The Coven of Shivarra 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 The Coven of Shivarra in Antorus, the Burning Throne in Mythic mode.
The other pages of our The Coven of Shivarra guide can be accessed from the table of contents on the right.
Mythic Mode Abilities
Thu'raya, Mother of the Cosmos
On Mythic difficulty, an additional Coven member is present, Thu'raya, Mother of the Cosmos. This brings the total numbers of bosses up to 4, however, as with other difficulties, only 2 will be active and engaging the raid at any given time. Thu'raya has the following abilities available while she is one of the active bosses.
Touch of the Cosmos
Touch of the Cosmos is cast every few seconds, and has a 2.5-second cast time. It deals very heavy Fire damage to 5 random members of the raid. This ability can be interrupted.
Cosmic Glare
Cosmic Glare marks 2 players, and after several seconds a beam of Fel slices along their axis. Anyone hit by the beam suffers heavy Fire damage. The beam travels the duration of the room regardless of where the two targets are positioned.
Strategy
The raid will want to break into two groups, with one group engaging the fight from the entry stairway and the other group engaging from Varimathras' prison exit. Each group should have an even balance of roles. We recommend 4-healing this encounter. Place 4 world markers around the room, each marking one of the room's 4 walls. Each group will be responsible for 2 markers during the Torment of the Titans phases. This division of space and responsibility allows the raid to quickly clear out the adds despite the large arena.
As with other difficulties, the Tanks should keep the bosses in the central area of the room for most of the encounter, keeping them a minimum of 18 yards apart and taunt swapping as necessary. The two groups of Healers and DPS should stay grouped loosely around one of the corners on their assigned sides of the room; this makes Healing easier and mechanics more predictable. When Storm of Darkness takes place, the Tanks should ensure at least one boss is easily within range of each group, and if the safe zones allow, keep both bosses within reach of the Ranged DPS for efficient multi-DoT cleave.
Getting hit by Whirling Saber on Mythic will almost always result in instant death, and great care should be paid by all players, particularly the melee. Keep in mind that the Saber always travels back to Noura, Mother of Flames after it is thrown, and taunt swaps will change the axis along which it travels. Fulminating Pulse also ticks very hard and surgical healing on the affected targets will be necessary.
Torment of the Titans occurs more frequently on Mythic and provides the main difficulty of the encounter. The Fury of Golganneth and Flames of Khaz'goroth usually present the highest danger of random deaths. DPS cooldowns should be saved for each Torment of the Titans, but they are most important to have for the Machinations of Aman'Thul.
As explained earlier, the raid is split into two groups with each covering two sides of the room. During each Torment of the Titans, the groups should do the following:
- Fury of Golganneth: all players spread at least 2 yards apart in advance of the adds spawning. If this Torment happens while Asara is active, players will have to take shelter during Storm of Darkness while staying spread; take special care while moving to safety. Cleave the adds down, focusing those on your assigned side of the room first.
- Machinations of Aman'Thul: each group should focus down one add on their side, as it is not possible to kill 2 before their cast completes and they heal to full. Multi-DoT is wasteful here as the goal is to kill a single target before the end of the cast. If the adds get more than one cast off, there are likely to be fatalities, so having DPS cooldowns ready is advised.
- Flames of Khaz'goroth: all players need to move into the safe areas near the corners of the room before their channel begins. Multi DoT is highly effective for these adds; start by focusing down the adds nearest your group's assigned corner, then branch outwards.
- Spectral Army of Norgannon: crowd control as many adds as possible for the duration of the effect. Mass Entanglement is highly effective for this purpose, as is Gorefiend's Grasp into a root effect such as Frost Nova. If the adds are Crowd Controlled for the duration of the effect, a player will have to hit the center add in each wave with any form of damage to make them despawn.
An interrupt order will need to be established for when Thu'raya, Mother of the Cosmos is active. If any casts of Touch of the Cosmos are completed, then fatalities are guaranteed. The players marked with Cosmic Glare should move so that the axis between them goes through the center of the room, as the groups are assigned to be loosely grouped around a corner area.
Heroism/Bloodlust/Time Warp
Heroism/ Bloodlust/ Time Warp usage is very flexible on Mythic difficulty. For maximum damage, it should be used when the Coven reaches 35% health and there are no Torments in the near future. Groups looking for their first kill, however, are better off using the cooldown on whichever Torment they are struggling with the most. Machinations of Aman'Thul is a good choice as it is simply a DPS check, but feel free to adjust as needed.
Changelog
- 03 Jan. 2018: Mythic page added.
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