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Antorus – Argus the Unmaker Guide

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  • Jaaha
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      @jaaha
      Member since: 25/11/2017
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      Argus the Unmaker

      Heroic

      This end of tier/expansion boss has four very different phases in a big round room. Think of it as four simple bossfights back to back and take things calmly as they come one phase at a time. Also dying in early phases of this fight is not so bad thing for reasons explained below. Pictures stolen from Wowhead’s FatbossTV guide linked below and class table for adds phase from Epu’s post.

      Phase 1 – 100% to 70%

      First phase is all about void zones big and small. All of the voidzones will be cleared when phase 2 begins.

      argus-p1_1511807315.jpg

      Cone of Death is a cone aimed on random non-tank that does big black voidzone from boss to the edge of the room. Because it’s any non-tank the plan is for everybody except active tank stack behind boss and that is the direction where the cone will be aimed at. Tank boss in the middle of the room and fill the piechart with blackness.

      Soulblight Orb puts 8 second debuff on three random people who take damage and spawn voidzone below them when the debuff expires. Place these smaller voidzones on the path where next cone is going to spawn to maximize available space in the room.
      Tortured Rage is on timer and does about medium shadow damage to whole raid. Not fatal alone, but combined with Soulblight Orb debuff will need extra attention from healers.

      Sweeping Scythe is tank swap debuff. Switch after 3 stacks.

      Golganneth’s Aid puts five second debuff on two random players, one will have watery ball hanging over his head and the other will have lightning ball. Once the debuff ends the balls will drop where the player stands and are stacking buffs that anybody can get for a short time. Water ball gives 2000 haste and versatility, lightning ball gives 2000 mastery and crit. One ball should be placed in melee group to minimize movement and another somewhere near ranged. Multiple balls will spawn during the phase and the effect stacks.

      p1balls_1511807697.jpg

      Phase 2 – 70% to 40%

      Golganneth’s Wrath clears out all voidzones from the room but also damages players. There’s a small hole in the storm right in the middle of the room where raid needs to stay behind the boss and keep hitting it. After the storm clers boss and raid are immediately dragged to the edge of the room.

      argus-p2_1511808780.jpg

      Sweeping Scythe is tank swap debuff. Switch after 3 stacks.

      Avatar of Aggrammar is 1 minute debuff on current tank. Tank gets all damage nearby raid members recieve redirected to him and +100% health and +40% movement speed while it’s up. This debuff is required to hande one of the new abilities.

      Soulburst is cast on two random raid members every time boss reaches 50% and 100% energy. It ticks low shadow damage for 15 seconds and then detonates for medium amount to whole raid. Distance from raid will lower the damage recieved and the debuffed player must run at least 45 yards away (outside healing range) from raid for minimal damage. Few healers should move slightly outside of the raid to maximum healing range and help keep these people up from the dot and following explosion.

      Soulbomb does the same as Soulburst, but double damage and only at 100% energy. This will be fatal to anybody without big damage reduction cooldown. The idea is that the tanks swap and the one with Avatar of Aggramar debuff goes to soak Soulbomb along with the debuffed player. This is not necessary if Soulbombed player has full immunity available.

      Edge of Obliteration summons very large spinning blades next to boss and marks big black streak on the ground. After few seconds blade goes through the black path and knocks back every player it hits. These are incredibly easy to avoid and there’s no excuse getting hit by one.

      Phase 3 – Adds

      Argus is imprisoned by Aman’Thul and summons seven Constellar Designates at the edges of the room, equal distance from each other. Raid is loosely stacked in the middle, and should be able to multidot all seven adds. These are normally immobile and untankable. Second potion here. Phase 4 will start once the adds are dead.

      argus-p3_1511809891.jpg

      All seven adds have the same three abilities

      • Cosmic Ray is beam that focuses on random player. Stand still and the rest of the group moves away from the beam’s path.
      • Cosmic Beacon is short duration dot foollowed by explosion and dot on whole raid. Two of the adds will cast this at the same time. Raids needs to have 7 people assigned, one for each add to interrupt this and few reserves just in case. One missed cast will hurt, two missed casts is close to a wipe.
      • Starblast is small interruptible damage on random people. This MUST NOT be interrupted on heroic or mythic mode, or it will make Cosmic Beacon uninterruptible and wipe the raid.

      On timer two random adds will get Stellar Armory buff for a while and needs to be tanked and they do not use any of the three other abilities listed above. These two have threat they’ve got all phase long, and can murder melee dps if tanks are slow to pick them up. Melee should be moving bit away from their adds just before the Stellar Armory is cast.

      • Blade of the Eternal increase melee damage by a lot. Tank who can take more physical hits better drag this to nearest other add for cleave fun.
      • Sword of Cosmos increase melee damage by a little bit but it also gives long damage buff to any nearby adds. The other tank needs to drag this add to the middle of the room where it can’t buff the other six adds.

      Discs of Norgannon debuffs the adds 15 seconds after the phase begins, each becoming vulnerable to one type of damage taking 200% extra. These are all fixed locations and raid should be split fairly evenly on these.

      Physical : windwalker, warriors, hunters, rogues, enhancement, feral, guardian, retribution, havoc
      Fire : destruction, brewmaster, fire, vengeance, havoc, elemental
      Shadow : affliction, demonology, shadow & discipline priest, blood & unholy DK, havoc
      Arcane : arcane mage, balance, guardian, havoc
      Frost : frost mage, frost DK, havoc, elemental
      Nature : mistweaver, balance, assasination rogue, havoc, elemental
      Holy : protection pala, holy priest, holy pala, discipline, retribution pala, havoc

      argus-p32_1511810110.jpg

      Phase 4 – 40% to loot

      Everybody dies (kinda like Lich King at 10%), food buff and rune falls off and potion cooldowns reset. People can release and boss starts channeling End of All Things.

      Gift of the Lifebinder

      Eonar plants Gift of the Lifebinder tree in a fixed location in the room, and in the Spirit World players can see Hungering Soul adds wandering around. Touching these adds will knockback and slow you down but won’t damge… One perk of being dead. When you walk under the tree you will be ressed.

      Untitled_1511857189.jpg

      The tree has energy bar which drops every time somebody is ressed, and after the energy is gone it will get stacking dot every time somebody is ressed. Healers can keep it up while they can, but when the tree dies it’s dead and there will be no more free resses available. Save regular resses for tanks.

      Right at the start of the phase everybody has to ress of course and get back to killing the boss. First thing is tanks getting some aggro on the boss and then interrupt End of All Things cast at the last second.

      Boss ofcourse does new things in this phase.

      Reorigination Modules are low health adds that spawn at the edges of the room. It’s player-sized blue ball which will grow void zone under it until its killed. When the ball dies it explodes for medium amount of damage, so try to stagger killing these to avoid killing whole raid. First time around there will be 3 balls, next time 4, then 5…

      Mote of Titanic Power are smaller white balls that pop up in spirit realm in the areas where Reorigination Modules had their void zones. Collecting enough of these gives the raid Titanforged buff. Basically every time you die collect these that you see nearby but don’t bother running around finding all, instead return back to land of the living.

      Deadly Scythe replaces the tanks’ Sweeping Scythe from first two phases. It does basically the same except hits for more and the stacks will never fall off. Tanks will stop swapping at any set number of stacks but instead they eat all the hits until they die, and then switch to the living one. While tanks are dead they should collect as many Motes of Titanic Power (the white balls) to boost up the raid and instead of ressing fast and come back only until last moment before the other tank drops dead.

      Ember of Rage creates small blue swirly zones under random people. After short time crap falls on top of you and you’ll die. Simply move out.

      Tortured Rage from phase 1 does a comeback. It’s still AOE damage pulse to whole raid. Healers take care of that.

      Soulburst and Soulbomb from phase 2 does a comeback also. Follow the map and boss placement of phase 2. Except this time there’s no tank buff to save Soulbomb victims. If you don’t have personal cooldowns to survive just release, collect Motes and ress back up.

    • Jaaha
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        @jaaha
        Member since: 25/11/2017
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      • Jaaha
        Guild Member
          @jaaha
          Member since: 25/11/2017
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          FatbossTV video above is a must watch for raid movement/timing. Unless otherwise noted all heroic mode abilities are still in play but deal more damage.

          Sargeras’ Gaze is new mechanic during whole fight, it puts two kinds of 30 second debuffs on few random people. This works kinda like the last boss in Darkheart Thicket.

          • Sargeras’ Rage move out of raid to prevent aoe damage. This is very visible red circle of about 8 yards around you, with arrows pointing outwards.
          • Sargeras’ Fear stack with the raid or they get feared. This is very visible but slightly thinner smooth red circle of about 8 yards around you.

           

          Fight starts with 1 of each debuff, first rage will be on random melee and first fear on random ranged, but later casts can be on any non-tanks. On second cast 1 rage 2 fear, third cast 2 rage 2 fear, fourth cast 2 rage 3 fear and so on. The counter goes up all throughout the fight.

          Just before Sargeras’ Gaze is cast raid needs to be stacked in small clump but not right on top of each other so that people can stack/spread as needed faster.

          Phase 1

          • Soulblight Orbs can target people with fear/rage debuffs. Raged people can go out on their own just fine, but feared need to go out escorted so that they wont be alone at any time.
          • People with Soulblight Orbs might die during Tortured Rage casts (4M aoe blast to whole raid) and need to be topped off. Use personal cooldowns if you get the orb.
          • Cone of Death can not target melee dps with Sargeras’ Rage debuff.
          • Tanks swap after two stacks of Sweeping Scythe, not three.
          • Versatility buff from the orbs gives extra health and is recommended to increase survivability (if DPS is not an issue).
          • Try to push boss into next phase before 8th Tortured Rage cast to avoid one nasty overlap at the start of P2.

          Phase 2

          • People with Sargeras’ Fear need escorts when avoiding the black lines and when running out to drop Soulbursts, and also tank who soaks the Soulbomb needs to escort a healer that has fear and bomb at the same time.
          • Tanks need to use survival cooldowns while soaking Soulbombs.

           

          Add phase is skipped in mythic mode, instead last phase starts at 40% with Argus healing back to 60% health.

          Phase 3

          Edge of Annihilation is another new ability, aka. the big red blades that people were wondering about in videos. A bunch of big spinning blades spawn on random side of the room, and few seconds later another set spawns on opposite side of the room before first side shoots out across. It works basically like the blades in P2 that puts big black mark on the floor to avoid, but these do not show any “safe zone”. Instead there’s simple dance to avoid them.

          • If the raid is standing on the side with spinning blades just group up between two blades and when it shoots off move to where the blades were before
          • On opposite side if raid starts on side which goes off second all need to stack on top of the dark blades first, and when the first wave goes off move quick between the now-spinning blades.

           

          Sweeping Scythe (tank debuff) is changed into Soulrending Scythe with small but important difference.

          Each time SS hits the tank a red orb will spawn nearby for each stack of SS the tank has and all orbs focus on random member of the raid and explode for 7M damage upon contact. The offtank and the third tank needs to soak all of these orbs before they reach raid.

          Method video said they just let tank die every fifth SS to reset the stack of spawning adds and ress the tanks. This of course implies all battle resses are available…

          Reorigination Modules are changed into Apocalypse Modules. These will not spawn on set locations, but one will spawn on random raid member without the rage debuff. These work like the orbs in heroic, but when one dies it leaves big black void zone on the ground in same way as P1 cone. Before Apocalypse Module spawn raid needs to be stacked close to boss on the edge of the room as close to previos black puddle as possible to maximize usable space, and move as one just before the module dies keeping in mind that people with fear debuffs are never alone.

          After second Apocalypse Module DPS with good movement speed buffs (DH for example) stands in it and dies, then goes to collect all Titanforging balls from spirit realm to get the raid buffed. This player stays dead and collects orbs for the rest of the fight.

          Sentence of Sargeras is another new ability. It spawns a red spike under two living non-tank players chaining them there for 30 seconds ticking 1.5M shadow damage every second. Moving more than 35 yards from the spike or when the 30 seconds is up the chain will break and trigger explosion on the raid giving everyone a dot for 10 seconds. This ability will need some/most/all healing CDs in last phase.

          Whole group (except active tank with cooldown up) should suicide on either second or third Sentence depending on available immunities and healer mana, and all ress at the same time which will burn down the tree instantly. This will give everybody full mana and health back, and help dealing with the hardest part of last phase.

        • Scabbrox
          Warlord
            @scabbrox
            Member since: 05/11/2017
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            Bumping.

          • Jaaha
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              @jaaha
              Member since: 25/11/2017
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              As far as I know the startegy has never really changed so far. Main problem is having no unscheduled deaths to be able to reach DPS target in last phase. Boss has been nerfed few times and the boost to artifact gives even more deeps so it’s gonna be within our reach for sure.

              Here is very recent video of first kill with the artifact buff active and many extra deaths. Linking it because I love the way they handle first two phases especially.

               

            • Healthclub
              Former Member
                @healthclub
                Member since: 12/03/2018
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                About Sentence of Sargeras: is there a timer on a player before it gets casted? I read about being able to use immunities but if it is a random cast, how would you know when to for example iceblock? Or can you iceblock it after it is on a person?

                Also a collection of WeakAura’s I have found: https://wago.io/Hym1npiHM

                I have read about a lot of people that keep wiping because of things like fog. We should be able to dodge that for faster progress.

                Everybody shapin' at the healthclub.

              • Jaaha
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                  @jaaha
                  Member since: 25/11/2017
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                  About Sentence of Sargeras: is there a timer on a player before it gets casted? I read about being able to use immunities but if it is a random cast, how would you know when to for example iceblock?

                   

                  No way to know. That’s why early kills stacked rogues (and other immunity classes) that would simply blindly immune all Sentence casts and hope that as many of those fails as possible.  Sentence was later changed so that there’s only two but those (probably?) can’t be immuned any more.

                  Hmm… I should change that to the strategy post above.

                   

                • Jaaha
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                    @jaaha
                    Member since: 25/11/2017
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                    We should be able to kill Aggramar this weekend and get to mythic Argus. Even though this video is old, it’s still 100% necessary to watch to understand the new mythic only mechanics. Nerfs make phases shorter, but we will have all same abilities happening as world first guild did, just fewer repeats.

                     

                     

                     

                    Also the video two posts above from Trigger Warning is good to skim thorugh for very clean first two phases movement which is worth copying if possible to make those phases much easier to learn and execute.

                     

                  • Firefunk
                    Blocked
                      @firefunk
                      Member since: 21/12/2017

                      Timeline of different abilities based on the kill video. As Jahaa says abilities will come to us same as others, but the number of times they happen may differ. Still, probably most overlaps and abilities sequences should stay same so i feel it’s usefull to give it as a reminder and possibly help us shorten our learning curve. So here we go :

                      P1 )

                      • 1st gaze : melee rage / ranged fear -> melee spread, ranged stack
                      • Buff orbs happen very shortly after, we’ll position them depending on what buffs we want to stack (if versatility is needed). Ranged take their buff, then melee.
                      • Few seconds after comes the first cone
                      • Then comes the first set of soulblights
                      • While soulblights are fading, new set of buff orbs (should be positioned left of the raid, but don’t take them yet) + 2nd sargeras’ Gaze -> melee spread/ranged stack -> 2nd fear : now with 1melee rage/2 fears
                      • After new cone, take your buff while dodging the cone
                      • New buff orbs (left of the raid), then next cone is coming at the same time of soulblights, so a raid speed buff is usefull there to ease this overlap
                      • After everybody gets his buff refreshed, time to spread for 3rd Sargeras’s Gaze and first ranged rage. 2 rages (1M/1R) 2 fears. Ranged rage will need to stay behind the raid but in the axis of boss-> raid group cause he can still be targeted by the next cone (unlike melee rage who can’t)
                      • After this a cone, during which we’ll get new soulblights and buff orbs, position them accordingly
                      • At this point, we should aim to transition into P2 just before cast of 4th sargeras’ gaze (if not, timers are fucked up)

                       

                      P2)

                      • if we were on time with transition, right when storm ends reposition the boss to the edge of the room (3rd tank) -> he gets the shield -> swap tanks
                      • then we get 4th sargeras gaze (all spread) -> 2 rages (1M/1R) and 3 fears
                      • Then almost at the same time of Gaze we get the first set of soulbombs/soulburst -> every debuffed player goes to the opposite side of the room with the tank with shield, who will need big mitigation (90%) to survive the 3 explosions. We’ll do this like this only once.
                      • Around 20 secs later, we’ll have two soulbursts, which we will let explode in melee underneath the shielded tank.
                      • Then around 20 secs later again, we’ll have two bursts and one bomb. The bomb will go sacrifice far away from the raid very quickly, taking a lock gateway. Will probably need to use a personal def CD to survive long enough to go far enough.
                      • Shortly after we should have our 5th sargeras’s gaze, so spread accordingly -> 3 rages (2M/1R) and 3 fears
                      • Before next bomb comes (~30secs after Gaze) we need to transition into P3.

                       

                      P3)

                       

                      • Everybody rez, we move the boss towards edge of the room opposite to the tree
                      • We have the first blade while moving here so watch out
                      • Right when blade finishes, sargeras’s gaze 6th : spread -> 3 rages (2M/1R) and 4 fears
                      • 10 seconds after first module comes so bait it
                      • 20 seconds later first chains : both break chains (Sentence) at the same time, healing CDs to cover big dot on raid
                      • Right after, stack to bait the new module
                      • After this module is down, 7th Gaze : spread -> 4 rages (2M/2R) and 4 fears, and right after we get second blades
                      • After blades, bait for a new module
                      • Shortly after it’s down, 3rd and last blades followed exactly after by 8th gaze : spread -> 4 rage (2M/2R) and 5 fears
                      • After this it might change a little bit because we are supposed to die and rez here, but people report it’s difficult to do it like this now because tree is dying much faster and not everybody can rez, still, how it was done before pre patch
                      • A tank who stayed alive is baiting the next module while we stay dead, and we all rez when module has spawned
                      • We kill the module, after module is dead we BL and have 30 seconds of nothing but DPS
                      • 9th gaze -> spread : 5 rages (should be 3M/2R but a healer gets it on Jahaa’s video) and 5 fears
                      • Right after, new chains : break one by one
                      • After bait new module, kill it
                      • Then kill the boss : we should have 30 seconds before next gaze, 35 before next chains, and 40 before next module.
                      • If tree is dead, people who could not rez will just go and collect orbs

                       

                      Let’s see if we can progress through it before BfA launches but as you see there’s a lot happening and a lot of chances to fuck up, so it’s still a very hard boss even after the last meaningfull nerfs, so it’ll take us time to get there anyway.

                    • Scabbrox
                      Warlord
                        @scabbrox
                        Member since: 05/11/2017
                        High OverlordYears ServiceRaid Team Champion€ Donor ExtremeVideo UploaderStreamerGuild Bank HeroWebsite AdminWarlord

                        Bumping for the weekend.  Make sure to also watch the Fatboss video to understand the new Mythic abilities.

                         

                      • Braggha
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                          @braggha
                          Member since: 25/12/2017
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                          Was for sure fun getting our ass whipped by him for 15 minutes 😉

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