within its targeting area.
If the tentacle hits the ground and no player is within the targeting area, it cast
which will deal a huge amount of damage to the entire raid, which in most cases is lethal.
It is important that you have as many people soak the
as is convenient, to help split the damage between all players hit.
You are able to have a player use an immunity (
) and then soak the tentacle strike by themselves. This helps reduce the damage taken by the raid substantially, whilst allowing players to spread out for abilities such as
If you have access to these immunities, we recommend using them on the
s that occur at the back of the platform, as less members of the raid are going to be able to soak that without large downtimes in comparison to the tentacle that spawns at the front.
Once Helya reaches 65% health, she will retreat away from the encounter area and will no longer be damageable directly. Try and ensure that the encounter area is clear of
s before the transition to allow you to deal with phase 2 straight from the outset.
Phase 2: From the Mists
will assault the raid from afar, whilst the denizens of Helmeim fight the raid directly. It is the job of the raid to kill off Helya's
s which are scattered around the encounter area, whilst fighting off the denizens of Helmeim and surviving
's long range spells. 9 Gripping Tentacles will spawn in the encounter area, Three at the back, 2 on each elevated platform and one on the ground floor by the side of each elevated platform.
Each time a Gripping Tentacle is defeated,
will take a burst of damage equal to 2% of her maximum health.
Once all 9 tentacles have been killed,
will return to the platform, at 47% health, and phase 3 will begin.
You'll want to cleave onto these tentacles by tanking all adds that spawn on top of them, whenever safe.
will be dealing small burst of damage to random members of the raid throughout the phase with her
spell. This damage ramps up, as each
damage by 5% per stack. This ability acts as a pseudo-enrage for the phase, as you need to transition into phase 3 before this
damage becomes overwhelming.
on a timer. This causes a large wave will travel across the lower parts of the encounter area, dealing a small amount of damage and pushing players back every half-second.
This wave will remove any patches of
, she will buff herself with
. This increases the damage of
As soon as you enter phase 2, one
wave will travel across the room. The damage of this wave is low and therefore survivable.
However the next time
is cast, multiple waves, empowered with
, will travel across the room in a row. The raid will need to avoid these waves by moving up onto one of the elevated platforms at either side of the room. During this time the raid wants to kill off any extra adds, whilst damaging the Gripping Tentacles that are on this elevated platform.
On the first
cast right at the beginning of phase 2, and at the end of each barrage of
casts from that point onwards, two large adds will spawn, one on each side of the encounter area. One
and One Grimelord.
Tank them near the Tentacles for maximum cleave! Dodge the
Focus down the
will be cast 25 seconds after he spawns. This will deal a large amount of ever increasing ticking damage to the entire raid every 0.5 seconds for 6 seconds. This ability is very likely to wipe the entire raid if cast in its entirety. Kill the Mariner before he has a chance to cast it.
, gaining 30% attack speed for 6 seconds. The tank should use active mitigation during this time.
will mark areas with
. A ghostly image of the Mariner will appear at the location of a ranged player, dealing a large amount of damage to anyone within 8 yards. You can avoid this ability by moving from the white swirly circle that spawns under the feet of the targeted player. Being pre-spread will help minimize overall raid movement whilst the Mariner is alive.
Once the Mariner is dead, swap to the
. Make sure you avoid the
. The Grimelord remains stationary during this cast, so the tank and melee should move 15 yards away from the Grimelord to avoid the ability.Grimelord Sludge Nova, Grimelord Anchor Slam
players need to keep away from alliesto prevent the plague from spreading
The Grimelord will deal a large amount of damage to the tank and anyone within the targeting circle around the tank when he casts
. These players will be knocked up and receive a debuff which increases all damage taken by 400% for 6 seconds.
Only the tank should be hit by this ability and should use a large damage reduction cooldown to survive it.
Alternatively, the other tank should taunt the
immediately after the cast, so the debuffed tank doesn't take any more damage.
will also be applied on players from the
This debuff deals light ticking damage every 3 seconds. The debuff originally has 3 stacks, and 1 stack will be removed every 3 seconds. Each stack will reduce healing taken by 10%.
Once the entire debuff is removed, the player will deal a burst of damage to any player within 5 yards, applying
to any player struck.
Players with this debuff must be spread at least 5 yards by the time the debuff drops to stop the
from spreading throughout the raid group. Healers should spot heal the players with the debuff to ensure they don't die from the damage aspect of the ability.
The Grimelord should be tanked separately away from the
, so that the melee DPS can attack the Mariner without having to deal with the movement based mechanics of the
sWaves of Decaying Minions will spawn around the edges of the room.
Each Decaying Minion will fixate on a random player with
and run over and melee hit them.
Their melee attacks deal very little damage, however this damage ramps up over time as they periodically gain a stack of
, which increases their damage done by 10% and this buff stacks up.
When the Decaying Minions die, they leave a large green patch of Decay on the ground which deals light ticking damage to anyone who stands within it. These Decay patches will be removed by the
The raid should stack up to help group up the
s and then cleave them down.
The Decaying Minions can be stunned, slowed and displaced through conventional means.
Grouping up these adds can be easier at certain points than others. When the raid needs to retreat up to the elevated platforms for the
waves, the minions are easily funneled up the staircase and can be easily killed off.
However these adds can also spawn directly after a
wave set. During that time the raid will need to manually stack the adds up to put them down.
After all 9 Gripping Tentacles have been killed, you will transition into phase 3. When you transition, all adds that are active will remain active and will continue to harass your raid. You want to try and minimize the amount of adds active before heading into phase 3.
Phase 3: Helheim's Last Stand
Phase three consists of a mixture of abilities that are similar to the ones seen in both phase 1 & 2. Many of these abilities place leave slime on the ground which persists until cleared by the
waves, therefore this phase forces players to use the space they are given wisely.
should be used in this phase with DPS cooldowns to finish the encounter as soon as possible.
will still cast
if no players are within melee range. She will also still cast
will still spawn.
Deal with him in the same way you did in phase 2. Tanks will still need to use active mitigation during ghostly rage and ranged players need to watch out for the
However you will need the DPS to put a lot more focus on him as he will cast
which increases his health by 100%, and you still need to kill him before he casts
is cast, face it away from the raid.
This breath deals a large amount of shadow damage to anyone within whilst applying
, which reduces all healing taken by a large amount.
Tanks should face the breath away from the raid and tank swap after each breath whilst the raid avoids taking the hit.
Instead of Orbs of Corruption, Helya will now spawn Orbs of Corrosion.
These orbs are similar, now they will leave patches of decay on the ground as they chase their fixated player.
It is important that the fixated targets kite the orbs around the sides of the room, whilst keeping the decay patches as stacked up as possible.
This decay will be removed when the
wave travels across the platform, however these waves occur infrequently, so you must try and minimize the amount of space the decay patches take up.
The Decaying Minions will spawn in waves around the edges of the room, fixate a target and melee hit them whilst slowly gaining damage through
When they die they will leave a patch of Decay on the ground.
Killing these adds near or on top of one another helps maximize the amount of space you have in the encounter area. It is also important that they die before the
cast, so that they
patches they leave behind are washed away.
is cast, a large wave will travel through the lower parts of the encounter area, dealing damage and pushing back players every half-second.
It is unreasonable to expect that players will have the time to travel to the elevated sections of the encounter area, and instead you will have to take the damage of the wave. Healing cooldowns can be used to compensate.
In the case that you decide to move to an elevated section of the encounter area, then it's important that a tank remains on the ground floor next to Helya to ensure that a
doesn't go off.
Make sure a tank is always within melee range to counteract
Be spread for when the
is cast and have the fixated players kite the orbs away from the raid.
Quickly dispel the
debuff and move out of the
it leaves on the ground.
Have the majority of the raid, or a single player with an immunity, soak the slam from the Tentacle Strike to avoid
from wiping the raid.
Face Helya towards one side of the room for the
, make sure that no
s spawn on the elevated sections of the platform.
Have tanks switch who is tanking
Have all DPS focus down the
s to reduce the severity of
Make sure no
s are active before transitioning at 65% health.
Move as a single unit to an elevated platform during the
and Grimelord slightly apart from one another to allow melee DPS to focus down the
without having to move from the
Kill off the
is cast, whilst having the tank use active mitigation during his
. Ranged players should also move out of the
Move away from the
and have the tank use large damage reductions for the
Move 5 yards away from your allies when
is going to time out, to prevent it from spreading to them.
Group up, crowd control and kill the
s. Make sure they die on the lower sections of the room, so that the Decay they leave is washed away by the
Kill off all 9 Gripping Tentacles spread around the edges of the encounter area to progress into phase 3.
Group up, crowd control and kill the Decaying Minions, make sure they die on the lower sections of the room so that the Decay they leave is washed away by a
wave. It is also important they die close together so you can maximize the amount of room the raid has.
Kill off the
is cast, whilst having the tank use active mitigation during his
. Ranged player should also move out of the
Be spread for when the
is cast and have the fixated players kite the orbs around the edges of the room. Keep the patches of Decay they leave in their wake close together to maximise the room the raid has.
Use a healing cooldown when the
wave washes across the encounter area. Alternatively, avoid the damage it deals by moving to an elevated platform.
Make sure a tank is always in melee range of Helya to prevent her from casting
away from the raid.
Tanks should switch after each
to mitigate the effects of
during this phase when dps cooldowns align.
Looking for Raid Difficulty
As of time of writing, there are no mechanical differences between LFR and Normal Mode listed in the Dungeon Journal. The only differences listed are purely numerical, where abilities will deal less damage in LFR than in Normal Mode.
Apart from abilities dealing more damage in comparison to Normal Mode, no differences are listed in the Dungeon Journal for phase 1 & 2. In phase 3, the
will send out several bolts within the cone of the breath called
When these bolts land they will each deal a large amount of damage to the raid and apply a large healing absorption shield on each player for 30 seconds.
If a player soaks the
bolt, they will take the damage and healing absorption shield instead.
To counter this, you want to have the tank face Helya to one side of the room, whilst taking care to make sure that all bolts will land on the lower parts of the encounter area.
As soon as the breath has ended, players should enter that area and make sure that all
s are soaked. If this is not done, the combined damage of all
s will annihilate the raid.
Apart from abilities dealing more damage on in comparison to normal mode, there are several mechanical additions and changes to this encounter on Mythic.
from phase 1 and the
from phase 3 will now have a
beam connecting them. Any player hit by the beam will take lethal damage.
in phase 2 will now attempt to spread each time a stack is removed, rather than at the end of the debuff. The Grimelord also has the ability to increase the number of stacks of
players have through
A new add is present in phase 2 & 3 called a
. This add will attempt to empower Helya's
ability via an interruptible spell called
. When this ability is interrupted, it will deal a burst of damage to the raid.
During phase 3, the
will now apply
to any player hit. These players will be mind controlled and can only be broken out by damaging them to 10% health.
We have no idea how you are going to deal with this. Have fun! (We'll update it, don't worry!)"
获取 Wowhead 高级会员
[As little as
less than $1 a month
to enjoy an ad-free experience, unlock premium features, and support the site!]
When you read the guide in the voices of Fatboss :D
If nightmare Mythic was done after 18 hours .. this one will be how much ? 4 hours ?
When attempting to loot Helya her corpse bits are suspended in the air above water that kills you if you stand in it. Too high up to loot attempting to jump up to get it not only doesn't work but causes you to be in water long enough to die. Anyone else experience this?
You don't get The Chosen title from killing Helya on Mythic. You get the title for one shotting all of the bosses on mythic.
What's up with the Mythic part of this guide?... Any chance on some sort of tips to help out with the fight?
Just going to mention this for tanks out there dealing with the grimelord anchor smash. try to save a cd/ ask for externals on the anchor smash. I'm not entirely sure why but ever since they nurfed the fight I would occasionally get wreckt by that thing. On heroic mode with 30 players as a guardian druid with 2 stacks of armor mitigation I took a 5 mil swing. Using wall/ sleeper barkskin I only took about 1-2 mil. The party size was larger than what I normally did so maybe that had some impact, still seemed like a lot compared to tanking that ability before, have to wonder if there is a possible scaling bug. Other than that though the adds in general are far easier in p2 and makes the fight a whole lot easier.
I would really like to read something about 5pack of tentacle soaking. Orb rotation. First on tank healer rdps second on mdps. Etc or tentacle spawn position.. For mythic i mean. More detailed would be great
>We have no idea how you are going to deal with this. Have fun! (We'll update it, don't worry!)"
6 months later~
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
[Please review our
其他 Fanbyte 站点
Hearthstone Top Decks
Final Fantasy XI
© 2021 Fanbyte