Analyzing Antorus, the Burning Throne
Posted: Mon Aug 28, 2017 11:42 pm
Trying to find out the most favoured specc for antorus
all this data is from heroic testing, keep that in mind
1. Garothi Worldbreaker
Mainly single-target. There will be padding since 2 weapons spawn at 65% bosshp, only 1 has to be damaged though, the other will be healed to full hp. 20s~ window to destroy weapon
after destroying u have to run far from boss (rupturing realities basically)
2. Felhounds of Sargeras
Basically 2 dogs that have to be tanked 40y apart. I feel like stacking them early on will be a thing since it "only" gives them a 100% dmg increase and no decrease. so tanks just pop stuff early on?
there will be an orb that drags players towards it so rip RoP(?)
Fire/Frost would be favoured if stacking becomes a thing.
3. Antoran High Command
boss + frequent add spawns. 3 adds, 2 of the adds (melee) are charging players and slowly returning to boss, third add (range) can and has to be interrupted
dunno how important it's gonna be to kill those adds since 1 player can jump in a pod to dps them.
idk who's favoured, depends on tactics
4. Portal Keeper Hasabel
boss + 9x~ imps that are spawned near him every minute. spawn location seemed random but within arcane explosion radius
imps are kinda priority since their cast does tons of damage (but is also interruptible)
there's also 3 adds that are seperated by portals, you can only dps them if you enter it.
imps had quite low hp so idk who's favoured here
5. Eonar
oh boy, tower defense boss. lots of stacked adds, slightly seperated adds aswell and some that are flying and assumingly can't be reached by arcane explosion. killing adds is all u do that fight
doubt frost is any good on this boss
6. Imonar
pure singletarget. in transition the path to boss is full of traps which have to be avoided, 2x blink might be worth.
7. Kin'Garoth
boss that activates some adds, boss is immune (-99%) for quite some time when he activates adds.
adds bascically idle until they finish their cast, then they become mobile.
while they idle you have a 30% dps gain that decreases every sec.
some dodging is required while adds are idling
3 adds that are far seperated are idling at the same time, so most likely 1 will remain that will be tanked near boss turning it into a 2T fight
you probably want to bring reliable burst classes, depends on tuning
8. Varimathras
seems to be pure ST boss w/o adds
i think you just stack on a) and then move to b) on this boss (vice versa)
9. The Coven of Shivarra
2 Targets, can't be stacked else immune (-99%)
I think they can be tanked within splitting ice range.
probably frost
9. Aggramar
singletarget except transition, in transition there's adds that spawn 20~y apart, def not in AE range
those adds can not be tanked
they can be gripped though, aka stackable.
boss is immune in transition
10. Argus
no real testing yet
all this data is from heroic testing, keep that in mind
1. Garothi Worldbreaker
Mainly single-target. There will be padding since 2 weapons spawn at 65% bosshp, only 1 has to be damaged though, the other will be healed to full hp. 20s~ window to destroy weapon
after destroying u have to run far from boss (rupturing realities basically)
2. Felhounds of Sargeras
Basically 2 dogs that have to be tanked 40y apart. I feel like stacking them early on will be a thing since it "only" gives them a 100% dmg increase and no decrease. so tanks just pop stuff early on?
there will be an orb that drags players towards it so rip RoP(?)
Fire/Frost would be favoured if stacking becomes a thing.
3. Antoran High Command
boss + frequent add spawns. 3 adds, 2 of the adds (melee) are charging players and slowly returning to boss, third add (range) can and has to be interrupted
dunno how important it's gonna be to kill those adds since 1 player can jump in a pod to dps them.
idk who's favoured, depends on tactics
4. Portal Keeper Hasabel
boss + 9x~ imps that are spawned near him every minute. spawn location seemed random but within arcane explosion radius
imps are kinda priority since their cast does tons of damage (but is also interruptible)
there's also 3 adds that are seperated by portals, you can only dps them if you enter it.
imps had quite low hp so idk who's favoured here
5. Eonar
oh boy, tower defense boss. lots of stacked adds, slightly seperated adds aswell and some that are flying and assumingly can't be reached by arcane explosion. killing adds is all u do that fight
doubt frost is any good on this boss
6. Imonar
pure singletarget. in transition the path to boss is full of traps which have to be avoided, 2x blink might be worth.
7. Kin'Garoth
boss that activates some adds, boss is immune (-99%) for quite some time when he activates adds.
adds bascically idle until they finish their cast, then they become mobile.
while they idle you have a 30% dps gain that decreases every sec.
some dodging is required while adds are idling
3 adds that are far seperated are idling at the same time, so most likely 1 will remain that will be tanked near boss turning it into a 2T fight
you probably want to bring reliable burst classes, depends on tuning
8. Varimathras
seems to be pure ST boss w/o adds
i think you just stack on a) and then move to b) on this boss (vice versa)
9. The Coven of Shivarra
2 Targets, can't be stacked else immune (-99%)
I think they can be tanked within splitting ice range.
probably frost
9. Aggramar
singletarget except transition, in transition there's adds that spawn 20~y apart, def not in AE range
those adds can not be tanked
they can be gripped though, aka stackable.
boss is immune in transition
10. Argus
no real testing yet