Guarm 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 Guarm in Trial of Valor in Mythic mode.
The other pages of our Guarm guide can be accessed from the table of contents on the right.
About our Reviewer
This guide has been reviewed and approved by Pottm from Serenity.
Mythic Mode Abilities
Guarm will perform all the same abilities in the Mythic version of the encounter, with a few notable augmentations to existing abilities and some unique new additions.
Guarm will berserk after 5 minutes on Mythic mode, making this a rather tight damage check. Optimizing DPS is very important and the healers are encouraged to deal extra damage whenever the group and tanks are not threatened.
Guarm has a new ability on this difficulty:
Volatile Foam. There are 3 types of foam;
Flaming Volatile Foam,
Briney Volatile Foam, and
Shadowy Volatile Foam. They all function identically; they
deal moderate damage to the target and are dispellable. When they
expire, however, they apply the debuffs from the
Guardian's Breath (
Fiery Phlegm,
Salty Spittle,
and
Dark Discharge). All 3 Volatile Foam debuffs are
applied simultaneously to separate targets. They also bounce to the
nearest ally when dispelled.
Strategy
Guarm should be tanked in the center of the bridge, where he spawns,
to commence the fight. Groups to soak the Guardian's Breath should
be preassigned, ensuring an even distribution of players. After the breath,
ranged and healers should spread evenly to mitigate the impact of the
Licks. The tanks should face the boss to the sides of the
room to alleviate the effects of
Flashing Fangs, and turn the boss
to face the raid before each
Guardian's Breath.
Dealing with Volatile Foam is very simple. When assigning players
to their separate debuffs for the Guardian's Breath, you should
assign 3 healers (one for Fire, Shadow, and Salt) to be the dispellers that
will take the Volatile Foams. Place down corresponding world markers
(orange, blue, and purple) to match the debuffs of the soakers. The assigned
healers must be at their marker before each Volatile Foam (e.g. the
healer with
Fiery Phlegm must be at the red marker). When the
Volatile Foam cast goes out, the debuffed players must quickly
run to their matching marker and be dispelled by the assigned healer. The
Volatile Foam will jump to the assigned healers if this is done
properly, as they will be the closest targets when the debuff is dispelled.
These healers will carry the debuffs for the remainder of the duration as they
should each possess a debuff matching their
Guardian's Breath
debuff, so when the Volatile Foam expires they will not be killed.
You have about 5 seconds to get to the correct marker and be dispelled, making
this one of the most important aspects of the encounter on Mythic difficulty.
When the boss casts Headlong Charge, he should just be kept
roughly where his charge finishes to minimize raid movement. The markers
for Volatile Foam should be re-placed at this time to match the
new positioning.
Changelog
- 04 Dec. 2016: Added Mythic strategy.
- MoP Classic Upgrade Packs Now Available in Battle.Net Shop
- Slightly Rising: Mythic+ Runs Per Week and Data Round-up for the Penultimate Week of The War Within Season 1
- Twitch Drop: Get Tock the Clocker Spaniel Pet
- Meet C.H.E.T.T.: Your New Key to Farming Valorstones in The War Within Season 2
- Time-Lost Proto-Drake Vanishes! A Painful Lesson for Dragon Hunters
- New Cataclysm Classic Valor Cap Set to Week 2 Due to Bug
- Patch 11.1 PTR Hotfixes: More Updates to Season 2 Dungeons & Mythic+ Tuning
- Season of Discovery Naxxramas Soft Reset Issue Fix and Warning