Antoran High Command Abilities
Table of Contents
General Information
On this page, we list all the abilities from the Antoran High Command encounter in Antorus, the Burning Throne. The idea is to give you a solid understanding of the encounter before you read the strategy.
If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.
Overview
The Antoran High Command, comprised of Admiral Svirax, Chief Engineer Ishkar, and General Erodus (all of whom share a health pool), is a single-phase encounter with a unique twist. Only one of the High Command will engage the raid actively, while the other two will bombard the raid using pods that they reside in. After a period of time, the active boss will rotate out, climbing into a pod, while a new boss emerges to engage the raid.
Players can enter the Commanders' vacant pods when they are actively engaging the raid, using their own weapons against them. The pods can entered by simply interacting with them when they are vacant. Only one player may be inside a pod at a time.
Therefore, the fight is effectively split into three distinct pseudo-phases; one for each active boss.
In Pod
These abilities can only be cast by the Commanders while they are in their pods (and therefore when they are not the active boss).
Chaos Pulse
Chaos Pulse can be used by all Commanders. It deals light Fire
damage in 3-round bursts. Each hit also applies a debuff that causes the target
to take 1% more damage from all sources for 6 seconds, stacking up to 15
times.
Admiral Svirax
Admiral Svirax will cast Fusillade while in her pod,
causing a Legion cruiser to bombard the entire arena with heavy Fire damage.
Each cast of Fusillade applies a stack of
Zeroing In to Svirax,
increasing the damage of future Fusillades by 25% per stack.
Chief Engineer Ishkar
Chief Engineer Ishkar will lay Entropic Mines while in his
pod. Each cast of Entropic Mine lays 5 mines near a random target. Mines take
3 seconds to arm themselves, after which time they will detonate if a player
is detected within 6 yards, triggering an
Entropic Blast. This inflicts
heavy Fire damage to anyone within 6 yards as well as dealing raid-wide ticking
damage for 4 seconds.
General Erodus
General Erodus summons Legion reinforcements while in his pod.
Fanatical Pyromancers and Felblade Shocktroopers will join the
fight periodically. Pyromancers cast Pyroblast, which deals heavy
Fire damage to a single target, but can be interrupted. Shocktroopers will
periodically
Demonic Charge to one of the three furthest enemies,
knocking them back and slowing them by 30% for 6 seconds. They will then cast
Bladestorm as they return to the Tank(s), dealing moderate Physical
damage every second for 6 seconds to all enemies within 5 yards.
Out of Pod
The Commanders have a shared set of abilities used when each one is out of their pod.
Exploit Weakness
Exploit Weakness strikes enemies within a frontal 10 yard cone for
heavy Physical damage. Affected targets have their Physical damage taken
increased by 50% for 20 seconds.
Assume Command
Assume Command is cast when a new Commander exits their pod, and
the current active boss returns to their pod. Anyone inside the active
Commander's pod is ejected instantly.
Stealing Power
While a Commander is actively engaging the raid, their pod can be used by one of the raid members. During the period in which a player is in the pod, they will be psychically assaulted by the two Commanders that are currently inside their pods.
Psychic Assault
While a player is inside a Commander's pod, they suffer a
Psychic Assault, taking moderate Shadow damage every 2 seconds. Each
tick will do increasing damage, however the rate of damage increase is
currently unknown. When the player exits the pod they will be debuffed with
Psychic Scarring, which prevents them from entering another Legion
pod for a few minutes.
Vacant Pods/Player Abilities
Here we list the abilities players can use when they are within each Commander's vacant pod.
Chaos Pulse
Chaos Pulse can be used by the player while in the pod. It is always
assigned to the "1" button by default, and can be used in every pod. It deals
light Fire damage in 3-round bursts. Each hit also applies a debuff that causes
the target to take 1% more damage from all sources for 6 seconds, stacking up
to 15 times.
Admiral Svirax's Pod
While in Admiral Svirax's pod the player can cast
Withering Fire, inflicting heavy Fire damage and increasing damage
taken from all sources by 25% for 10 seconds. Withering Fire can only affect
Fanatical Pyromancers and Felblade Shocktroopers.
Chief Engineer Ishkar's Pod
While in Chief Engineer Ishkar's pod the player can cast
Felshield Emitter, which creates a shield that protects allies within
12 yards. The Emitter prevents 50% of Fire damage taken for 10 seconds.
General Erodus' Pod
While in General Erodus' pod the player can cast
Summon Disruptor Beacon. The Disruptor Beacon lasts for 7 seconds,
during which time it interrupts enemy spellcasts, slows their movement speed,
and destroys
Entropic Mines within 12 yards.
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