Helya Mythic Strategy/Tactics
Table of Contents
- +Normal/Heroic Strategy/Tactics
- ×Mythic Strategy
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 Helya in Trial of Valor in Mythic mode.
The other pages of our Helya guide can be accessed from the table of contents on the right.
Mythic Mode Abilities
Helya will perform all the same abilities in the Mythic version of the encounter, with a few notable augmentations to existing abilities and some unique new additions.
Orb of Corruptions still spawn periodically and fixate players. On Mythic difficulty, they will also be linked together by Corrupted Slicers, which will deal lethal damage to anyone hit by their beams.
Tentacles still periodically emerge and cast Tentacle Strike. On Mythic difficulty Helya will always spawn 2 tentacles; one in the front of the room and one in the back.
On Mythic difficulty Helya will periodically spawn an additional add for the raid to deal with; the Helarjar Mistcaller. She will immediately start casting Mist Infusion which takes 7 seconds to complete and will empower Helya to cast Fury of the Maw more frequently. It will also cause a Bleak Eruption upon completion, which deals moderate Frost damage to the entire raid.
Orb of Corrosions still spawn periodically and fixate players. On Mythic difficulty, they will also be linked together by Corrupted Slicers, which will deal lethal damage to anyone hit by their beams.
Corrupted Breath will continue as normal in this phase, however, the Corrupted Axions that spawn and must be soaked will now cause the players to be Corrupted if the healing absorb is not removed within 10 seconds. Mind controlled players will cast Mist Infusion and Bleak Eruption just like the Helarjar Mistcallers. The charm breaks if the Corrupted players are brought below 25% health.
The strategy for the Mythic version of Helya functions almost identically, with only a few key differences due to the new Corrupted Slicer and Corrupted Slicer mechanics in Phase One and Phase Three. The damage check for this fight is also quite tight, with the boss going berserk and wiping the raid after 11 minutes. Phase Three also has its mechanics that make the phase more difficult to sustain as time goes on; namely, Raging Tempest and the breakpoints of skipping additional Night Watch Mariner spawns.
The key difference to this phase on Mythic difficulty is the Orb of Corruptions must now be stacked on top of each other to avoid the Corrupted Slicers cutting through the raid. The ideal placement of the orbs is at one of the front corners of the room, while the current boss tank should position in the opposite front corner. Most guilds will put the tank on the front left side of the room while the rest of the players will stack for the orb spawns on the front right side of the room. There should also be a slightly offset stackpoint near the orb stack point for Taint of the Sea debuffs to be dropped, so they do not overlap on the orb stack point. These can be easily cleared en mass with a Priest's Mass Dispel.
Pay careful attention to the Orb of Corruption timer. Before every cast of Orb of Corruption, the ranged/healers and the offtank should stack on the designated point to bait the orb spawns. All the ranged and healers will need to immediately move backwards after the spawn or they will be instantly slain by the orb pulse and Corrupted Slicers. The players targeted with the orbs should move as a unit so the path of the orbs are predictable. It is generally easiest to have the targeted players run up onto the upper platform before jumping back down as the fixate ends, making a loop. Below is an image to make this easier to understand.
Just as on other difficulties, the Bilewater Slimes must be killed quickly to avoid a raid wipe. If you can get all 5 below 20% health it will usually ensure the raid's survival, though it is safest to kill them if possible.
Phase Two should be performed very similarly to the other versions of the fight. Optimizing damage on the Gripping Tentacles is critical, as this is the main phase where you can speed up your kill time (and thus avoid the tight enrage check). The Helarjar Mistcallers should be killed immediately; ideally, before their first Mist Infusion cast ends, though it is not a problem if they get off only one Bleak Eruption. The Night Watch Mariner and Grimelord should be dealt with as normal, with each tank taking one of the adds to one of the side platforms. All raiders need to take special care with Fetid Rot as it will now attempt to spread more prolifically; a careful spread on the platform with the Grimewalker is key to success.
Phase Three returns to the same pattern as the first phase; stack for dispels and Orb of Corrosion spawns to bait them, then correctly kite the orbs. The Decay patches will eventually build up so you may need to stagger the stack point reactively so your raiders are not standing in the filth. The Night Watch Mariner should be dealt with as normal; focus enough damage into it that it dies before the lantern cast, but be sure to optimize your boss damage as well.
You should assign soaking of the Corrupted Axions in advance so there is no confusion. Use immunities to help mitigate the damage and healing debuff whenever possible. Those struck with the debuff need to be healed immediately or they will be Corrupted and mind controlled by the boss. Cooldowns should also be prepared for the later waves of Fury of the Maw. The raid should be stacked whenever possible (e.g., when the Mariner is not active to avoid Give No Quarter, before Fury of the Maw, etc.) to improve raid healing in this phase. Bloodlust should be coordinated to line up with your raid's damage cooldowns to help push to end the boss as quickly as possible. You may want to delay it for later in the phase to improve healing as necessary.
- +Normal/Heroic Strategy/Tactics
- ×Mythic Strategy
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