Mythic changes
Fight is five phases each being 20% with the bridge intermissions in between and abilities are mixed and matched between all three heroic phases. Difficulty goes mainly up from the platforms and the intermission corridor getting cluttered by things that go boom.
Phase 1 |
Shock Lance, Sleep Canister, Empowered Pulse Grenade |
Phase 2 |
Sever, Charged Blasts, Shrapnel Blast |
Phase 3 |
Shock Lance, Sleep Canister, Empowered Pulse Grenade, Shrapnel Blast |
Phase 4 |
Sever, Empowered Shrapnel Blast, Charged Blasts, Sleep Canister |
Phase 5 |
Empowered Shock Lance, Empowered Pulse Grenade, Empowered Shrapnel Blast, Sleep Canister |
Never stand in or front of the bridge that crosses between the two platforms to avoid dropping any bombs there that will complicate crossing later. BL/TW in phase 3 or 4, depending on cooldown timing and what phase feels harder. Bridge is basically the same as heroic, except there’s also wind that pushes from the side. Warlock portals need to be used for bridge crossings.
Phase 1
Boss in the middle of the room, ranged spread around on the walls 10 yards apart to avoid sleep canisters. Melee will switch between boss’ left and right leg just like on Varimathras for example, switching side whenever sleep canister hits melee group. Sleeping person does not move, everybody else does.
Phase 2 and 4 (red)
Use only one side of the room for phase 2 and other side for phase 4. Whole raid stack right behind boss. All bombs spawn under raid, boss and raid moves few steps away as a group to stack bad shit as tightly as possible. Offtank can soak badly placed bombs if necessary. In phase 4 sleep canisters preferably run out of the group, but if they’re slowpokes then whole raid needs to move.
Phase 3 and 5 (green)
This phase is basically combination of the first two. Melee stacks just behind boss, run out (or whole group moves if necessary) from sleep canisters, stack the red bombs. Ranged spread on the walls and move when necessary to avoid red bombs but also making sure you wont block the bridge. Bridge access is no longer relevant in phase 5 so ranged can hang around there too.
Bridge 1 and 3 (green)
Class with damage immunity (hunter or pala) will clear path for the rest of the raid. Using warlock portals is handy since the traps will blow up under you but it saves a lot of time. When immunity runs out tank clears the rest. Healers need to run close behind to dispel the traps’ stuns from the minestompers. Low-ish damage, but lot of dispelling needed.
Bridge 2 and 4 (red)
Raid stacks up and heals to full before starting. Minestomper with speed boost and immunity (Blessing of Protection), preferably one of the tanks, runs to clear the traps including tripwires while healers use aoe cooldowns to keep the raid up. Big immobile cooldowns for first half of the bridge, smaller mobile cooldowns for second half while raid is moving. Trap clearer will die from dots that stacks from tripwires and we need to use one available ress (can be shaman ress totem) for this.