Antoran High Command Mythic Strategy/Tactics
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 Antoran High Command in Antorus, the Burning Throne in Mythic mode.
The other pages of our Antoran High Command guide can be accessed from the table of contents on the right.
Mythic Mode Abilities
Shock Grenade
Shock Grenade is shared by all Commanders and is only cast by the
currently active boss that is out of pod. Shock Grenades are hurled out
periodically in sets of three, dealing moderate Fire damage on impact and
hitting the afflicted players with
Shocked after 5 seconds. Shocked
deals heavy Fire damage to all players within 8 yards and stuns them for 3
seconds.
Screaming Shrikes
Screaming Shrikes appear often on Mythic difficulty. They are
airborne bats, but can be hit and cleaved by the melee. The Shrikes will
attempt to eject the player that is currently inside the vacant Commander's
pod using Extract Interloper, a channeled spell. If the channel
completes, the player is removed from the pod.
Defensive Countermeasures
Defensive Countermeasures is only available to the player currently
in the active Commander's vacant pod, and can be used periodically to instantly
kill a Screaming Shrike.
Psychic Scarring
The effects of Psychic Scarring are indefinite on Mythic
difficulty.
Strategy
This encounter is identical to its lesser difficulty counterparts in terms
of strategy and positioning. Players targeted with Shock Grenades
should move behind or beside the group to avoid stunning their allies.
Screaming Shrikes appear often, about once every 8 seconds, and should
be prioritized above all other targets. The player in pod will be able to
instant kill every second or third Shrike using
Defensive Countermeasures, though this should be communicated to
ensure no one wastes damage attacking it.
A pod rotation will need to be established for each boss, as
Psychic Scarring is permanent. Two players will be required for
each pod. Be tactical for your assignments; Healers, for example, are a
good choice for Admiral Svirax and Chief Engineer Ishkar's
pods, as raid damage on the encounter is relatively low, and it allows your
group maximum damage on the adds. Classes with weak cooldowns or openers
are also fine for the first pod (e.g. Shadow Priests), and tanky multidotters
(such as Warlocks) make suitable candidates for General Erodus' pod,
as there are no adds present while he is active.
The Felblade Shocktroopers present the most dangerous threat to
your raid, as their Bladestorm hits extremely hard and ticks
quickly. Players hit by
Demonic Charge should move immediately to
avoid taking unnecessary damage from the follow up Bladestorm.
Entropic Mines also present a serious threat as the ticking damage
from
Entropic Blast is significant on this difficulty.
Compositionally, a healthy balance of ranged and melee is fine, with
cleave and multi-dotting classes being the most valuable due to their
ability to clear the Summon Reinforcements and the
Screaming Shrikes.
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