Halls of Valor Mythic+ Guide (Legion 7.3)
Table of Contents
- +1. Mythic+ Affixes
- 2. Halls of Valor Timer: 45 Minutes
- +3. Hymdall
- +4. Hyrja
- +5. Fenryr
- +6. God-King Skovald
- +7. Odyn
- 8. Changelog
1. Mythic+ Affixes
When you reach level 4 in your Mythic+ dungeons, you will start to see affixes attached to the keystone which add additional effects to enemies within the dungeon. Each tier (4, 7, and 10) cannot be duplicated within one keystone, so you will have one of each at higher levels and they will cycle each week. Combinations can vary in difficulty and how much they synergise with each other and the instance in question, but all of them have an impact and have to be dealt with in different ways.
1.1. Tier 1 Affixes (Active at 4+ Keystones)
Raging. When targets reach 30% health, they Enrage, and deal 100% bonus damage. This encourages burning enemies down individually when they reach this point, or saving hard crowd control like stuns for when they reach this point during AoE.
Bolstering. Whenever an enemy dies, it buffs other enemies in combat with an additional 20% health and damage, which heavily encourages killing them at the same time, or within a small window of each other. In larger groups, this can be deadly if mis-managed. Note this does not, however, interact with adds summoned via boss mechanics.
Sanguine. When enemies die, they leave a small pool on the ground which deals damage to players and heals enemies standing within them. This increases the awareness requirement, and means you need to reposition groups quickly around them.
Teeming. The dungeon itself will generate additional lesser adds, which increases the number of targets in pulls. This mostly increases the difficulty of pulls as additional enemies will be active in each pack.
Bursting. When minions die within the dungeon, all party members inside will receive a stacking debuff that deals 5% of their maximum health every 2 seconds for 4 seconds. This requires the party to kill targets in a staggered fashion to prevent it stacking too high and killing off players, and for the healer to be acutely aware of the state of the party health when it is applied.
1.2. Tier 2 Affixes (Active at 7+ Keystones)
Volcanic. This causes random patches on the ground to spawn that will deal high pulsing damage if standing within them. Managing this is mostly on players avoiding them whenever they appear, and will by extension result in reduced DPS due to players avoiding them.
Necrotic. All enemies will apply a stacking debuff that deals flat ticking damage, and reduces healing/absorption received by 3%, stacking up to 10 with additional hits. This increases the intensity of tank healing and adds an additional component to the damage they receive.
Skittish. Enemies will randomly drop all threat on their current target. This makes it significantly more dangerous for DPS and adds an extra factor for tanks to account for, as dangerous mobs will require additional attention to keep in check.
Explosive. Enemies will occasionally spawn Explosive Orbs nearby with a small amount of health. These will will detonate after 6 seconds if not killed, dealing 50% of the all party members' maximum health. These orbs are immune to AoE and crowd control, so need to be switched to and killed quickly throughout the dungeon.
Quaking. All players will periodically cause a Shockwave 8 yards around their character, dealing 20% of players' maximum health to any players standing inside it after 3 seconds and interrupting casts. Players should remain spread to avoid taking more than one hit.
Grievous. Any players that falls below 90% health will be afflicted by a Grievous Wound, dealing a percentage of the player's maximum health every 3 seconds, stacking up to 5 times. This is permanent throughout the dungeon, so the healer needs to be aware of the stacks and heal players back above 90% to remove the debuff.
1.3. Tier 3 Affixes (Active at 10+ Keystones)
Tyrannical. Increases the health of boss targets by 40%, and their damage by 20%. This intensifies bosses significantly and must be noted when dealing with some of the more dangerous ones, as it also affects abilities alongside extending the duration of the fights in question.
Fortified. Increases the health of minions within the dungeon by 20%, and the damage they deal by 40%. This intensifies the trash pulls significantly and in some cases can limit how many extra you can pull at once, which will slow your pace between bosses.
2. Halls of Valor Timer: 45 Minutes
Halls of Valor can be very punishing, as a lot of the trash is both high damage, and high health, creating some very dragged out pulls. Bosses can also be quite dangerous due to how high damage the mechanics are, and how intense some of the combinations can be. This is all coupled with being the longest timer across any Mythic dungeon, so be prepared when entering.
Leading up to Hymdall and through the halls, the preferred route is the following:
Following Hyrja, after entering the Fields of the Eternal Hunt, there are two separate paths to Fenryr dictated by the Footprints on the ground. Identify which side he is on, and follow the path below:
3.1. Important Trash to Note
3.1.1. Valarjar Champion/Valarjar Thundercaller
Valarjar Champions will deal heavy tank damage alongside casting Power Attack on their current target, dealing an additional burst of Physical damage. Whilst these are active, tanks should be wary of the increased unpredictable damage spikes. Valarjar Thundercallers present a huge threat, and will repeatedly cast Thunderous Bolt on random players until interrupted, dealing heavy Nature damage to the targeted player. Note that when multiple Thundercallers are present, they can target the same player at once which will deal lethal damage if not interrupted. Thundercallers will also cast Thunderstrike on a random non-tank player, which will create a blue circle telegraph around the targeted player. After 3 seconds, the player and anyone else within the area will take heavy Nature damage, and be stunned for 3 seconds, so when targeted you must immediately move away from the group and any other players to prevent stunning the group.
3.1.2. Storm Drake
Only one Storm Drake will be active in the large pack just before Hymdall, and it will deal heavy tank damage. The Drake will cast Lightning Breath toward its current target (usually the tank), meaning that it should be faced away from the group. All players should still be aware of this cast and make sure to remain out of the cone, whilst dealing with the other dangerous abilities from the trash. The Drake will also create a Crackling Storm near a random non-tank player, spawning a slow-moving vortex that will deal moderate Nature damage to anyone near the area every 2 seconds. When this is created, players should move away (and the tank should reposition if necessary) and pay close attention to the direction it is moving so as not to take additional damage.
3.2. Hymdall Encounter
3.2.1. Quick TL;DR
Heal through Horn of Valor, and dodge Static Field patches from Storm Drakes after the cast, moving to safe spaces. Dodge Ball Lightning telegraphs. Ranged should move quickly out of Dancing Blade, tanks should use defensives during Bloodletting Sweep to mitigate the healing reduction, and melee should avoid being in the cleave area in front of him during the cast.
Hymdall is purely a burn fight on the boss, with very high movement required to avoid extremely dangerous intermittent mechanics, alongside heavy tank damage. The encounter will end when you bring him to 10% health.
Hymdall will cast Bloodletting Sweep roughly every 20 seconds in a cone in front of him, which will deal heavy Physical damage and leave a moderate DoT for 4 seconds, reducing all healing taken by 25%. Tanks should be aware of this, and melee in particular should avoid moving in front of him if this is being or about to be cast.
He will also target a random player, preferring Ranged or Healers, with a Dancing Blade cast. This will land usually 1 second after the cast completes, depending on the distance, and it will land at the location the player was in when the cast happened, so move move pro-actively. Upon impact, this will knock players back a short distance and spawn a Dancing Blade that will deal heavy initial Physical damage and the same damage every 2 seconds thereafter to those who remain in the area. This should be avoided by all players, especially when moving from other mechanics, and positioning this away from the centre is ideal to allow for more convenient movement.
The most dangerous ability of the encounter is Horn of Valor, which will be cast roughly 20 seconds into the fight and every 25 seconds thereafter. This deals heavy Physical damage to the party, and spawns three Storm Drakes that will strafe across the platform in a pattern, between the 3 marked braziers on the bridge, bombarding a third of the platform with Static Field (Front, Centre, and Back). These sections are indicated by the pillars on the bridge to divide the three sections. You can see the section that will be covered by the Drakes that will begin flying toward the platform, and you should move away from this section early. Up to three will spawn, meaning the tank will need to move Hymdall in between the areas carefully to avoid taking the hit. Finally, after Static Field lands, 6 Ball Lightnings will spawn and move throughout the room vertically up and down the bridge. These should be dodged by all players due to the massive Nature damage hit that will ensue if you come into contact with one.
4.1. Important Trash to Note
Following Hymdall, there will be a number of Stormforged Sentinels that will patrol in the halls ahead, meaning you must be careful with upcoming pulls. One will patrol between the two packs at the base of the stairs straight after Hymdall, which should ideally avoided, then two in the Halls themselves, one on either side. There will also be two directly ahead, blocking the path to Odyn. There will also be a number of new Valarjar enemies in the Halls, but you do not have to pull them all, so navigate carefully. After clearing up those on and above the ramp, you should take a hard left and hug the wall, defeating the trash toward Hyrja, then clear up the Valkyr in her room. Finally, two separate mini-bosses will be present that must be defeated to spawn Hyrja.
4.1.1. Stormforged Sentinel
Stormforged Sentinels will deal heavy tank damage, and target random non-tank players with Crackle throughout the pull. This will have a quick 1 second cast that will then fire out a line toward the targeted player and extend behind them, leaving a patch of lightning that will deal moderate Nature damage every second in the path it travelled to any players who remain within it. Sentinels will face the target while casting, so move away from this as it will not track your position during the cast. Sentinels will also apply Sentinel's Watch to nearby friendly NPCs, granting immunity to interrupts and crowd control. This is incredibly dangerous to combine with most packs, so try to pull these alone unless you are very comfortable with the area. Sentinels will also cast Charged Pulse roughly every 15 seconds, which will create a large blue circle around the Sentinel that will deal heavy Nature damage to any players who remain within the area after 3.5 seconds, knocking them back 15 yards, and potentially pulling extra trash, which will be disastrous. Therefore, dragging these back to a safe spot to engage them will eliminate a lot of this risk. At 30% health, they will apply Protective Light to themselves gaining an absorb shield, which should be offensively dispelled via spells such as Purge.
4.1.2. Valarjar Mystic/Valarjar Runecarver
Both of these enemies will spawn in the pack following Hymdall, and in the room above on the left, presenting extra threats to the group that must be dealt with. Valarjar Mystics will attempt to cast one of two healing spells: Healing Light, which is a massive HoT on a low health friendly target that should be interrupted or dispelled, and Rune of Healing, which creates a healing patch on the ground. If this cast is successful, the tank should reposition enemies to move them out of it. Valarjar Runecarvers will channel Etch on a random player, dealing heavy Shadow damage every 1.5 seconds, and this can either be interrupted, stunned, or dispelled by the Healer. Runecarvers will also create a Shattered Rune beneath a random player, which will deal massive Shadow damage to any who remain in it after 2.5 seconds and should be interrupted if possible, and if not players should move away from it quickly.
4.1.3. Valarjar Shieldmaiden/Valarjar Purifier
Valarjar Shieldmaidens will be in the room leading up to Hyrja, and they are present in both pulls in her room. These will deal heavy tank damage and cast Mortal Hew in a cone in front of them, causing heavy Physical damage and reducing all healing taken by 20% for 8 seconds. This means they should be faced away, and melee players in particular should be wary of their facing to not get hit by it. The single Valarjar Purifier on the platform should be interrupted, silenced or Death Griped immediately into the three Shieldmaidens to clump the pack up when he begins to cast Cleansing Flames. This cast should also be interrupted regularly throughout the pull, as it deals massive Holy damage over 4 seconds to a random player in the group, splashing to any other player within 5 yards of the Purifier's target, so try to remain spread if any casts are completed.
4.1.4. Valarjar Aspirant
One Valarjar Aspirant will be present in the pull leading up to the two mini-bosses, accompanied by two Valarjar Shieldmaidens. Briefly after engaging, it will cast Valkyra's Advance, which will cause it to leap toward a random player in the group, dealing heavy Physical damage to players in the area when it lands, so remain spread and move away quickly. After landing, a cast of Blast of Light will follow dealing heavy Holy damage to her current target (usually the tank), and anyone in front of her. Due to her high mobility, players should be aware of her position and where she is facing to avoid being hit by the blast, as it is lethal. Try to focus the Aspirant down to avoid her getting multiple casts off.
On the left is the first mini-boss, which mirrors the same abilities of the Thunder Empowerment phase of Hyrja. Briefly after being engaged, he will cast Eye of the Storm, creating a bubble and channelling a high damage Nature storm in the room. Players should hide in the bubble created to reduce the damage taken from this.
4.1.6. Olmyr the Enlightened
On the right side of the room is the second mini-boss, which mirrors the Holy Empowerment phase of the Hyrja encounter. He will repeatedly cast Searing Light on random players, which should be interrupted as it deals moderate Holy damage. He will also channel Sanctify every 30 seconds, which will generate a stream of holy bolts radiating out from him. Anyone hit by this will take heavy Holy damage and deal the same to the group, so move out and avoid these at all costs. Melee and tanks will be knocked back a small amount, and should use this to position correctly to avoid the bolts to reduce group damage.
4.2. Hyrja Encounter
4.2.1. Quick TL;DR
Start on the left (Thunder). Spread to mitigate Arcing Bolt, hide in bubble for Eye of the Storm and rotate between sides with each Shield of Light knockback. Move out with Expel Light, and stay spread. Dodge Sanctify bolts, as they will hit the entire group for high damage.
Hyrja will gain two separate sets of abilities depending on the side of the room she is currently standing in (Left — Thunder, Right — Light). Every 4 seconds that Hyrja stands on a given side of the room, she will gain a stack of a buff (a different buff for each of the two sides) that increases the damage she does with both Light and Thunder abilities, and which enables her to cast the ability of the side from which she gained the buff. This means that even after you move Hyrja to the other side of the room, she will continue to be able to cast the other side's ability until these stacks fade; it also means that you should not longer for too long on the same side, lest the stacks get too high.
Whilst on the left, Hyrja will gain a stack of Mystic Empowerment: Thunder every 4 seconds, increasing all damage dealt by both Arcing Bolt and Eye of the Storm casts by 10%, and allowing access to Arcing Bolt casts whilst the buff is present. Arcing Bolt will deal heavy Nature damage to a random player in the group, and chain to to any players within 15 yards of the targeted player when cast. Ranged should remain spread throughout the fight, as she will likely retain some Empowerment stacks in both phases. Eye of the Storm deals massive Nature damage every 1.5 seconds to all players, but is reduced significantly by the safety bubble created by the cast which players should immediately move into for the duration of the channel.
After each Eye of the Storm and Sanctify cast, Hyrja will cast Shield of Light on her current target (usually the tank), dealing massive Holy damage to anyone in front of her when it completes, so non Tank players should avoid standing anywhere near this cone as it will be lethal. This will knock targets back 20 yards away, so it can be used by the tank to alternate between sides much faster.
On the right, stacks of Mystic Empowerment: Holy will be gained in the same way as Thunder on the left. This will grant access to Expel Light, placing a yellow ring around a player in the group that will detonate after 3 seconds dealing heavy Holy damage to the player and any other players within the area, so you should move out quickly and stay spread. The primary cast on the Holy side will be Sanctify, that will spawn a series of Holy bolts around Hyrja that pulse outward. When a player is hit by a bolt, it will despawn and deal heavy Holy damage both to the player hit and all others in the group, so it is crucial to avoid all of them during this cast and as such melee should sacrifice damage to evade them.
5.1. Important Trash to Note
After Hyrja you will travel back through the Halls, sticking to the right side of the hallway, and deal with the valarjar enemies on the other side of the entrance, and then port into the Fields of the Eternal Hunt to engage Fenryr. We advise moving to the far back side on the right, closer to the entrance of the dungeon in the halls when moving through them. After entering the Fields, you should avoid the Storm Drake that will spawn as you enter, and identify the path to take for Fenryr (either Left or Right) and move toward him. The fields are filled with Angerhoof Bulls as you enter, and on the left will be Steeljaw Grizzlies. On the right will be Valarjar Trappers and Valarjar Falconers, but these can be skipped by water walking over the pool in the centre and moving straight up to Fenryr in the path below, after only killing a single Bull. Finally, in the encounter area of Fenryr, after the first retreat, there will be a number of Ebonclaw Worgs which are particularly dangerous.
5.1.1. Valarjar Marksman
On the right side of the halls before the field, Valarjar Marksmen will be present in some packs, and can be particularly dangerous. Due to being only ranged, the only way to group them with others is to line of sight them behind corners in the area, or to use Death Grip effects. They will only attack with Snap Shot at random players in the group, dealing heavy Physical damage, so healers should be wary of this. They will also cast Penetrating Shot, which will fire a line in front of the Marksmen toward a random player dealing massive Physical damage, hitting the targeted player and any others in between. Finally, Leap to Safety will be cast when the Marksman begins to take damage for the first time, leaping to a random location and reducing damage taken by 25% for 6 seconds. This can be quite dangerous if she leaps toward another group of enemies, so try to limit the areas you fight these in to keep more control over them and avoid pulling extra packs if you can help it.
5.1.2. Angerhoof Bull
Angerhoof Bulls are plentiful in the area just after entering, but can largely be avoided. They deal heavy tank damage and also cast Piercing Horns on their current target, dealing massive Physical damage, so tanks should take care of this. It will also periodically cast Rumbling Stomp, which will deal heavy Physical damage to players within 12 yards and knock them back and into the air slightly, so position yourself to not pull additional enemies when this is cast. After reaching 40% health, they will Enrage, gaining 30% attack speed and 10% increased damage so burn these down quickly.
5.1.3. Left Side: Steeljaw Grizzly
If Fenryr has travelled the left path, you will encounter a number of Steeljaw Grizzlies. These can again largely be avoided, but in some cases may be necessary to reach the mob counter or for safety. They will deal heavy tank damage, and apply Crunch Armor every 15 seconds to their current target, massively increasing their damage taken. They will also cast Rending Claws frequently, dealing heavy Physical damage to their target which is amplified by Crunch Armor, so these are very dangerous pulls for the tank.
5.1.4. Right Side: Valarjar Trapper/Valarjar Falconer
Whilst these can be avoided, since they are extremely dangerous if any are pulled, we will briefly explain their threats. Due to being accompanied by Valarjar Marksman, they will be very difficult to group together. We would advise if one group is accidentally pulled, to only do that and not grab both as they are both time-consuming and dangerous. Trappers will deal heavy Tank damage with Quick Chop and throw Bear Traps at players, stunning them for 3 seconds and applying a heavy Physical DoT if it connects, so move out of them quickly and avoid the trap it leaves behind. Falconers will stay in melee, but will occasionally summon a Trained Hawk, that will deal heavy Tank damage and cast Talon Rake for extra burst, so be wary when this happens.
5.1.5. Ebonclaw Worg
Ebonclaw Worg packs are extremely dangerous to the tank, due to the Strength of the Pack effect. You should clear enough to have enough room to comfortably deal with Scent of Blood during Fenryr, but otherwise avoid pulling too many at once as they are particularly dangerous. Strength of the Pack will be applied to each Worg by each other nearby Worg, increasing the damage they deal by 15% so stuns are ideal. Ranged players will be targeted by Leap for the Throat, so they should remain spread to avoid it splashing and stay at max range, so the Worg loses any damage buffs before jumping. Tanks will take significant up-front damage from Ferocious Bite casts also, so use defensive cooldowns plentifully to make it through these pulls.
5.2. Fenryr Encounter
5.2.1. Quick TL;DR
Avoid casting during Unnerving Howl and cleave down adds spawned quickly. Spread if targeted by Ravenous Leap and stack back up after to split Claw Frenzy. Kite boss to safe spaces if targeted by Scent of Blood.
Fenryr is encountered in two locations in the Fields of the Eternal Hunt, the first with only a partial set of mechanics that will end at 60% health. You will then chase him down to his cave and deal with the full kit of abilities. The path you will take to him will differ depending on the footprints in the area, and is explained in the Important Trash section.
In your first encounter, Fenryr will deal high tank damage and cast 3 abilities. The first of these is Unnerving Howl, which will come roughly every 30 seconds, dealing no damage but interrupting any players casting when it completes for 3 seconds. Healers and casters should watch out for this to avoid downtime.
Next is Claw Frenzy, that will deal heavy Physical damage to any enemies within 12 yards ignoring Armor, roughly every 15-20 seconds. This will be split between all players hit, so melee should stay on his sides to stay in this area, and Ranged should be mindful to stay away due to the Ravenous Leap, and move in just before the cast completes. Be aware that if no melee are present, this will be particularly painful to the tank as they will take the entire effect.
Finally, Ravenous Leap will happen 30 seconds into engaging Fenryr, and every 30 seconds after. This will target up to 4 players in the group with a Ravenous Leap debuff indicating he will jump to them, placing a marker above their character. After 3 seconds, Fenryr will quickly leap between all of them in quick succession, dealing moderate Physical damage in a 10 yard splash area around all targeted players, and apply a stacking light Bleed lasting until the encounter is over. This can stack up quickly if players are not spread, so position accordingly when this is coming, and move back into position when his charges complete.
On the second encounter with Fenryr starting at 60% health at his cave, there will be two additional mechanics to pay attention to alongside those used previously. The first of these is Unnerving Howl, spawning 3 Ebonclaw Packmates, that will rush toward the party and deal melee damage to their target, requiring them to be picked up quickly by the tank and cleaved down. Much like the surrounding trash, they will gain Strength of the Pack, so using stuns to keep them in check is a good idea.
Most importantly, Fenryr will target a random non-tank player with Scent of Blood, that after 3 seconds when the cast completes will cause him to fixate the target and rush toward them. This debuff grants the player 125% increased movement speed to help with kiting him away, just be very aware of extra trash that may still be lingering around the area. If he reaches the player he will very quickly kill them, so try to keep your distance and kite him around. Abilities such as Blessing of Protection is very useful here, and defensives such as Evasion can allow some classes to survive.
6. God-King Skovald
6.1. Important Trash to Note
After Fenryr is defeated, players will gain increased movement speed and can pass through the barrier in the centre of the halls toward Odyn. In the final room will be four named enemies blocking the path to the encounter with God-King Skovald, serving as the final trash. You can deal with this in any order as a single, single and then double pull after speaking to them. When you kill a king, their ability will be spread to all others remaining, and my main advice would be to avoid killing King Haldor as a single, to prevent spreading his Sever, as this is very dangerous to your tank if it is coming from two different sources, due to the increased damage it will deal if it stacks up quickly.
6.1.1. King Ranulf
King Ranulf should be killed first, and will cast Unruly Yell, which is an interruptible cast that will deal heavy Physical damage and interrupt any players casting for 3 seconds if successful. Make sure to keep this interrupted, especially when it spreads to two Kings in the final pull, so set up an interrupt rotation in your group for each target.
6.1.2. King Tor
King Tor will cast Call Ancestor, spawning a slow-moving ghost that will move toward the King that cast it, and cast Ancestor's Might when it reaches them, healing for 10% of their maximum health. While the heal is inconvenient, these can be slowed, stunned and crowd controlled with spells such as Shackle Undead, and the King can be kited, so can easily be mitigated with good play, making it the least impactful ability. Lastly, they can simply be killed in an emergency to prevent them healing the target.
6.1.3. King Haldor
King Haldor will cast Sever, dealing heavy up-front Physical damage to the tank, and leave a stacking debuff increasing damage taken by 20% for 12 seconds. This will only be cast every 12 seconds, so if only one king has access to it, it will fade before the next cast, ignoring the stacking mechanic. Cooldowns should still be used however during this, as it is a painful debuff.
6.1.4. King Bjorn
King Bjorn will regularly cast Wicked Dagger, dealing heavy Physical damage and reducing healing taken by 50% for 3 seconds to a random player in the group. This can be quite dangerous — especially if you have spread the ability to two Kings and both hit the same player — but remember that the healing debuff is short-lived and you can recover quickly after.
Universally, you should kill King Ranulf or King Tor first, as their abilities can be controlled. After this, your decision comes down to what you are comfortable with dealing with. Tor presents a crowd control requirement or additional add damage to prevent the heal, Bjorn will increase the intensity of group damage, and Haldor will massively increase the intake of damage on the tank as the final pull ramps up. This decision is group specific and should be made based on what you feel your strengths lean toward.
6.2. God-King Skovald Encounter
6.2.1. Quick TL;DR
Tank should grab the Aegis to trigger the encounter. Group up behind it during Ragnarok, otherwise spread out to mitigate Felblaze Rush. Stun and focus down Flames of Woe, do not kite them together and avoid Infernal Flames. Tanks use active mitigation during Savage Blade.
God-King Skovald will be engaged when a player interacts with the Aegis of Aggramar, granted by Odyn. Ideally this should be the tank, granting the extra action button Aegis of Aggramar. After a brief introduction, the boss will engage the party. The fight is split between two phases: in one, the players holding the Aegis and in the other boss holds it.
Throughout the fight, he will cast Felblaze Rush on a random party member, dealing heavy Fire damage to all players in range when he arrives at the location. Players should remain spread 10 yards from each other to avoid multiple hits, but be wary in melee as this damage will splash and be potentially lethal at higher keystone levels. He will also strike the tank with Savage Blade, which will deal heavy Physical damage and apply Ragged Slash, if no active mitigation (such as Demon Spikes or Shield of the Righteous) is present on the targeted player. This debuff will leave a light Bleed on the target, hitting every 2 seconds for 20 seconds, and should be avoided by using one of these tools if possible.
After reaching 100 Energy (which takes roughly 20 seconds), Skovald will begin a cast of Ragnarok on the group, that after 3 seconds will deal increasingly high Fire damage to the all players if they are not taking cover behind the Aegis. When this cast begins, the tank should use the extra ability from the Aegis of Aggramar, and players should stand behind the wall it creates. Note that you can still use active abilities while channelling, so make sure to still be casting. When the Aegis of Aggramar channel completes, it will overload and be tossed away from the player and onto the ground. This also means you should make sure to time it correctly, else you will risk not having the shield effect active during Ragnarok.
Following Ragnarok, Skovald will rush over to the Aegis and claim it, and begin his own cast of Aegis of Aggramar. Players will only be able to deal damage from behind, so you should position accordingly. Whilst this is being cast he will launch out patches of Infernal Flames in random areas of the room spawning extremely dangerous patches of flames, dealing high Fire damage every half second and stacking up on players who remain on it. These patches will remain for 20 seconds after spawning.
Whilst Skovald is channelling this, 3 Flames of Woe will spawn that will chase down random players, spawning patches of Infernal Flames in their wake. These should be burned down quickly to prevent too much of the room becoming dangerous, though do note they will constantly be damaging themselves via Consuming Flame if damage is an issue.
If you delay Aegis of Aggramar by 2 seconds and soak up two hits of Ragnarok, you are able to soak up the damage of the Felblaze Rush that immediately follows, which can save a lot of damage for your group if your tank is comfortable.
7.1. Odyn Encounter
7.1.1. Quick TL;DR
Interrupt Surge and focus down Stormforged Obliterators. Move out of Radiant Tempest when Odyn drags you in, and avoid Glowing Fragment spawned by Spear of Light, especially during Shatter Spears. Move to appropriate rune during Runic Brand, use DPS cooldowns during this buff.
Odyn is the final encounter, and the boss will deal heavy tank damage complemented by a number of high movement mechanics. The encounter will end at 80% health, so bear that in mind considering your cooldown pacing. Anyone who dies within the encounter will, instead of dying, be pulled out of the arena by Valkyr to the stands, so they cannot benefit from Combat Resurrect effects.
The first ability Odyn casts will be Spear of Light, spawning 1-3 yellow telegraphs that after 2 seconds will erupt with spears, which will repeat roughly every 10 seconds between other casts. When this spawns, it will deal heavy Holy damage to anyone in the area alongside light holy damage to the entire group, and launch out 3 Glowing Fragments that will travel out from the spear to the edge of the room. If these collide with a player, they will deal heavy Holy damage and stun them for 3 seconds. This is extremely dangerous and must be moved away from, as loss of control could lead to death from other more lethal mechanics.
Every 20 seconds during the encounter, Odyn will cast Summon Stormforged Obliterator in the arena. The adds spawned will immediately begin to cast Surge, that must be interrupted as the highest priority as it will deal heavy Nature damage to the group and increase the damage of subsequent casts by 100%. These adds should be focused when they are up, and ranged should save an interrupt in case it intersects with a Radiant Tempest cast.
Roughly 20 seconds into the encounter, Odyn will draw all players in and begin a channel of Radiant Tempest, that will create a large yellow telegraph that will detonate on players inside the area for massive Holy damage and knock anyone inside back. This should immediately be moved out of, ideally with some movement tools, as the damage is difficult to recover from and in some cases lethal. Both this and Summon Stormforged Obliterator can sometimes intersect and de-sync, so be aware of this.
Every third set of Spear of Light casts (this timer is variable due to no spears being summoned during Radiant Tempest), Odyn will Shatter Spears that will spawn 3 Glowing Fragments from each Spear that will travel outward. Avoiding these again is very important, so be aware of where spears are nearby when this cast begins.
Finally, Odyn will cast cast Runic Brand after each Shatter Spears cast, placing a coloured rune above each player's head. This will also spawn a corresponding area in the arena that the player must run to. When you reach the correct area, you will receive the Branded effect, increasing all damage dealt by 50% for 30 seconds.
- 17 Sep. 2017: Guide added.
- +1. Mythic+ Affixes
- 2. Halls of Valor Timer: 45 Minutes
- +3. Hymdall
- +4. Hyrja
- +5. Fenryr
- +6. God-King Skovald
- +7. Odyn
- 8. Changelog
- Mythic+ Azerite Armor Improvements in Patch 8.1
- Freehold +11 & Atal'Dazar +12 Cleared by 5 Blood Death Knights
- Patch 8.1 Build 28151: New Creature Models
- Hallow's End (October 18th - November 1st)
- Icy Veins Podcast Episode #27
- Marksmanship Hunter PTR Changes
- Patch 8.1: Blood Elf Heritage Armor
- Patch 8.1 Build 28151: Chain Heal Changes
- Discipline Priest 8.0.1
- Knight85's home for probably stupid questions
- Enhancement Shaman PvP 7.2
- Assassination Uldir Heroic Newbie
- Holy Paladin PvP 7.2
- RESTO enchants and gems
- Marksmanship Hunter 8.0.1
- Protection Paladin 8.0.1
- Knight85's home for probably stupid questions
- RESTO enchants and gems
- Discipline Priest 8.0.1
- Marksmanship Hunter 8.0.1
- Assassination Uldir Heroic Newbie
- Holy Paladin PvP 7.2
- Enhancement Shaman PvP 7.2
- Completed Quests Checker