The Importance and Requirement of Immunities in Mythic Ny'alotha
Immunities haven't been a significant part of Mythic Raiding since Tomb of Sargeras and Antorus. However, they have returned in Mythic Ny'alotha as an important composition requirement for the Ra-den and N'Zoth encounters. A massive 10 immunities is required for the standard Mythic N'Zoth strategy -- that's half of your Mythic raid that needs an immunity!
What are the Immunities?
The ways to 'Immune'
damage or mechanics are:
- Only offers immunity to
. Not a full immunity.
- Contains about a 1 second full immunity while in the air.
Many players don't know that Demon Hunter has a brief immunity while in the air for. Meta Leap is a full immunity and can be used just like
to ignore mechanics entirely.
, it only provides immunity to damage, which means that debuffs and additional effects will still apply, the Demon Hunter just won't take any damage. '
Why are Immunities Important?
Let's start off with N'Zoth as he's the end boss of the raid and expansion. The most common strategy (it might be the only strategy right now) requires a massive
10 Full Immunities
across your entire raid. This is half of your raid comp that must have an immunity, which seems crazy considering only 5 of the 12 classes have an immunity.
Immunites are used on the Thought Harvester's
cast. These casts drain 400 sanity divided among all players hit and 200k Shadow damage to any player hit. The
occur two at the same time (as Thought Harvester's spawn two at a time), causing any player that soaks to take a large 400k hit and some amount of sanity lost. A minimum of 5 people need to soak each
cast, or all players will go insane immediately.
The high upfront damage wants you to soak with as few people as possible.
The Sanity being split among all soakers means you want to soak with as many people as possible to split the Sanity loss so players don't go insane.
However, all this can be skipped by using Full Immunities. By Immuning the
cast, you avoid the 400k damage AND the sanity loss. As you need at least 5 people to soak, you need 5 people with Immunities for each set of
that you wish to ignore.
There are a total of 6 sets of
casts throughout the entire N'Zoth encounter. They are split into pairs of 3 and between the pairs is enough time for Immunity cooldowns to become available again. The most common strategy is to:
Group Soak #1 and #4 with Major Healing Cooldowns active
Use 5 Immunities on #2 and #5
Use 5 Immunities on #3 and #6
There has been some talk about people also trying to Group Soak #2 and #5 with additional healing cooldowns, draining an additional 80 sanity per player over the course of the fight, and causing 2 large bursts of damage in the phases. The 80 sanity can be recovered by using 4 more neck casts, which are a limited resource on Mythic difficulty and many of them are already used to recover from the unavoidable Mindgates, and Secret Phase. With perfect play, it's entirely possible to Group Soak #2 and #5 but if you have the required Immunities, it just makes it so much easier. Why can't you just group soak all of them?
casts #3 and #6 line up with a Paranoia (which hits all players on Mythic), essentially preventing a Group soak and requiring at the very minimum 5 immunities for this encounter.
As more guilds get to N'Zoth, it's more and more likely that guilds will not be able to field 10 immunities on their roster, forcing them to explore new strategies or waiting for Blizzard to change the encounter. Some of the last immunity required fights had the fights retuned to remove the requirements for Immunities.
Mythic Kil'jaeden - One of the Large Armageddon Circles was eventually removed,
removing the requirement for Immunity soaks
Varimathras - Necrotic Embrace would completely fizzle under the effects of certain immunities. This was
fixed to no longer be able to pre-immuned
and 10% health was removed off the boss to compensate after the first reset.
Mythic Argus - One Chains of Sargeras was eventually removed but
you could no longer Pre-Immune
the debuff entirely.
I believe that 10 Immunities being required is the most immunities that has ever been required for a Mythic encounter. It's very likely that Blizzard will be changing this requirement at some point and compensating with a nerf to the encounter in some other way, probably reducing the impact damage and/or sanity of
or a flat health nerf.
The other major Immunity boss in Mythic Ny'alotha is Ra-den. While again, it's possible to do this fight with no immunities, it makes the fight significantly harder both from a damage and healing output, as well as positioning.
On Mythic Ra-den, two of the three orb combinations contains a Void Hunter add. The Void Hunter casts
, a 2.1 Million damage split mechanic that applies a 50% incoming healing debuff
. Due to the high damage of
, you will likely need at least 6 or 7 people to soak, causing all those players to get
also stacks meaning if you were to group soak all of these, you need to place this in two separate groups.
For the Void/Nightmare phase, the 1 stack of the healing debuff generally isn't too much of an issue. However, during the Void/Vita phase, even having 1 stack of the healing debuff in your melee clump greatly increases the healing requirement of the phase because of the Vita add casting
through melee. \
But what's easier than taking this damage and having a healing debuff on players? Just immuning it.
Bonus: Il'gynoth Pre-Immuning
There is one more benefit to Immunities in the raid on the Il'gynoth boss fight. However, the now-most common Mythic Il'gynoth strategy doesn't require it anymore.
What are the benefits of pre-immuning on Mythic Il'gynoth? If you're targeted by
when you're Immune, you won't get the debuff AND the raid won't get hit by
Now, it's just a cool trick that was used on the Race to World First and not used anymore.
Bonus: Fixed Ra-den Immunity
During the Race to World First, Limit
found another use for Immunities
in the Ra-den Nightmare phase. The Nightmare phase debuff could be pre-immuned. Using Limit's strategy, removing the Nightmare phase debuffs entirely would require 4 additional immunities to the fight. However, this was fixed mid-progress by Blizzard.
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