Imonar the Soulhunter Mythic Guide - FATBOSS

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hello and welcome to the fattest guy to M&R on mythic in an Taurus the burning throat yes this fight has no brand new abilities apart from some wins that you need to deal while crossing the bridge instead the boss is going to be transitioning between phases every 20% rather than every 33% meaning that you're gonna have five platform phases and four bridge crossings each platform face has a mix of abilities you saw on heroic and they act very much the same way but with new combinations comes new strategies so for the first half of this video let's go over the platform's before we tackle the bridge crossings later so for phase 1 on the pool the tanks will want to move the boss towards the middle of the room while tilting off each other when they're shot glance debuff drops Molly wants a stack on one side to the boss and move to the other each time sleep canister is applied to one of the Mele DPS when the Mele group is ten yards away the debuff mayor should them cool for a dispel and then move back onto the Mele group so everyone is stacked up again range players do not need to do this they can just remain spread at ten yards at all time so they can be instantly dispelled as soon as they are targeted by a sleep canister being spread also helps because you won't be hitting each other with empowered pulse grenades that you're being applied during this phase if you get an empower pulse grenades you want to make sure that you do not stand in the path people are going to take to get to the bridge when the boss does transition because players that aren't affected by the debuff are going to be running across it first and you standing in the way you're just going to knock them around all over the place so that's all it is for phase one be spread and cool for dispels now when you get into Phase two you want to tank the boss over on one side of the room and have the entire raid stack up next to him the only people that shouldn't stack up are players with the Empowered pulse grenades from the previous phase they should just chill at the side until their debuff drops the reason that you are stacking is to keep the shrapnel blasters clumped up as possible each time a new set spawns you just simply move as a group along the wall now during this phase you'll have two people targeted by the charge blasts these people need to move to either side of the raid preferably moving towards their own ship so that the beam doesn't cut straight across the room if you move to the side of the room that is further away from your ship it's far more likely you'll hit players with it so if the right ship targets you move to the right and if the left ship targets you move to the left tanks will be dealing with sever during this phase just taunt off each other whenever it's good and the off tank shouldn't really need to soak the extra shrapnel blast mines in the room as should be neatly stacked up against the wall however if you do have the occasional one land outside of the raid then you might want to quickly run over to it and soak it when it's safe to do so moving into Phase three this is probably one of the more tricky phases some guilds actually decide to bloodlust here while other guilds will actually save it for phase 4 during your progression you might want to try out both just to see what's best for your DPS cooldown alignments you want to drag the boss to the far side of the room and place him up against the wall range players should be spread across the room you'll have sleet canisters and power pulse grenades as well as shrapnel blasts you'll need to react and adjust your movement when the shrapnel blasts come in as people might move within 10 yards of you which of course you want to avoid the Mele DPS want to be stacked directly behind the boss right against the wall whenever a shrapnel blast spawns on the Mele camp the Mele just moved as a unit as the bosses dragged a little further away when the sleek cannister is applied to a melee DPS they need to move very quickly out of the melee camp and just call for a dispel however they're slow to react it's unlikely that they're going to make the full 10 yards distance that's required to not apply the sleep to everyone else so the melee camp might need to readjust before the debuff player is dispelled now because maleeni quite a lot of space to move into the range DPS should really make sure they don't stand too close to the boss avoids potentially gonna cut them off with shrapnel blasts you could also create issues involving the sleep canister so just keep your distance moving into phase 4 so tanks whilst you're taunting for sever you want to drag the boss to the clear side of the platform as soon as you enter the phase the entire raid wants to stack up next to the boss at this point there will be a few players with pulse grenades from the previous phase they need to stand far away from the group until their debuff drops at which point they can join everyone else now you have empowered shrapnel blasts which you just need to move out the little swirly circles as well as your charge bar so you'll need to put on either side of the stacks raid group but most importantly you're gonna have sleep canisters in this phase as well just like the way that melee do it in phase 3 you need to quickly move away from the stacked group if your targeted by the canisters the rest of the group should also move away from you so you can be safely dispelled now just make sure that the to sleep canister players do not run out in the same direction otherwise one of them is going to be stunned for eight seconds which isn't ideal and the last phase of course is phase 5 which is actually a lot easier than the previous two phases assume that you have everyone alive the tanks who want to position the boss in the middle of the room just like they did in phase one the milli wants to stack up on one leg and move to the other each time the sleep canister comes in the range you'll want to be spread around the room just so they can instantly be dispelled and on top of this you're also gonna have them power pulse grenades so you're already countering that just by being spread empowered shrapnel blast circles need to be sidestepped whilst the tanks try and stay alive as long as possible against the Empowered shock lance you want to be turning off each other every two to three stacks or so whilst just chaining cooldowns this is pretty much all you can do this last phase doesn't last that long anyway especially if the majority of your DPS is alive and of course execute DPS will kick in as well at this point you should be able to kill the boss before your stacks become too crazy and that's all you need to know for all the phases so next to learn is the bridges so the bridge intermissions are arguably the most difficult part of the encounter mechanically they're pretty much the same aside from winds that will now push all players regardless if they're on the bridge or not and these winds will go away once the boss is interrupted now the damage from the traps is now significantly higher as well as the ticking damage from the boss your aim for each of these phases is just to get the raid as quickly and as safely across the bridge as possible now this is done by just having a few members of your raid clear the path for everyone else for each crossing you ideally want to have one pathway across the bridge this will give everyone a clear area to run down with enough space to sidestep the incoming orbs which will damage and slow you now there are multiple ways of achieving this but we'll cover the way that we did it as well as other strategies that you might find useful so the first in the third bridge will spawn the green traps so you have the grenades and the stun mines and the second in the fourth bridge will spawn the red traps with the tripwires and the shrapnel blasts so let's have a look at these first and third bridge crossings first with the green traps to clear a path a mobile immunity class such as a hunter or a paladin should run along as much of the bridge as possible clearing the traps in the way having a warlock gateway set up along one side is very useful here as the immunity player can take the Gateway whilst immune which have cleared ton of traps in one go the immunity will of course eventually drop and it is likely that the person won't have been able to clear the entire bridge at this point the tank should take over and clear the rest of the traps now as law said earlier anyone with the Empowered pulse grenades really need to make sure that they move the way so that everyone can move down the bridge first once the coast is clear those players should then follow the rest of the group so one of the main challenges for these green trap crossings is the dispels he just really needs to make sure they remain in range of the person clearing just so they can quickly dispel the stun including dispelling the person who has the immunity because of course immunities only stop the damage from the trap not its effect also it's a note for healers the damage from these green crossings isn't particularly high so you shouldn't need to use the ton of cooldowns as you cross however as a safety net you might want to assign a single two minute cooldown just to make sure this bridge goes even cleaner okay so let's move on to the hard traps which is your second and fourth bridge crossings with the red ones now to clear the path you're going to need one player clear the entire way with a movement speed increase and an immunity ideally blessing of protection the shrapnel blast damage is physical so it is mitigated briefly by the blessing of protection but the tripwires will be bursting out on top of the raid to count to this you want everyone in the raid apart from the person that's running down to stack up and wait at the start of the bridge and use the majority of your healing cooldowns to cover the incoming damage there is no point in the fight where your healing cooldowns will be as good as at this point so you need to make sure you use them here it is however unlikely that the single player is going to clear every single tripwire in your way so you want to assign one set of cooldowns for the initial burst and then use mobile ones later as you're moving down such as tranq and revival as it's very likely that you're going to trigger more of them as you get towards the end now the person that is clearing the bridge is going to have a ton of shrapnel blast dot stacks the idea is once they've cleared the bridge they simply die and just get rezzed by and Hank totem if you do not have a shaman then you can always use battle reza's here instead the best person in your raid to be the person that's clearing the bridge as you run across is definitely your tank as they'll be able to survive the damage from all the tripwires without needing a healer there and once again warlock gateways are so useful at this point not just to clear the area but also for the rest of the rates across the bridge more quickly now with these particular bridge crossings it's very important that you don't start clearing them immediately because you can have a charged blast come in just before and if you decide to run down there and pop a bunch of tripwires the players are definitely going to die especially if they're not inside the CDs so wait make sure that everyone has stacked up make sure the rate is healthy then pull the trigger and just clear the bridge as far as she possibly can now a couple last tips before we end this video during the standard phases the off tank or very tanky DPS might want to move over towards the bridge and clear any traps that are cluttering up the entrance whilst doing this just make sure that you have a dispel available for the stun trap we'll just make sure that the rate is healthy for any of the tripwires and of course don't go running down the bridge you're very likely to die to the rocket's at the bottle throw your way when you're not on the platform last but not least there is a new popular strat that is emerging and it seems really really good some guilds are simply six healing this fight this is to make the bridge safer and quicker as you have more dispels for the green crossings and more cooldowns and healing for the red crossing the idea is by having these bridges become safer quicker and cleaner you have just removed the hard part of the encounter and for those that are worried about engage timers bringing more healers may even be a DPS increase and you can spend more time actually damaging the boss as you cruise much faster across the bridge as you can see with the on-screen footage our earlier kills bridge crossings are very tight and they rely on a lot of personal play that was simply because on our first two trips across the bridge we did not clear enough craps and in hindsight we should have cleared far more of them that said we did still manage to kill the boss however if we brought those six healers we would have had that extra dispel for the green crossings making it cleaner and those extra cooldowns making it so you can do the read a little bit faster about having to shoot yourself about killing extra people so we do definitely recommend that you bring that extra healer if you are struggling on these bridges and with that extra healer they can even do some damage during the standard platform phases as there isn't always a lot of healing to do but that's pretty much all you need to know for this encounter if you'd like to refresh your minds on anything that we've spoken about today or even see some simple map style pictures of where you need to stand on each of the platforms then go check out our work over on WoW head the link for that is in the description but before we do go as always we'd like to give a huge thank you to all of our supporters on patreon some of which you could see on screen now you guys are absolutely awesome and we shall see you all in the next video thanks for watching thanks for watching [Music]
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Channel: FatbossTV
Views: 99,603
Rating: 4.9111109 out of 5
Keywords: Antorus, the Burning Throne, guide, strategy, tutorial, normal, heroic, mythic, public test realm, preview, boss, Varimathras, Portal Keeper Hasabel, The Coven of Shivarra, Kin'garoth, Imonar the Soulhunter, Hounds of Sargeras, Garothi Worldbreaker, Eonar, Argus the Unmaker, Aggramar, Antoran High Command, tomb of sargeras, kil'jaeden, nighthold, World of warcraft (video game), WoW Legion, World Of Warcraft: Legion, Massively Multiplayer Online Role-playing Game (Video Game Genre), Wow
Id: eue3fBGbSxU
Channel Id: undefined
Length: 11min 8sec (668 seconds)
Published: Wed Jan 17 2018
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