Guarm Guide for Trial of Valor
Table of Contents
General Information
Welcome to our World of Warcraft encounter guide for Guarm in Trial of Valor. We will teach you everything you need to know to defeat the boss in every difficulty.
On this particular page, we will give you a short overview of the fight as well as a list of things to watch out for (include LFR tips when applicable).
The other pages of our Guarm guide can be accessed from the table of contents on the right.
About our Reviewer
This guide has been reviewed and approved by Pottm from Serenity.
Contents
To make it easy to navigate the guide, we have split it into 3 pages:
- Abilities: read about the encounter abilities;
- Normal/Heroic Strategy/Tactics: find out how to defeat the encounter in Normal and Heroic modes;
- Mythic Strategy: learn how to handle the new mechanics and increased difficulty of Mythic mode.
Lore
Guarm is the second boss in the Trial of Valor Raid Instance.
Helya's vicious three-headed hound stands guard at the games of Helheim. Bred to require neither comfort nor sleep, Guarm remains ever-watchful for any invaders who come to challenge the reign of his cruel mistress.
Outline
The fight against Guarm has a single phase during which positioning is key. The fight is meant to be a DPS check in Mythic mode (with a 4-minute enrage timer), but the Normal and Heroic versions of the fight are more lenient with a 5-minute enrage timer.
Here is a preview of the fight from the PTR.
TL;DR
Tanks
- Tank the boss facing the ranged group.
- The off-tank will not actively tank but help soak
Multi-Headed's damage.
- Pick up the boss again after
Roaring Leap and
Headlong Charge.
Healers
- Remove the healing absorption effect from
Shadow Lick.
- Dispel the freeze/stun effect from
Frost Lick (for mass dispels, ask a Shadow Priest for help).
- Heal through the DoT effect of
Flame Lick.
- Pay attention to
Flashing Fangs damage on the tanks.
DPS
- Shadow Priest can help with mass-dispelling
Frost Lick when it hits several players.
Everyone
- Positioning
- Ranged players should be in front of the boss, far enough to outrange
Flashing Fangs.
- Melee players should be behind the boss and reposition quickly after casts of
Roaring Leap.
- Everyone should spread out 5 yards.
- Ranged players should be in front of the boss, far enough to outrange
- Move in the damage area (Shadow, Frost, Fire) you were assigned to when Guardian's Breath is cast and do not ever stand the other two.
Positioning
Regarding the timing of abilities, there are two things to note.
- A Lick (either
Shadow Lick,
Frost Lick, or
Flame Lick) is always cast before a Guardian's Breath, so while players move in to stand in the proper breath, they still need to maintain a 5-yard distance.
Headlong Charge is always cast a few seconds after a
Roaring Leap, so it is important for players to be aware of this and reposition following a Roaring Leap with the next Headlong Charge in mind.
Tank Concerns
Healing Concerns
Most of the damage in the fight is avoidable, so most of the healing concerns are
about healing avoidable damage that was not avoided and the tank damage from
melee attacks and Flashing Fangs.
Special care needs to be given to Licks.
- The healing absorption effect from
Shadow Lick needs to be cancelled by healing the affected players.
- The freeze/stun effect from
Frost Lick needs to be dispelled (for mass dispels, ask a Shadow Priest for help).
- The DoT effect from
Flame Lick needs to be healed through.
Mythic Notes
3 healers with separate Guardian's Breath debuffs must be assigned to carry the
Volatile Foam debuffs. World Markers should be placed where players can take the
Volatile Foam and call for a dispel, successfully transferring it to the assigned
healer.
Bloodlust/Heroism/Time Warp
We advise you to use Bloodlust/
Heroism/
Time Warp at the pull.
There will be a Guardian's Breath 15 seconds afterwards, but it is the first one, so people
do not have yet to stand in a specific breath, resulting in it being the easiest Guardian's Breath
to handle. There will be a
Headlong Charge towards the end of the effect, but it still
remains the best time to cast Bloodlust/Heroism/Time Warp.
Changelog
- 04 Dec. 2016 (mythic page): Added Mythic strategy.
- 16 Nov. 2016 (this page): Added Normal and Heroic enrage timer.
- 08 Nov. 2016 (this page): Guide added.
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