Arcane Boss Notes: Mythic Highmaul
Posted: Fri Dec 26, 2014 7:27 am
I made a thread like this for Heroic SoO, so let's start one for Mythic Highmaul! Here's my notes, in progression order:
Kargath:
- Used standard SN/PC setup.
- RoP is fine as long as you are comfortable with Ice Floes. Fire from pillars have 10 yard diameter. Shouldn't be enough to force you out of RoP if you're smart about positioning and nobody else is standing in your Rune.
- Prismatic Crystal CD seems to coincide with Berserker Rush on 2nd usage. Might want to check boss timers before using it.
Twins:
- Ran NT/AO, but SN/PC might work depending on strats. NT/AO provides the best mobility though.
- Passing AO through both bosses may be an issue if your raid doesn't position them nicely.
- RoP is screwed, go IF.
- Double blink is very good for getting around blazes.
- Using Greater Invis + Ice Block liberally against Blaze stacks and Pulverize helps DPS a lot.
- Big pulverize has a knockback element if you're too close. Might want to use Ice Floes on it.
Brackenspore:
- Used NT/OP. NT because of strong haste scaling, which means it benefits a lot from blue shrooms. Less certain about AO/OP, AO is probably better with the big add.
- Blue shroom mana regen causes ~3AB+1AM to be mana positive with ~10% gear haste. Not actually enough to sustain AB spam.
- Greater Invis/Ice Block can both remove Infesting Spores.
- Blinking through waves works.
- Glyph of Counterspell is good for interrupting Spore Shooters. (Credits to Vog)
Tectus:
- Don't ask, just respec. Mastery gear works fine with Fire, by the way.
- Still reading? NT/IF/AO, have fun. Name of the game is high mobility + max AOE. Hugging the back wall causes camera angle issues, so most targeting reticule abilities (ie. PC) are really frustrating to use.
- Contact your nearest psychiatrist after attempts.
- Invisibility does not work on Crystalline Barrage. It will keep chasing you. Ice Block + Blink also doesn't work because Barrage will damage/kill you before you Blink. (Credits to Vog)
Ko'ragh:
- Standard SN/PC.
- Careful with vulnerability phases if running PC. Split damage can kill adds unintentionally.
- Your raid might get angry at you if SN knocks adds out of void zones.
- NOTE: Mage Armor will lead to your Fire debuff expiring earlier than others. Spread out early.
- RoP can work if you're not soaking early. It's a risky choice because of Fire, Fel, and Tramples. Trample seems to have ~14 yard diameter, which is barely enough to not cover an entire Rune if it lands on the center.
- Can Greater Invis when Expel Magic: Frost is cast on you, prevents the spell from being casted. Cast time is ~1 sec so you need to be prepared and react quickly.
- Greater Invis removes Expel Magic Fire but not shadow (not fel I think?). Ice Block removes everything. Fire still explodes when removed.
- Alter Time helps with soaking center. If you're not soaking, Flameglow is an option for reducing Fire damage by a little.
Butcher:
- There's the infamous "two mage soak" strategy, where you alternate blinking and using Greater Invis to soak all cleaves. I won't go into too much detail because I don't really recommend it, and it's not necessary.
- Alter Time is pretty good for healing yourself after he charges you.
- Ice Floes to prevent spell interruption from the knockback. Note that it doesn't work on AM - you still get interrupted.
- Since it's a 4 min fight, delay the second usage of 2 min clickable trinkets to sync up with Arcane Power/Prismatic Crystal. If you're using 2 min ICD trinkets such as Sandman's Pouch, hold onto Supernova charges after the 2nd PC and use them when the trinket procs.
- Greater Invisibility and Ice Block do not remove the bleed from the cleave. If you're silly enough to go full glass cannon, you can consider using Cold Snap for 2 extra PoM charges.
- Berserk will happen soon after 3rd Evocation. Just go full 4AC burn as it is the end of the fight.
Mar'gok:
- NT/IF/AO for maximum mobility and AOE.
- AO is amazing. The ridiculous number of adds means that you can instantly generate 4AC 3AM, and stay at full mana for most of the fight. Abusing travel time, you can even get 4 AM out of a single cast. Remember to Barrage before using AO.
- AP timings: On pull, 1st intermission, delay until 2nd intermission, 2nd Arcane Aberration during P3, 1 minute into Cho'gall. Save second potion for Cho'gall.
- Alter Time is nice for negating Arcane Wrath or Force Nova damage.
- Evanesce is 45 seconds. Arcane Wrath happens every ~47 seconds. The timers sync up perfectly for you to use Evanesce to soak every single one. Unfortunately, playing without Ice Floes is rather painful.
- Ice Block prevents Arcane Wrath's damage, but does not stop it from jumping to another player. (Credits to Vog & Nisroc)
- Greater Invisibility does not remove Gaze of the Abyss, but mitigates the explosion damage very well.
- Staying alive on this fight is much, much more important than dealing maximum damage. Play defensively!
Kargath:
- Used standard SN/PC setup.
- RoP is fine as long as you are comfortable with Ice Floes. Fire from pillars have 10 yard diameter. Shouldn't be enough to force you out of RoP if you're smart about positioning and nobody else is standing in your Rune.
- Prismatic Crystal CD seems to coincide with Berserker Rush on 2nd usage. Might want to check boss timers before using it.
Twins:
- Ran NT/AO, but SN/PC might work depending on strats. NT/AO provides the best mobility though.
- Passing AO through both bosses may be an issue if your raid doesn't position them nicely.
- RoP is screwed, go IF.
- Double blink is very good for getting around blazes.
- Using Greater Invis + Ice Block liberally against Blaze stacks and Pulverize helps DPS a lot.
- Big pulverize has a knockback element if you're too close. Might want to use Ice Floes on it.
Brackenspore:
- Used NT/OP. NT because of strong haste scaling, which means it benefits a lot from blue shrooms. Less certain about AO/OP, AO is probably better with the big add.
- Blue shroom mana regen causes ~3AB+1AM to be mana positive with ~10% gear haste. Not actually enough to sustain AB spam.
- Greater Invis/Ice Block can both remove Infesting Spores.
- Blinking through waves works.
- Glyph of Counterspell is good for interrupting Spore Shooters. (Credits to Vog)
Tectus:
- Don't ask, just respec. Mastery gear works fine with Fire, by the way.
- Still reading? NT/IF/AO, have fun. Name of the game is high mobility + max AOE. Hugging the back wall causes camera angle issues, so most targeting reticule abilities (ie. PC) are really frustrating to use.
- Contact your nearest psychiatrist after attempts.
- Invisibility does not work on Crystalline Barrage. It will keep chasing you. Ice Block + Blink also doesn't work because Barrage will damage/kill you before you Blink. (Credits to Vog)
Ko'ragh:
- Standard SN/PC.
- Careful with vulnerability phases if running PC. Split damage can kill adds unintentionally.
- Your raid might get angry at you if SN knocks adds out of void zones.
- NOTE: Mage Armor will lead to your Fire debuff expiring earlier than others. Spread out early.
- RoP can work if you're not soaking early. It's a risky choice because of Fire, Fel, and Tramples. Trample seems to have ~14 yard diameter, which is barely enough to not cover an entire Rune if it lands on the center.
- Can Greater Invis when Expel Magic: Frost is cast on you, prevents the spell from being casted. Cast time is ~1 sec so you need to be prepared and react quickly.
- Greater Invis removes Expel Magic Fire but not shadow (not fel I think?). Ice Block removes everything. Fire still explodes when removed.
- Alter Time helps with soaking center. If you're not soaking, Flameglow is an option for reducing Fire damage by a little.
Butcher:
- There's the infamous "two mage soak" strategy, where you alternate blinking and using Greater Invis to soak all cleaves. I won't go into too much detail because I don't really recommend it, and it's not necessary.
- Alter Time is pretty good for healing yourself after he charges you.
- Ice Floes to prevent spell interruption from the knockback. Note that it doesn't work on AM - you still get interrupted.
- Since it's a 4 min fight, delay the second usage of 2 min clickable trinkets to sync up with Arcane Power/Prismatic Crystal. If you're using 2 min ICD trinkets such as Sandman's Pouch, hold onto Supernova charges after the 2nd PC and use them when the trinket procs.
- Greater Invisibility and Ice Block do not remove the bleed from the cleave. If you're silly enough to go full glass cannon, you can consider using Cold Snap for 2 extra PoM charges.
- Berserk will happen soon after 3rd Evocation. Just go full 4AC burn as it is the end of the fight.
Mar'gok:
- NT/IF/AO for maximum mobility and AOE.
- AO is amazing. The ridiculous number of adds means that you can instantly generate 4AC 3AM, and stay at full mana for most of the fight. Abusing travel time, you can even get 4 AM out of a single cast. Remember to Barrage before using AO.
- AP timings: On pull, 1st intermission, delay until 2nd intermission, 2nd Arcane Aberration during P3, 1 minute into Cho'gall. Save second potion for Cho'gall.
- Alter Time is nice for negating Arcane Wrath or Force Nova damage.
- Evanesce is 45 seconds. Arcane Wrath happens every ~47 seconds. The timers sync up perfectly for you to use Evanesce to soak every single one. Unfortunately, playing without Ice Floes is rather painful.
- Ice Block prevents Arcane Wrath's damage, but does not stop it from jumping to another player. (Credits to Vog & Nisroc)
- Greater Invisibility does not remove Gaze of the Abyss, but mitigates the explosion damage very well.
- Staying alive on this fight is much, much more important than dealing maximum damage. Play defensively!