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Castle Nathria: Huntsman Altimor Guide

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  • This topic has 3 replies, 2 voices, and was last updated 4 years ago by Ragùneraxe.
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  • Athiyk
    Council Member
      @bluedragondrgnyahoo-com
      Member since: 03/05/2018
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      HUNTSMAN ALTIMOR

      As one of the earlier bosses in the tier this boss will also test our positioning ability, with a near constant need to spread, on top of stacking for specific mechanics momentarily. The fight is primarily a single target fight, with all three phases of him giving a chance for cleave classes to shine. As we fight the Huntsman and deal with his abilities we will also be dealing with three different beasts of his, each of which we must kill while abiding to the pet’s own set of abilities. Each beast enters the fray in a set order, 1 at a time with each hound coming in once the one before has been slain.

      Altimor’s Abilities

      Sinseeker marks up three players with a large red arrow each, dealing damage to them and apply a dot on them that ticks every 2 seconds for 30 seconds and to anyone in the path of the arrow. Make sure to separate each arrow and avoid being struck by any if you are not targeted, and only your own if you are.

      We need to stay spread in order to minimize the damage the raid takes from Spreadshot. Cone of barraging crossbow bolts, bad stuff.

      Additionally to these abilities, Altimor shares 100% of the damage he takes with his hound companion through Huntsman’s Bond. Any damage is good damage, whether you DPS Altimor or the hound or both. Once all of his pets are dead, Altimor is debuffed with Broken Bond which makes him take 100% more damage.

      Margore

      The first pet we will be fighting is Margore, who can be safely tanked next to the boss. Tanks will need to swap upon receiving the second stack of Jagged Claws, a hard hitting 30 second bleed on the tank.

      The ability players will have to look out is called Vicious Lunge. A single player will be marked up, and after 6 seconds Margore will leap to them, inflicting lethal amount of damage. The damage will need to be split by standing into the circle of the player marked. Immunities will work really well here to lower the strain on the healers.

      Vicious Lunge visual

      Bargast

      Once Margore dies, Bargast becomes active. There is no swap mechanic here, so each tank keeps their current target. Whenever Bargast is about to cast Rip Soul his active tank must be kept topped at 100% hp and he must be moved away from Altimor.

      Rip Soul will hit the tank for heavy shadow damage and create a ghostly clone of them which begins walking towards Altimor. The soul’s HP is proportionate to the tank’s current HP at the time of the strike, so it is important to have the tank topped out before the ability hits, and the tank uses a mitigation tool to reduce the damage he will take. If the soul reaches Altimor, he will gain a 200% damage increase.

      Bargast’s other ability to look out for is Shades of Bargast. This ability creates 1 image of him which begins casting Deathly Roar. This roar will deal large raid-wide damage along with applying a DOT to the entire raid for 20 seconds. The Shade will need to be be crowd controlled to stop its cast (Polymorph, Freezing Trap, Blind, Imprison, Hex etc.) and apply a debuff called Destabilize, which makes the image take 100% increased damage. This debuff continues to stack for the duration of the CC.

      Once the Shade hits 100 energy they will gain Unyielding, making them immune to every form of crowd control. It is important to kill them slightly before this point so you are able to stun them whilst killing them as no Roar casts can go through.

      Hecutis

      Altimor’s last pet, Hecutis, is the most dangerous of raid-damage intensive of the three. Periodically, Hectuis will gain a stack of Crushing Stone. These stacks will increase his damage on the tank by 25%, but will also slow his movement by 25%. If moved at all, 1 stack will drop off of Hecutis at a time, with each stack dropped doing moderate damage to the entire raid. Tanks will need to coordinate with healers to set up a time when Hecutis can drop his stacks.

      Players during this phase will also be marked with Petrifying Howl. Make sure to drop this pool as far from the boss as possible to maximize the amount of space the raid have left.

      Overcoming each of Altimor’s beastly hounds in a timely fashion will surely mean the downfall of this prideful huntsman of Denathrius.

       

    • Athiyk
      Council Member
        @bluedragondrgnyahoo-com
        Member since: 03/05/2018
        Former OfficerGuild Farmer€ DonorYears ServiceRAFGuild Bank HeroGuild Council MemberHonor Guard

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      • Ragùneraxe
        Warlord
          @necroaxe
          Member since: 25/11/2017
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          Heroic Difficulty

          Margore’s Vicious Lunge will now apply a bleed to all targets hit.

          Shades of Bargast will now summon 2 Shades of Bargast, up from 1.

          Mythic Difficulty

          Altimor’s Sinseeker ability gains new functionalities whenever one of his hounds enters the fight. The new effects remain even after the hound that provides them has died.

          Margore: Each Sinseeker bolt will need to be shared and soaked with the raid separately to avoid killing its target.

          Bargast: Each player struck by Sinseeker will have Rip Soul cast on them. This is the same spell as Bargast’s Rip Soul on the active tank, so each target of Sinseeker will spawn their own ghost versions to heal to full. As this needs to be shared, all players who aren’t the active Sinseeker targets who share the bolts will spawn Lesser Souls of themselves as well.

          Hecutis: Anyone struck by Sinseeker will also pulse AoE damage around them in a 5 yard radius. The targets need to spread out and get away. This includes anyone hit whilst soaking the Sinseeker bolts.

        • Ragùneraxe
          Warlord
            @necroaxe
            Member since: 25/11/2017
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