Varimathras Strategy/Tactics for Normal/Heroic
Table of Contents
General Information
On this page, you will find a working strategy to defeat Varimathras 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 Varimathras guide can be accessed from the table of contents on the right.
Positioning and Strategy
Varimathras is an extremely simple and straightforward boss,
however, it demands clean execution or it can quickly spiral out of control.
It is recommended that the Tank starting the encounter moves the boss out of
the center and towards the back of the room. This gives the Ranged DPS and
Healers a little more space to use the rest of the room. It is very important
that all players remain within 8 yards of each other, even at the moment of
the pull. The inactive tank should stay near the active tank as the boss
is being positioned to ensure Misery is not applied.
The Ranged DPS and Healers should form a stack, with their starting position
weighted to either side of the room. It is recommended to mark one player to
lead the group's movement. Each time a set of Dark Fissures is
spawning, the group will step to the side as a unit.
The inactive tank should never stand directly in front of the boss due to
the frontal cone from Shadow Strike. Ideally, the inactive tank should
stand to the side, staying within 8 yards of the currently active tank. When
Shadow Strike is cast, the tanks will immediately trade aggro with Taunt and
swap positions.
A designated melee player to soak every Marked Prey is recommended.
Rogues make good candidates, as they can use
Feint in combination with
Elusiveness to mitigate a sizeable portion of the damage. The ranged
will have to form a line of sorts to ensure the player being knocked away is
never more than 8 yards away from another player during their trajectory.
Necrotic Embrace only appears on Heroic and above. This ability can
be very tricky to handle, as it lasts 6 seconds (notably one second shorter
than
Misery). This is important, as it leaves only two options for
how to eliminate Necrotic Embrace completely. The afflicted player can either
leave the stack alone and risk death from
Alone in the Darkness, or the
debuff can be removed by an immunity. Generally, it is much safer to use
immunities to eradicate the debuff. If the original target has an immunity
available, they can immediately use their ability without exiting the group.
If a player without an immunity is the original target, they must exit the
group with a player that possesses an available immunity. The two players must
be at least 10 yards from the stack when Necrotic Embrace expires. Once it
spreads to the second player, it can be safely immuned and the two players can
return to their stack.
The Prison of Varimathras
On Normal difficulty, the raid will only have to deal with the
Torment of Flames and the
Torment of Shadows. On Heroic and
Mythic, however,
Torment of Frost and
Torment of Fel bisect the
aforementioned elemental states.
During Torment of Frost, the raid must be extra vigilant for
Dark Fissures and, most importantly,
Necrotic Embrace. This is
due to the debilitating movement debuff present during this time, which
reduces player speed by 40%. This gives even less time to react to these
important abilities.
The Torment of Fel is the most dangerous phase excluding the final
one. As the damage ramps up over time, anyone affected by
Misery
must be very careful and be ready with personal cooldowns, as it is possible
to die from the ticking damage before the debuff expires. Healing cooldowns
are recommended once the damage ramps up to significant levels.
Bloodlust/Heroism/Time Warp
We advise you to use Bloodlust/
Heroism/
Time Warp
as the encounter commences. This ensures as little time as possible is spent
in the
Torment of Shadows pseudo-phase, which functions as a soft
enrage of sorts.
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