Imonar the Soulhunter Abilities

Last updated on Nov 25, 2017 at 15:34 by Furty 3 comments

Table of Contents

General Information

On this page, we list all the abilities from the Imonar the Soulhunter 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.

1.

Overview

Imonar the Soulhunter is a three-phase encounter, featuring two intermissions to split the fight. Many of his abilities, as well as the fight area itself, are focused on environmental mechanics, crowd control, and area denial.

2.

Phase One: Attack Force

2.1.

Shock Lance

Shock Lance Icon Shock Lance deals Physical damage to the current target and stacks a debuff that increases damage taken by 10% for 20 seconds. The target also shocks an additional nearby player with Electrify Icon Electrify every 3 seconds for each stack. Electrify deals moderate Nature damage.

2.2.

Sleep Canister and Slumber Gas

Sleep Canister Icon Sleep Canister targets random players, putting them to sleep for 20 seconds, rendering them unable to attack or use abilities. This effect can be dispelled, however it triggers an explosion of Slumber Gas Icon Slumber Gas within 10 yards when it is removed. Slumber Gas puts players to sleep for 8 seconds.

2.3.

Pulse Grenade and Shocked

Pulse Grenade Icon Pulse Grenades target random players periodically. Coming into contact with a Pulse Grenade causes it to explode, dealing heavy Nature damage and applying Shocked Icon Shocked to players within 3 yards. Additionally, the players hit are knocked back. Shocked increases Nature damage taken by 50% for 20 seconds, per stack.

2.4.

Infernal Rockets

Infernal Rockets Icon Infernal Rockets only target players who attempt to leave the platform area and stand on the bridge. Infernal Rockets deal moderate Fire damage and increase Fire damage taken by 25% for 30 seconds, per stack.

3.

Intermission: On Deadly Ground

At 66% health, Imonar the Soulhunter leaps across the bridge to a secondary platform. Players must cross the bridge and interrupt his cast to trigger Phase Two, all the while avoiding the traps lain by the boss. All traps are triggered by physical contact.

3.1.

Seared Skin

Seared Skin Icon Seared Skin inflicts moderate Fire damage every second to players attempting to stand on the flaming edges of the bridge. A debuff that increases all damage taken by 75% for 60 seconds is also applied with every tick.

3.2.

Stasis Trap

Stasis Trap Icon Stasis Traps litter the bridge. Stepping on a Stasis Trap deals moderate Fire damage and stuns all players within 3 yards for 8 seconds.

3.3.

Pulse Grenade

Pulse Grenade Icon Pulse Grenades are present throughout this intermission and function identically to Phase One.

3.4.

Blastwire

Blastwire Icon Blastwires inflict moderate raid wide Fire damage when triggered.

3.5.

Shrapnel Mines and Shrapnel Blast

Shrapnel Mines litter the bridge. Stepping on a mine triggers a Shrapnel Blast Icon Shrapnel Blast, hitting all players within 4 yards for moderate Physical damage, and applying a bleed that ticks every 2 seconds for 30 seconds.

3.6.

Conflagration

Imonar the Soulhunter channels Conflagration Icon Conflagration throughout the phase. Flaming orbs travel slowly down the bridge in lines. Coming into contact with an orb inflicts moderate Fire damage and reduces movement speed by 50% for 8 seconds. Imonar takes 99% less damage while Conflagration is being channeled.

Conflagration Icon Conflagration can be interrupted, and doing so ends the intermission. Any flaming orbs that were already spawned will now also deal heavy Fire damage every 2 seconds, for 8 seconds, when coming into contact with a player.

3.7.

Gathering Power (Heroic+ Only)

Gathering Power Icon Gathering Power ticks periodically throughout the intermission, inflicting Fire damage and increasing all damage done by 3% for 20 seconds, per stack. This effect grows in intensity until Conflagration Icon Conflagration is interrupted.

4.

Phase Two: Contract to Kill

Phase Two begins with Imonar the Soulhunter at ~66% health and on a new platform.

4.1.

Sever

Sever Icon Sever is cast on the current Tank, dealing heavy Physical damage and applying a bleed that deals Physical damage every 2 seconds for 18 seconds. This effect stacks.

4.2.

Charged Blasts

Charged Blasts Icon Charged Blasts originate from Legion starfighters summoned by Imonar the Soulhunter. Players are marked with a red symbol above their head and a debuff. After 7 seconds, the Legion ship fires in a line, striking all targets for heavy Fire damage. This effect also applies a debuff that deals heavy Fire damage every 3 seconds for 18 seconds. Anyone struck is knocked away. The targeted players cannot evade this effect.

4.3.

Shrapnel Mines and Shrapnel Blast

As in the intermission, Imonar the Soulhunter will lay Shrapnel Mines periodically. Coming into contact with a mine triggers a Shrapnel Blast Icon Shrapnel Blast, which deals Physical damage and applies a ticking bleed for 30 seconds.

4.4.

Infernal Rockets

Infernal Rockets Icon Infernal Rockets are present in this phase and function in an identical fashion to Phase One.

5.

Intermission: On Deadly Ground

At 33% health Imonar the Soulhunter will return to his starting platform, leaping back across the bridge and laying a fresh series of traps while channeling Conflagration Icon Conflagration. There are no ability changes from the first Intermission, so refer to that section for information.

6.

Phase Three: The Perfect Weapon

Phase Three begins at ~33% health on the original platform.

6.1.

Empowered Shock Lance and Empowered Electrify

Empowered Shock Lance Icon Empowered Shock Lance deals Physical damage to the current target and stacks a debuff that increases damage taken by 10% forever. The target also shocks an additional nearby player with Empowered Electrify Icon Empowered Electrify every 3 seconds for each stack. Empowered Electrify deals moderate Nature damage.

6.2.

Empowered Pulse Grenade

Empowered Pulse Grenade Icon Empowered Pulse Grenades are periodically applied to several players for 46 seconds. Empowered Pulse Grenades knock away and deal Nature damage to players within 5 yards, every 2 seconds.

6.3.

Empowered Shrapnel Blast

Any Shrapnel Mines triggered in this phase apply Empowered Shrapnel Blast Icon Empowered Shrapnel Blast, which inflicts heavy Fire damage and applies a ticking DoT to players within 3 yards. The DoT ticks for Fire damage every 2 seconds and lasts forever.

6.4.

Infernal Rockets

Infernal Rockets Icon Infernal Rockets are present in this phase and function in an identical fashion to Phases One and Two.