Mythic Aggramar Antorus Strategy Guide
This guide provides tips and strategies for defeating the
encounter on Mythic Difficulty in Antorus, the Burning Throne. This guide includes tips and strategies for dealing with the new mechanics introduced in this difficulty. For LFR, Normal and Heroic difficulties, please
Aggramar is a three phase encounter in which the raid will be battling Aggramar directly in each phase. Each phase is separated by an intermission where the raid need to deal with powerful elemental adds that are trying to annihilate the raid. Excellent positioning and planning is needed to defeat this titan of destruction!
Aggramar is the tenth boss in Antorus, the Burning Throne; available December 5th on Mythic Difficulty. Aggramar is available after defeating both the
Coven of Shivarra
Mythic Aggramar World Firsts
One special drop is the transmog weapon
Loot starts at 960 on Mythic.
Mythic Quick Tips
– Over the course of the encounter Aggramar passively generates energy. Upon reaching 100 Energy, his sword, Taeshalach, unleashes fiery energy and he begins
, a devastating combo attack, alternating between
, ending with a
Upon reaching 80% and 35% Aggramar activates his
, preventing all damage and the elemental forces within Taeshalach are unleashed. Several smaller Embers of Taeshalach erupt from the blade along with two Flames of Taeshalach. The Embers slowy move towards Aggramar causing a
. Killing both Flames of Taeshalach causes Aggramar to resume his attacks.
causes all of Aggramar's melee attacks to hit the next closest target.
Take turns tanking Aggramar to manage the application of
, turn Aggramar away from allies to mitigate the damage of
Avoid being close to allies as
hits all nearby players.
, help split the damage of
Embers of Taeshalach that reach Aggramar cause a
inflicting significant damage to all players.
Avoid being close to allies as
hits all nearby players.
, help split the damage of
Embers of Taeshalach cause
when they touch Aggramar.
Alongside numerical changes, in which the damage from the abilities has been increased, there is a several mechanical changes that have been made to the Aggramar encounter on Mythic difficulty.
This fight is one of the few in the instance where your progression time can truly be reduced by bringing specific classes as part of your composition.
Death Knights are particularly effective in this encounter due to their Death Grip style abilities. Unlike lower difficulties, Ember of Taeshalash adds are more numerous and cannot be hard crowd controlled for prolonged periods.
Having multiple death grips and gorefiend's grasps will help maintain control of these adds throughout the fight.
Many guilds bring three tanks for this encounter. Two tanks deal with tanking the boss whilst the third tank is a blood death knight that spends their whole time controlling the Ember of Taeshalash adds.
Classes with knockback spells are very useful on mythic as it will also allow you to maintain control the Ember of Taeshalash adds positioning through the phases.
We recommend that you have at least 3 knockback abilities for this encounter.
Due to the recent nerfs to the encounter, we recommend four healing the encounter to ensure you can burst the boss down during phase three.
has been replaced by
in all three phases.
This new debuff targets ranged players and causes them to deal ticking damage to themselves every 2 seconds for 8 seconds.
Each tick will also deal lethal damage to other players within an every growing radius around the debuffed player.
Ranged players want to be pre-spread around the encounter area in an arc around the boss. This will reduce the amount players need to move when they receive the
Ranged players should spread around the boss!
abilities become empowered over the course of the fight.
During phase one, the
is replaced by the
This deals damage split between all players as well as leaves a debuff which increases all damage taken by
by 500% for 30 seconds.
This forces the raid to split into two equally sized teams, each of which will take one
abilities now come in a random order, rather than in a set pattern.
The raid must be prepared to deal with all three of these abilities from the very beginning of the
Note: The technique will never start with a searing tempest and will never include two Empowered Flame Rends back to back.
Aside from these two changes, phase one remains very similar to heroic mode. The raid should only have to deal with a single
before transitioning into the first intermission at 80%.
10 Ember of Taeshalash adds now spawn around the room on mythic difficulty, rather than 6. These adds work the same way as heroic and will trigger a
once reaching the boss or after 165 seconds.
The Ember of Taeshalash adds will also now only be affected by hard crowd control spells for 7 seconds, regardless of the spell. Soft crowd control (slows, stuns, knockbacks and displacement spells) all work normally.
As there are 10 adds and only 165 seconds to remove them, the raid will need to have two explode at the same point during the time they are alive.
As there are more embers, it is difficult for tanks to find a spot where they can keep the 2 Flame adds without enraging the embers.
The moment the phase begins both flame adds should be moved towards the edges immediately. On the way there they're moved through embers.
This does enrage the embers however it quickly drops providing the Dlame adds are moved fast.
Once the enrage drops on the embers, the group should land a stuns on them to compensate for the distance they covered.
All DPS immediately swap to the flame adds and begin to kill them off. DPS should save CDs for this phase to make this as quick as possible.
For the rest of the embers, at the start of the phase have 1 Death Knight grip an add towards the boss and let it walk in.
This puts you down to 9 adds from the start.
Intermission One suggested strategy.
Meanwhile, assign a single warlock to go around the entire room and slow every single Ember with corruption ring.
If you do not have this available, you will have to assign individual players to slow or crowd control each add.
The goal is that the Flame adds die and the boss transitions before the ember adds reach the middle of the room.
Before the flame adds die, have a Death Knight grip two adds together.
These are the adds that you want have the boss walk through as he paths out of the middle of the room.
You need to have a single double explosion per set of Ember adds due to the 165 second time limit.
This will put you down to 7 adds to deal with in phase 2.
To survive the ticking damage from the boss as well as the damage from the
, two large healing cooldowns should be used throughout the phase, with two additional healing cooldowns being used as the boss moves over the two stacked adds at the end of the intermission.
All ranged players should immediately stack up 20~ yards away from the middle of the room for the incoming Flares, whilst the remaining 7 ember adds are mass gripped together in the middle of the room.
This is to allow all three flares to spawn away from the Ember of Taeshalash adds.
to all Ember of Taeshalash adds that are within their area of effects.
This is a dispellable magic buff which makes the add immune to crowd control and increases their movement speed by 100%.
Dispelling the buff will trigger
, which deals a small burst of damage to the raid.
The raid wants to ensure that as few Embers of Taeshalash adds get hit by
as possible in order to minimise the amount of
In the situation where the Ember of Taeshalash adds are empowered with
they must be dispelled as soon as possible to allow the raid to maintain control over their positioning.
It is recommended that you bring at least one priest to the raid so that a Mass Dispel is available if the need arises.
After the flares have been placed, the ranged players should spread back into their phase one positions to deal with the incoming
After these have been dealt with the boss will then cast his
will be replaced by the
in phase two.
This works in the same way as before whilst also now pulling the raid towards Aggramar as it is cast.
This is a good time for raid wide movement speed increases.
, the boss will begin his ability cycle again, starting off with another
Ranged players should once again move away from the Embers of Taeshalash adds to ensure they do not gain the
Throughout the phase, the raid needs to ensure that the Embers of Taeshalash adds are being moved into the boss every 15-16 seconds to maintain a high uptime on the
If there are prolonged periods of
downtime, it is likely that multiple adds will
at the same time when their energy caps out.
Whilst maintaining a high uptime on
, the raid also needs to ensure that the adds remain grouped up and under control.
Knockbacks, Mass Grips as well as AoE slows are particularly useful here.
Make sure you do not waste multiple knockbacks at once or use a knockback during a death grip, as the knockback may cancel the adds movement during the grip which can lead to
The raid should not kill any Embers during this phase as they will not revive for 18 seconds, leading to at least 3 seconds of
The only time Embers should be killed is if there is one Ember gripped out of the pack. The raid may then kill the remaining grouped Embers, effectively hard crowd controlling them for 18 seconds.
This strategy may be best for groups with few knockback options.
Once the boss reaches 35% health he will transition into the second intermission. DPS should ensure that they have cooldowns available as you want this intermission to be as short as possible.
During this intermission the raid does not want to cause any
, as instead the goal is to kill the boss before the 165 second energy timer runs out.
This intermission plays out similarly to the first apart from the fact that no Ember adds are gripped into the boss.
Instead all adds should be slowed whilst the group quickly kills off the two Flames.
Before the two Flames die, a death knight should grip two embers on top of one another to create a path for Aggramar to safely travel through at the end of the intermission.
If this is not possible, instead have Aggramar run over a single Ember at the end of the intermission, as causing excess
s is pointless when using this strategy.
We do not recommend using Bloodlust during this intermission, as the group still wants the Embers to be close to the boss as you transition into phase three because you want to be in range to mass grip them together.
Have the raid stack further away from the boss than they did going into phase two!
has been replaced by
spawns a 0 energy Ember add. These three adds will have the
and need to be dispelled quickly.
The ranged group should stack themselves in a way so that the new ember adds that spawn will group up with the mass gripped ember adds from the intermission.
This can be done by stacking up on a location that will allow the new embers to path directly into the previous pack.
As soon as all embers are grouped up, they should be stunned, knocked back and then killed off by a select group of strong AoE ranged DPS.
The rest of the group should now focus all of their damage into the boss, using Bloodlust when movement requirements are low and DPS cooldowns are available for the majority of the group.
The third tank should spend their crowd control and grip spells to ensure that adds remain stacked up, rather than using their grips to bring adds into the boss.
will be replaced by the
This will now apply
to the tank who takes the hit.
This debuff stuns the tank for 5 seconds. When the debuff expires or is dispelled, it will deal a burst of damage to all players within 20 yards.
The raid, especially melee players, will need to make sure they are 20+ yards away from the tank when
is cast, to allow the debuff to be dispelled as soon as possible.
The boss will maintain his ability rotation from phase two, starting with
Each time the
is due to come in, the ranged players must stack to ensure the adds can be quickly dispelled and killed off.
If the raid cannot defeat Aggramar before the Embers trigger their
165 seconds after the second intermission began, then the phase two strategy should be used during phase three.
The only difference will be the extra adds that spawn from the
These adds still want to be grouped up with the remaining intermission adds before being crowd controlled by the raid.
About the Author
This guide was written by FatbossTV. If you have any questions or want to provide alternate strategies/feedback, please contact them here:
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