Antoran High Command Mythic Strategy/Tactics

Last updated on Dec 11, 2017 at 19:30 by Furty 8 comments

Table of Contents

General Information

On this page, you will find a list of changes between Normal/Heroic modes and Mythic mode, as well as a working strategy to defeat Antoran High Command in Antorus, the Burning Throne in Mythic mode.

The other pages of our Antoran High Command guide can be accessed from the table of contents on the right.

1. Mythic Mode Abilities

1.1. Shock Grenade

Shock Grenade Icon Shock Grenade is shared by all Commanders and is only cast by the currently active boss that is out of pod. Shock Grenades are hurled out periodically in sets of three, dealing moderate Fire damage on impact and hitting the afflicted players with Shocked Icon Shocked after 5 seconds. Shocked deals heavy Fire damage to all players within 8 yards and stuns them for 3 seconds.

1.2. Screaming Shrikes

Screaming Shrikes appear often on Mythic difficulty. They are airborne bats, but can be hit and cleaved by the melee. The Shrikes will attempt to eject the player that is currently inside the vacant Commander's pod using Extract Interloper Icon Extract Interloper, a channeled spell. If the channel completes, the player is removed from the pod.

1.3. Defensive Countermeasures

Defensive Countermeasures Icon Defensive Countermeasures is only available to the player currently in the active Commander's vacant pod, and can be used periodically to instantly kill a Screaming Shrike.

1.4. Psychic Scarring

The effects of Psychic Scarring Icon Psychic Scarring are indefinite on Mythic difficulty.

2. Strategy

This encounter is identical to its lesser difficulty counterparts in terms of strategy and positioning. Players targeted with Shock Grenade Icon Shock Grenades should move behind or beside the group to avoid stunning their allies. Screaming Shrikes appear often, about once every 8 seconds, and should be prioritized above all other targets. The player in pod will be able to instant kill every second or third Shrike using Defensive Countermeasures Icon Defensive Countermeasures, though this should be communicated to ensure no one wastes damage attacking it.

A pod rotation will need to be established for each boss, as Psychic Scarring Icon Psychic Scarring is permanent. Two players will be required for each pod. Be tactical for your assignments; Healers, for example, are a good choice for Admiral Svirax and Chief Engineer Ishkar's pods, as raid damage on the encounter is relatively low, and it allows your group maximum damage on the adds. Classes with weak cooldowns or openers are also fine for the first pod (e.g. Shadow Priests), and tanky multidotters (such as Warlocks) make suitable candidates for General Erodus' pod, as there are no adds present while he is active.

The Felblade Shocktroopers present the most dangerous threat to your raid, as their Bladestorm Icon Bladestorm hits extremely hard and ticks quickly. Players hit by Demonic Charge Icon Demonic Charge should move immediately to avoid taking unnecessary damage from the follow up Bladestorm. Entropic Mine Icon Entropic Mines also present a serious threat as the ticking damage from Entropic Blast Icon Entropic Blast is significant on this difficulty.

Compositionally, a healthy balance of ranged and melee is fine, with cleave and multi-dotting classes being the most valuable due to their ability to clear the Summon Reinforcements Icon Summon Reinforcements and the Screaming Shrikes.

3. Changelog

  • 11 Dec. 2017: Added Mythic mode.
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