Aggramar Mythic Strategy/Tactics

Last updated on Jan 20, 2018 at 12:14 by Furty 1 comment

Table of Contents

General Information

On this page, you will find a list of changes between Normal/Heroic modes and Mythic mode, as well as a working strategy to defeat Aggramar in Antorus, the Burning Throne in Mythic mode.

The other pages of our Aggramar guide can be accessed from the table of contents on the right.

1.

Mythic Mode Abilities

1.1.

Ravenous Blaze

Ravenous Blaze Icon Ravenous Blaze is the Mythic version of Scorching Blaze Icon Scorching Blaze, replacing it in all three active phases. Ravenous Blaze does ticking damage, once every 2 seconds, to the affected player as well as players within the spell's radius. The radius increases with each tick and the debuff lasts for 8 seconds.

1.2.

Empowered Taeshalach Technique

Aggramar's Taeshalach Technique Icon Taeshalach Technique is empowered on Mythic difficulty. A new part of the technique is empowered with each phase.

Taeshalach Technique Icon Taeshalach Technique occurs in a random order on Mythic, and cycles through 5 abilities. There are:

  • 2 Foe Breaker Icon Foe Breaker casts;
  • 2 Flame Rend Icon Flame Rend casts;
  • 1 Searing Tempest Icon Searing Tempest cast.

The group must be ready to react and reposition according to any of the possible permutations, as they come.

1.2.1.

Empowered Flame Rend

Empowered Flame Rend Icon Empowered Flame Rend begins at the start of Phase One, and persists for the remainder of the fight. Empowered Flame Rend functions identically to the standard Flame Rend Icon Flame Rend, however it causes a debuff which increases the damage from future Empowered Flame Rends by 500%, lasting 30 seconds.

1.2.2.

Empowered Searing Tempest

Empowered Searing Tempest Icon Empowered Searing Tempest begins at the start of Phase Two, and persists for the remainder of the fight. Empowered Searing Tempest now pulls players towards the center of the Searing Tempest Icon Searing Tempest. The pull can be resisted by movement.

1.2.3.

Empowered Foe Breaker

Empowered Foe Breaker Icon Empowered Foe Breaker begins at the start of Phase Three, and persists for the remainder of the fight. Empowered Foe Breaker applies the Searing Binding Icon Searing Binding debuff to the target. Searing Binding stuns the target for 5 seconds, and deals heavy AoE Fire damage to anyone within 20 yards when it expires or is dispelled.

1.3.

Catalyzed

Catalyzed Icon Catalyzed can be applied to the Ember of Taeshalach adds by any of the following on Mythic difficulty:

  • Flare Icon Flare;
  • Empowered Flare Icon Empowered Flare;
  • Empowered Searing Tempest Icon Empowered Searing Tempest.

Catalyzed Icon Catalyzed can be dispelled by abilities such as Mass Dispel Icon Mass Dispel.

2.

Strategy and Positioning

2.1.

Phase One

Aggramar should be tanked near the edge of the room, such as on the far side of the platform from the entrance. The Ranged DPS and Healers should fan out in a wide spread in the shape of a semi-circle around Aggramar. A healthy amount of distance between each player is necessary to reduce movement and potential deaths from Ravenous Blaze Icon Ravenous Blaze.

The raid should be split into 2 soaking groups to deal with the Empowered Flame Rend Icon Empowered Flame Rend. It is ideal to have a group filled with "super soakers", which is comprised of 8 players, including one of the tanks. This group should ideally be composed of your tankiest melee classes, though certain ranged classes or healers can also be used. The other soak group will consist of the rest of the raid, including the other tank. For each Taeshalach Technique Icon Taeshalach Technique, the "super soaker" group will take the first Empowered Flame Rend Icon Empowered Flame Rend, using cooldowns such as Feint Icon Feint to survive. The rest of the raid will split the damage from the second Empowered Flame Rend. No player should take damage from both Flame Rends, or they will be killed by the debuff.

2.2.

Intermission One

The intermission is the main point of complexity, and there are several effective strategies. The most effective and simple of the tactics is to ensure there is a Blood Death Knight in the group to facilitate access to Gorefiend's Grasp Icon Gorefiend's Grasp. The Tightening Grasp Icon Tightening Grasp talent should be selected.

Two of the Ember of Taeshalach adds should be Death Grip Icon Death Gripped or knocked into Aggramar immediately. These should be the adds closest to where Aggramar was being tanked, on the far side of the platform. The rest of the raid should immediately focus down one of the two Flame of Taeshalach adds.

The Blood Death Knight carries most of the responsibility in the intermissions. This player will need to wait just outside the circle of flame surrounding Aggramar, opposite the side of the platform where he is being tanked. Wait for Embers to barely pass through the circle of flame around Aggramar before casting Gorefiend's Grasp Icon Gorefiend's Grasp with yourself as the anchor. The Death Knight should lay down a Death and Decay Icon Death and Decay immediately before or after the grip for the 70% slow. The Embers will need to be immediately immobilized by a mass root effect, such as Frost Nova Icon Frost Nova or Mass Entanglement Icon Mass Entanglement. A 4 or 5 person mass root rotation will have to be established to keep the adds in place in perpetuity.

It is very important that no one in the raid applies any kind of damage over time effect to the Ember of Taeshalach, at any point, when using the above strategy.

If you do not have a Blood Death Knight or the amount of root effects necessary to hold the adds in place, the other option is to individually Crowd Control each add by assigning a player to each Ember.

2.3.

Phase Two

If you are rooting the adds, a player should be manually breaking the root on a single add every time the Blazing Eruption Icon Blazing Eruption debuff is absent. A Death Knight should immediately Death Grip Icon Death Grip the Ember into the boss to detonate it. Two explosions at once is possible with preparation or healing cooldowns. Repeat this process until all the Embers are gone.

Each Flare Icon Flare cast will have to be baited to the sides of the room, away from the Embers to avoid granting them the Catalyzed Icon Catalyzed buff. If a Flare does empower the Embers, a priest should immediately Mass Dispel Icon Mass Dispel the buff. This will trigger some raid damage, which the healers will need to be prepared for, and the Embers should be rooted again immediately following the dispel.

2.4.

Intermission Two

The second Intermission is identical, however, the group will also need to avoid Wake of Flame Icon Wake of Flames spawning around the boss. Getting hit by a Wake on Mythic difficulty often results in a death, as the raid damage is very high.

2.5.

Phase Three

Continue to practice the same positioning as in Phase One and Two. The group should stack on a marker for each Empowered Flare Icon Empowered Flare cast, keeping it away from the newly spawned Embers and making it easier to dodge the Wake of Flame Icon Wake of Flames.

The Melee DPS and/or "super soakers" will need to be wary of Searing Binding Icon Searing Binding's range when Empowered Foe Breaker Icon Empowered Foe Breaker is taking place. When Empowered Foe Breaker happens, the inactive tank should already be standing twenty yards off to the side, allowing the other tank to be instantly dispelled as the inactive tank taunts the boss. The Healers will need to be quick with the dispels as the Tanks need to help split damage from Empowered Flame Rend Icon Empowered Flame Rend while avoiding the Empowered Searing Tempest Icon Empowered Searing Tempest.

If there are fatalities among the players rooting the Embers, it can be safest to mass slow the adds and begin kiting Aggramar in a circle around the edge of the platform.

3.

Bloodlust/Heroism/Time Warp

Bloodlust Icon Bloodlust/Heroism Icon Heroism/Time Warp Icon Time Warp should be used in one of two places; at the beginning of Phase Three, or at the start of Intermission Two. Using it at the beginning of Intermission Two is safest for first kills, as this is the point of greatest raid damage. Exiting this intermission quickly while providing the Healers with an additional cooldown can be invaluable.

4.

Changelog

  • 20 Jan. 2018: Page added.
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