Antoran High Command Strategy/Tactics for Normal/Heroic

Last updated on Dec 11, 2017 at 20:07 by Furty 8 comments

Table of Contents

General Information

On this page, you will find a working strategy to defeat Antoran High Command 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 Antoran High Command guide can be accessed from the table of contents on the right.


Positioning and Strategy

All three bosses will cast Exploit Weakness Icon Exploit Weakness while they are active, which deals damage in a frontal cone, and therefore throughout the fight the Tanks should ensure that the bosses are kept facing away from the raid. Chaos Pulse Icon Chaos Pulse will occur constantly throughout the fight as well as a source of sustained raid damage. The damage taken debuff can be dispelled, however we advise against it, as the Mana spent dispelling is often greater than the negligible extra damage from the debuff.

Antorus Antoran High Command Positioning

Phase One: Admiral Svirax

The encounter begins with Admiral Svirax active. As mentioned above, she should be faced away from the group at all times, but she can be tanked where she spawns. All Ranged DPS and Healers should spread out throughout Svirax's third of the room. It is very important that the Ranged DPS and Healers do not occupy the other corners of the room or position too far from Svirax.

A few players, over the course of the phase, will need to get inside Admiral Svirax's vacant pod. Her pod is located directly behind her spawn, and a player should immediately enter it as the fight commences. While in the pod, the players should always spam Chaos Pulse Icon Chaos Pulse on the boss (the "1" button by default), keeping the damage-increasing effect stacked to the maximum while dealing strong damage. Svirax's unique pod ability, Withering Fire Icon Withering Fire (the "2" button by default), can only affect the summoned adds, and should be cast on cooldown. When the damage from the pod is becoming too high to safely heal, the player should exit the pod and have a new player take their place. Usually this is around 30-40 seconds after entering the pod.

Adds will spawn every 30 seconds or so throughout this phase. They will always appear in a group, with a single Fanatical Pyromancer and two Felblade Shocktroopers portaling in to the fight. They should be picked up immediately by the Tanks and cleaved down with the boss. The Pyromancer should be interrupted whenever possible, as its Pyroblast Icon Pyroblast deals immense damage to a single target. The Shocktroopers' Bladestorm Icon Bladestorm is less threatening, but should still be avoided if possible. Your highest-mobility Ranged DPS should always be the furthest players from the boss, as the Felblades' Demonic Charge Icon Demonic Charge always targets one of the three furthest players. We recommended Mages, Hunters, and Shadow Priests for this duty (in that order of priority).

Throughout the phase, Chief Engineer Ishkar will be laying Entropic Mine Icon Entropic Mines, targeted on random Ranged DPS and Healers. The Mines are the primary reason why it is so important the Ranged DPS and Healers stay within Svirax's third of the arena. The Mines persist forever unless they are triggered, and therefore it is important to keep them out of undesirable areas of the arena. The damage in this phase is not that high, and accidentally triggering mines in this phase is not a disaster, but it is best to keep any accidental detonations limited to this phase alone.


Phase Two: Chief Engineer Ishkar

There will be no Entropic Mine Icon Entropic Mines laid in this phase, as Chief Engineer Ishkar will leap from his pod and engage the raid directly. Admiral Svirax will retreat to her pod, ejecting any players within using Assume Command Icon Assume Command. The Tanks should hold the Chief Engineer where he spawns, keeping him faced away from the group at all times.

The Fanatical Pyromancers and Felblade Shocktroopers will persist throughout this phase, and should be dealt with in much the same way. As with Svirax, a player should leap into Ishkar's pod immediately as the phase begins. Just like in Phase One, the player(s) in the pod should spam Chaos Pulse Icon Chaos Pulse on the boss at all times. Ishkar's unique pod ability, Felshield Emitter Icon Felshield Emitter (the "2" button by default) should be used before each Fusillade Icon Fusillade to mitigate some of the damage. Players will need to rotate every ~35 seconds due to the damage from Psychic Assault Icon Psychic Assault.

All players, including Ranged DPS and Healers, should form a loose stack behind the boss during this phase, so that they will be inside the Felshield Emitter Icon Felshield Emitter without having to move. This reduces movement in the phase greatly, as the only mechanic to avoid is the Felblade Shocktroopers' Bladestorm Icon Bladestorm.


Phase Three: General Erodus

This is the most dangerous phase by far, as the Entropic Mine Icon Entropic Mines are back, as is Fusillade Icon Fusillade, but there is no longer an available Felshield Emitter Icon Felshield Emitter to mitigate the damage. As with the other bosses, Erodus can be tanked where he spawns in his third of the room. Ranged can use as much of the room as they like to bait the Entropic Mine spawns so they do not interfere with the raid's remaining real estate.

As with Phase One and Phase Two, a player should immediately enter Erodus' pod and begin to spam Chaos Pulse Icon Chaos Pulse on the boss. The unique pod ability (the "2" button by default) is Summon Disruptor Beacon Icon Summon Disruptor Beacon, which should be used during each Fusillade Icon Fusillade, targeted under the boss. The group should stack inside the beacon as it is guaranteed to be clear of mines and allows for better group healing.

Each Fusillade Icon Fusillade cast in this phase will deal immense damage, and all of them should be paired with a healing cooldown, or personal cooldowns and Healthstones.


Bloodlust/Heroism/Time Warp

We advise you to use Bloodlust Icon Bloodlust/Heroism Icon Heroism/Time Warp Icon Time Warp when General Erodus is active ("Phase Three"). This is the highest risk phase and damage taken will be at its zenith; Bloodlust/Heroism fulfills a dual function here as both a means to finish the encounter as soon as possible and as a much needed boost to healing.

Bloodlust Icon Bloodlust/Heroism Icon Heroism/Time Warp Icon Time Warp can alternately be used on the pull for a marginal boost in damage output effiency, allowing your group to obliterate the first set of reinforcements and push to execute phase a little faster.



  • 11 Dec. 2017: Added positioning image and made slight changes to the strategy.
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