Star Augur Etraeus 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 Star Augur Etraeus in The Nighthold in Mythic mode.
The other pages of our Star Augur Etraeus guide can be accessed from the table of contents on the right.
Mythic Mode Abilities
Star Augur Etraeus 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.
All Phases: Grand Conjunction
The major addition to Mythic difficulty is the introduction of the
Grand Conjunction mechanic. Etraeus will periodically
brand several players with 1 of 4 star signs. The marked players will have 10
seconds to match up with a partner with a matching star sign. Failure to match
up with a partner within the time limit, or making contact with a player who's
star sign that does not match will trigger a
Grand Trine. This deals moderate raid wide Arcane
damage and applies a debuff to the raid that increases damage taken by 200%.
A
Grand Trine will always result in a raid wipe.
The star signs project a small circle at your feet and place a matching marker over the player's head. The signs and their colors are as follows:
Star Sign: Wolf is red.
Star Sign: Hunter is green.
Star Sign: Dragon is white.
Star Sign: Crab is orange.
The timing of Grand Conjunction varies from phase
to phase. Each successive cast of
Grand Conjunction
affects progressively more players (8->12->16), with the maximum number of
affected players being 16. This resets in each new phase. There will always
be 4 of each star sign when applied (e.g. when there is 8 players affected,
there could be 4
Star Sign: Crabs and 4
Star Sign: Dragons). This means the earlier casts
of
Grand Conjunction in each phase will be much
easier to coordinate.
Phase Two: Absolute Zero
The Shatter from
Icy Ejection will now leave behind
an ice crystal that emits a
Frigid Pulse. The pulse
deals heavy Frost damage to anyone with 5 yards and stuns them for 1.5 seconds.
Phase Three: A Shattered World
Fel Ember is the only mechanic unique to Mythic in
this difficulty. A meteor will slowly fall from the sky, dealing heavy Fire
damage and creating several patches of
Felflame upon impact.
Phase Four: Inevitable Fate
World-Devouring Force occurs about once a minute.
A massive eye of the void manifests on a random side of the platform. After
5 seconds, it blasts a beam through the center of the platform that deals
fatal damage to anyone hit. This mechanic is relatively simple to deal with
but will result in instant death if anyone is caught. The beam will also
leave behind an untargetable Remnant of the Void. The
remnant will periodically cast
Devouring Remnant,
which deals moderate Shadow damage in a line, split between everyone hit.
Strategy
Phase One: The Dome of Observation
The melee and tanks should begin the fight in their predetermined positions
for dealing with Gravitational Pull and
Absolute Zero.
The melee should form a loose spread and retain these positions between each
attempt, as this will help reduce the risk of causing a
Grand Trine immediately when
Grand Conjunction is cast. Consistency of positioning
is very important for all players on Mythic. The ranged and healers should
form an even spread around the room.
When Grand Conjunction occurs, the marked raiders
should quickly pair off with matching star signs while avoiding players who's
signs do not match. The raid should move quickly but carefully; precision is
key to success. The
Grand Conjunction only lasts 10
seconds, but overly hasty movement will result in
Grand Trines and raid wipes. It is best to avoid using
abilities such as
Fel Rush while other star signs are active, as this
is unpredictable and can often result in collision with other star signs.
Conjunctions occur in rapid succession in the first phase.
Phase Two: Absolute Zero
Players with Icy Ejection should ensure that they get right to the
edge of the arena when it expires, due to the ice crystals spawned on Mythic
difficulty. Ranged should be wary of the
Frigid Pulses
behind them as getting hit can easily result in a quick death due to the damage
and stun. Immunities, such as
Cloak of Shadows, will immediately remove
the
Icy Ejection but still drop a frozen crystal, so be wary of how
they are used.
When Etraeus begins his cast of Frigid Nova, the raid should
collapse onto the melee stacks to avoid taking fatal damage.
Stage Three: A Shattered World
Dealing with Fel Ejection properly is very important on Mythic, as
space will be much more limited due to the presence of
Fel Ember. Clearing with
Gravitational Pull
is key, especially due to
Grand Conjunction. The
number of marked players will increase as the phase progresses, but conversely,
the amount of available space will decrease. This makes the later
Grand Conjunctions very dangerous, especially as the
third one will occur just before
Fel Nova. For this reason, the tanks
should focus on clearing one side of the room in particular. This will make
dealing with the
Grand Conjunction much easier while
running out for
Fel Nova.
Felflame deals very heavy damage on Mythic, even at one stack,
which makes clearing even more important, as running through a patch to
escape
Fel Nova can easily result in deaths.
Stage Four: Inevitable Fate
Continue to deal with Grand Conjunction with
care in this phase. Be very careful of
World-Devouring Force,
as getting clipped will result in instant death. The remnants left behind will
deal Shadow damage to players occasionally, though this acts as more of a soft
enrage and healing check rather than an active mechanic.
When the Thing That Should Not Be spawns, all players should immediately
switch to ensure it dies as fast as possible. Ensure to face away during the
Witness the Void casts, or be feared for 8 seconds. These casts also
deal moderate raid damage, and healing cooldowns may be necessary later in the
phase.
The raid needs to be very careful when Grand Conjunction
occurs while the Thing That Should Not Be is active, as many of the melee
will be clumped in one spot. It may be easier for the melee to disengage
momentarily and spread out to avoid a
Grand Trine.
This phase is a tough healing check, as the damage begins to pile up very
heavily as the phase progresses. Classes with strong execute or single target
damage are very potent here. Bloodlust should be used in this phase.
Changelog
- 18 Feb. 2017: Added Mythic mode.
- 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