Eonar the Life-Binder Mythic Strategy/Tactics
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 Eonar the Life-Binder in Antorus, the Burning Throne in Mythic mode.
The other pages of our Eonar the Life-Binder guide can be accessed from the table of contents on the right.
Mythic Mode Abilities
The Paraxis
The Paraxis is an area that can be accessed on the Mythic version of the encounter. The Paraxis can be accessed by running into one of the four green crystals that spawn adjacent to the Essence of Eonar. Each crystal can only be used a single time by a single player, and after being used, it will disappear until the next cast of Final Doom.
Each player may only visit the Paraxis once per encounter.
Final Doom
Final Doom is cast periodically by the Paraxis, and it will wipe the raid and end the current pull if it successfully completes. Final Doom can only be interrupted once the Paraxis Inquisitor has been defeated by interacting with one of the 4 feedback crystals in the room. It is cast a total of 4 times throughout the duration of the encounter.
Paraxis Inquisitor
A single Paraxis Inquisitor will be present on the Paraxis each time a Final Doom cast begins. The Inquisitor must be defeated in order for Final Doom to be averted. The Inquisitor has 4 abilities:
- Mind Blast deals moderate Shadow damage to a random target and can be interrupted.
- Pain is applied to a random target and deals ticking Shadow damage until it is dispelled.
- Wrack is a channeled spell that deals moderate Shadow damage every second until it is interrupted.
- Torment is only cast if there are no players within melee range, and deals moderate Shadow damage every second until it is interrupted.
Additionally, the Paraxis Inquisitor will enter its Death Throes upon reaching 20% health, dealing additional and uninterruptible Shadow damage to the group until it dies.
Feedback Crystals
There are four Feedback Crystals in the Paraxis' room that can be used once the Paraxis Inquisitor is killed. Interacting with a crystal interrupts Final Doom and applies a permanent debuff, and each crystal can only be used a single time.
Green Crystal
The green crystal applies a debuff called Feedback - Targeted. The Paraxis "locks on" to the player for the remainder of the encounter; each time an ability is used by the Paraxis, the debuffed player is always one of the targets.
Blue Crystal
The blue crystal applies a debuff called Feedback - Arcane Singularity. This causes the target to pulse every 25 seconds, dealing Arcane damage to anyone within 10 yards and interrupting friendly spell casts.
Yellow Crystal
The yellow crystal applies a debuff called Feedback - Foul Steps. Each step the afflicted player takes applies a stacking Shadow damage DoT.
Red Crystal
The red crystal applies a debuff called Feedback - Burning Embers. This causes the target to pulse every 30 seconds, dealing Fire damage to the target and any allies within 8 yards. Anyone hit, including the afflicted player, is knocked into the air.
Strategy and Positioning
The raid will need to organize 4 groups to send to the Paraxis each time Final Doom is cast. Each group should consist of 3 DPS players and a single healer. Be sure to balance in a healthy amount of Melee DPS in each group as they generally have their interrupt cooldowns available the most frequently, which is necessary for defeating the Paraxis Inquisitor.
The Paraxis groups should include the DPS with the best single target cooldowns in order to ensure the Paraxis Inquisitor is defeated quickly and consistently. You should also establish the players assigned to interact with the feedback groups. In general:
- The green crystal can be used by anyone, though this player will need extra healing due to Feedback - Targeted.
- The blue crystal should be used by a Hunter if possible, as they will not be interrupted by Feedback - Arcane Singularity and do not need to stand near other players. Melee DPS are also perfectly acceptable for this duty.
- The yellow crystal should be used by a Healer, as they will never suffer from range issues and know exactly how many stacks they will be able to safely suffer through. Restoration Druids are good candidates as they use their mobility cooldowns to traverse the arena without generating as many stacks.
- The red crystal should be used by a Ranged DPS or Healer that can avoid fall damage. This player has to ensure they are never within 8 yards of allies when the Feedback debuff pulses. Mages and Restoration Druids are particularly good candidates as their blink abilities are perfectly suited to the job.
Each time the Paraxis Inquisitor is killed, the current Paraxis group can depart the Legion ship by exiting on the balcony and using their Surge of Life to rejoin the rest of the raid on the main platforms.
The players on the main platform will always be split into 2 groups, as there are typically always 2 portals spawning simultaneously on Mythic. These groups should be appropriately balanced so that the Paraxis assignments do not leave either group too weak while they are away. This means that the Paraxis groups should generally use 2 players from each group. Each group must have one tank to deal with the large Legion reinforcements.
There will be a couple of leftover DPS (usually 2 with standard Mythic raid group role distribution) that never go to the Paraxis, as the Tanks will never visit the Paraxis either. These DPS should be your best sustained AoE damage dealers that can also provide snares to limit the effectiveness of the Legion troops. The absolute best candidates for this are Affliction Warlocks using Sacrolash's Dark Strike in combination with the Absolute Corruption talent. If your raid group has two Warlocks, they should be able to nearly solo every large wave while concurrently applying snares to all targets. Balance Druids are also very good for fulfilling this role.
The portals should be assigned in advance, ideally using an add-on such as Angry Assignments. They can also be assigned as they appear, however this could be confusing for some players. The portal order for Mythic is shown below:
- Wave 01: Middle path: Fel-Infused Destructor + Felguards and Fel Hounds
- Wave 02: Upper path: Fel-Infused Destructor + 2x Fel Lords and waves of Fel Hounds
- Wave 03: Lower path: Fel-Charged Obfuscator + Fel Hounds
- First Final Doom/Paraxis Group #1
- Wave 04: Middle path: Fel-Powered Purifier + Felguards
- Wave 05: Lower path: Fel-Infused Destructor + Felguards and Fel Hounds
- Wave 06: Middle path: Fel-Powered Purifier + Fel Lords
- Wave 07: Upper path: Fel Hounds
- Second Final Doom/Paraxis Group #2
- Wave 08: Airborne: Volant Kerapterons
- Wave 09: Lower path: Fel-Powered Purifier + Felguards
- Third Final Doom/Paraxis Group #3
- Wave 10: Airborne: Volant Kerapterons
- Wave 11: Middle path: Fel-Charged Obfuscator + Fel Lords
- Wave 12: Lower path: Fel Hounds
- Wave 13:Upper path: Fel-Charged Obfuscator + Fel-Powered Purifier + Felguards + Fel Hounds
- Fourth Final Doom/Paraxis Group #4
- Wave 14: Airborne: Volant Kerapterons
- Wave 15: Middle: Fel-Infused Destructor + Fel Lords
- Wave 16: Lower: Fel-Charged Obfuscator + Fel Lords
- Wave 17: Upper: Fel-Infused Destructor + Fel Lords
The first wave of adds can be dealt with by both groups before they split off to their assigned paths. Waves 2 and 3 spawn within seconds of each other, however the Upper path spawn is much further away, and thus the group assigned to Wave #2 should leave early.
A separate group comprised of Ranged DPS with strong cleave/multi DoT should also be assigned to deal with the Volant Kerapterons. Shadow Priests, Affliction Warlocks, and Balance Druids make the best candidates. This group will split from their assigned group only for each bat wave before returning to their assigned positions. The bats group may need a Healer to ensure they are within range, depending on who is assigned.
Example Assignments
Your raid group may assign portal waves to groups to suit your preference. These groups are here as an example, or in case you want to copy/paste them into your assignments.
Group 1
- Middle
- Upper
- Lower
- Middle
- Bats
- Lower
- Bats
- Middle
- Middle
Only players assigned to deal with Volant Kerapterons should deal with "Bats" waves.
Group 2
- Middle
- Lower
- Middle
- Lower
- Upper
- Bats
- Lower
- Bats
- Lower
- Upper
Paraxis Groups
Paraxis groups should have 1 Healer and 3 DPS with an even balance of interrupts to ensure the Paraxis Inquisitor is safely dealt with.
Changelog
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