The Coven of Shivarra Strategy/Tactics for Normal/Heroic
Table of Contents
General Information
On this page, you will find a working strategy to defeat The Coven of Shivarra in Antorus, the Burning Throne for both Normal and Heroic modes, which usually only differ by the tuning of the boss.
Here, we assume that you have read our descriptions of the abilities for this encounter.
The other pages of our The Coven of Shivarra guide can be accessed from the table of contents on the right.
Positioning and Strategy
The Coven of Shivarra is a council-style encounter. On all difficulties
except Mythic, there are three total Coven members, but only two will actively
engage the raid. All three of them share a health pool, but they must be kept
apart at all times due to their Shivan Pact. The minimum distance is 18
yards, but we recommend leaving a little extra space just so that the damage
reduction does not accidentally kick in. 20-25 yards is plenty of breathing
room.
The bosses themselves do not have a significant number of abilities to be concerned about, however the presence of the "Titans' Torment" sections of the encounter add a new dimension of difficulty to this boss.
Noura, Mother of Flames, and Asara, Mother of Night will be active when the fight commences. The bosses will leap in and out of the fight as it progresses, however there will always be two bosses attacking the raid. There are no set "phases"; the raid merely has to remember which abilities match each boss and react accordingly as the pairings change.
Noura, Mother of Flames
Whenever Noura, Mother of Flames is active, the Tanks must keep her
faced away from the raid at all times due to her Fiery Strike. Noura's
Whirling Sabers will also move throughout the room; the initial toss
can be dodged, and is marked by a small targeting circle on the floor. While
the Whirling Sabers do not deal scary damage, they should be evaded so as to
not unnecessarily strain the Mana of the Healers. Finally, Noura will
periodically apply
Fulminating Pulse to several members of the raid.
These targets will need surgical healing to survive the ticking damage. These
targets are marked by a 6-yard radius red circle surrounding them; by the time
the debuff expires, all other raid members should ensure they are out of the
blast radius. The afflicted players can alternatively move out of the raid
entirely, however we recommend you simply form a 6-yard spread whenever Noura
is active so that none of the Ranged DPS and Healers are affected.
Taunt swaps should be performed after two stacks of Fiery Strike.
When trading the bosses, it is best to have the Tanks swap positions rather
than the bosses, if possible. Abilities such as
Transcendence: Transfer
and
Heroic Leap allow for the Tanks to keep the bosses in place without
triggering the damage reduction of
Shivan Pact. If this is not
possible, for example, if a Blood Death Knight is being used, simply ensure
that the bosses reach their new positions as quickly as possible.
Asara, Mother of Night
Asara, Mother of Night's main ability to be aware of is
Shadow Blades. The Shadow Blades travel slowly outwards and are
always in pairs of three. Asara's other major ability is
Storm of Darkness, however this ability is relatively low impact as
multiple safe zones will appear that allow the raid to evade the damage from
the storm entirely. The safe zones appear as golden circles on the ground,
and during Storm of Darkness all raid members should taken refuge within
the aforementioned safe zones.
Diima, Mother of Gloom
After approximately 180 seconds, Diima, Mother of Gloom will join
the fray, and Noura, Mother of Flames, will exit to the sidelines.
Diima will stack Flashfreeze on the current Tank. A taunt swap will
be required at some point, however the number of stacks taken depends
greatly on how mobile the tank classes are. For example, a Brewmaster Monk
can take very high stacks (7-9) without worry thanks to their exceptional
mobility cooldowns, whereas a Death Knight will likely want to trade a
little earlier (5-6). Whatever you decide, your Tanks will need to be able
to reach the safe zones during
Storm of Darkness in spite of the
Flashfreeze debuff. As with Noura, Mother of Flames, try to keep the
bosses stationary if possible rather than having them pass by each other.
Chilled Blood will also be applied periodically to random raid
members. The Healers simply need take note of the afflicted players and
remove the absorb before the end of the debuff so that the players affected
are not stunned.
Diima's most notable ability is Orb of Frost. The orb spawns on
a random Ranged DPS or Healer, so it can be baited to the edges of the
room. The only time the orb is particularly threatening, however, is before
a Titan's Torment phase or before a
Storm of Darkness. The orb lasts
for 20 seconds before despawning.
Further Boss Rotations
Approximately 180 seconds after Diima, Mother of Gloom, enters the fight, Asara, Mother of Night, will exit to the sidelines and Noura, Mother of Flames, will re-engage the raid. With the exception of Noura's first rotation out to the sidelines, each boss will stay engaged in active combat for 360 seconds (two full rotations). What this means in practice is that the order is:
- Noura + Asara
- Diima + Asara
- Diima + Noura
- Asara + Noura
Currently the enrage is unknown, however, if you do take longer than 12 minutes to defeat the boss then the pattern is very easy to extrapolate.
The Titans' Torment
The time until a Titan's Torment phase can be tracked through the
Sense of Dread debuff. When this debuff expires, whichever Titan Soul
was being tormented by the inactive Coven member will manifest their torment
and affect the raid. The Titan Soul being tormented is random and will vary
with each pull. The tormented Titan Soul can be identified in advance, however,
as the inactive Coven member will be channeling the matching ability (e.g.
Flames of Khaz'goroth).
Machinations of Aman'Thul
The Torment of Aman'Thul spawns a number of adds around the edges of the
room. The adds do not need to be tanked, they cannot move, and merely cast
Machinations of Aman'Thul, which is a 21-second cast, at the end of
which they will be healed to full. The raid will be suffering ticking Arcane
damage each second for each active add, with the effect increasing in intensity
after each cast completes.
The adds should be top priority until they are active, however some amount of focus is important due to the potential heal. Focus down the adds in sets of two or three; if the cast is near completion and an add is still very high on health, do not bother wasting damage and simply wait for it to be healed before burning it down.
Fury of Golganneth
The Torment of Golganneth spawns four adds; one will appear in the middle
of each wall of the room. Like Aman'Thul's Torment, these adds do not need
to be tanked and they cannot move. Their unique ability is
Fury of Golganneth, which deals heavy Nature damage any time players
come within two yards of each other.
It is recommended you simply DoT these adds and cleave them down. They
are somewhat low priority unless Storm of Darkness is imminent, in
which case some players may need to stay outside the safe zones and use
personal cooldowns to "weather the storm". It is worth noting that the
effect is multiplied by the number of active adds; if all four are alive
and players come within 2 yards, they will likely be one shot because
they will receive four instances of damage.
Flames of Khaz'Goroth
The Torment of Khaz'Goroth spawns 8 adds, evenly spaced around the
room in a circle. They face towards the center, and continuously channel
Flames of Khaz'goroth. Anyone left in the center of the room when
these adds spawn will likely be killed instantly by the flames.
These adds do not need to be tanked, and cannot move; they simply channel the flamethrower which denies much of the space in the room. They are top priority while they are alive and should be killed immediately.
All raid members should move out of the center of the room in advance of this Torment manifesting.
Torment of Norgannon
The Torment of Norgannon is unique. The Spectral Army of Norgannon
will manifest, creating four lines of adds on the four walls of the room.
The adds will march forwards in a straight line; anyone that comes into
contact with the spectral army will take massive Arcane damage every 0.3
seconds, virtually guaranteeing an instant death.
The spectral army does not need to be killed, merely avoided until the
adds complete their doomed marched. The trick to evading death is using
crowd control to create gaps in the spectral army. Gorefiend's Grasp
is by far the best way to deal with the spectral army, as it instantly
creates a gaping hole. Crowd control that displaces adds is best as it
acts instantly, such as
Typhoon. The army's march takes approximately
30 seconds.
Tank Concerns
Taunt swaps are a major concern for the Tanks. Talk to your fellow Tank
and determine the best methods of trading the Coven members. Ideally, you
will use mobility cooldowns to trade positions as you Taunt swap, allowing
the bosses to remain stationary without being empowered by their damage
reduction, Shivan Pact. If you have low mobility Tanks, a
Demonic Gateway is a great way to facilitate this transfer of
threat.
Tanks can be a huge boon for dealing with the Spectral Army of Norgannon,
as they often have access to utility or mobility cooldowns, such as
Gorefiend's Grasp and
Stampeding Roar. This should also be
discussed and planned in advance.
Healing Concerns
There are not many moments of great threat during this encounter. Players
who are killed are likely to be one shot, usually by mispositioning during
a Titan's Torment. Keep a wary eye on the members of the raid that are
debuffed by Fulminating Pulse, however, as they will be suffering
intense damage every second until their debuff expires.
Useful Tips
Pay special attention to:
- maximizing cleave and multidot between the two active bosses if your class is equipped to do so;
- the
Sense of Dread debuff's remaining time and the spell being channeled by the inactive Coven member — being in the wrong place at the wrong time will result in instant death;
- the other boss' timers when Asara, Mother of Night is active,
as
Storm of Darkness in combination with other abilities can cause fatalities;
- the timer on
Orb of Frost, as it can be baited to spawn at the edges of the room, reducing its disruptiveness.
Bloodlust/Heroism/Time Warp
We advise you to use Bloodlust/
Heroism/
Time Warp
after the bosses have been properly separated on the pull. There are no
soft enrages for the fight, and using it on the opener maximizes the damage
as the entire raid's cooldowns will be aligned. The Titans' Torment phases
are typically too short or not threatening enough to warrant holding the
Bloodlust/Heroism cooldown. However, if your group is struggling, then feel
free to change up the timing.
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