Table of Contents
- +Introduction
- 1. Contents
- 2. Lore
- 3. Outline
- 4. TL;DR
- 4.1. Tanks
- 4.2. Healers
- 4.3. Everyone
- 5. Bloodlust/Heroism/Time Warp
- 6. Changelog
- +Abilities
- 1. Overview
- 2. Eonar
- 2.1. Essence of the Lifebinder
- 2.2. Life Energy
- 3. The Paraxis
- 3.1. Paraxis Artillery
- 3.2. Rain of Fel
- 3.3. Spear of Doom (Heroic+ Only)
- 4. Legion Ground Forces
- 4.1. Fel-Infused Destructor
- 4.2. Fel-Charged Obfuscator
- 4.3. Fel-Powered Purifier (Heroic+ Only)
- +Normal/Heroic Strategy/Tactics
- 1. Positioning and Strategy
- 2. Tank Concerns
- 3. Bloodlust/Heroism/Time Warp
- ×Mythic Strategy
- 1. Mythic Mode Abilities
- 1.1. The Paraxis
- 1.1.1. Final Doom
- 1.1.2. Paraxis Inquisitor
- 1.2. Feedback Crystals
- 1.2.1. Green Crystal
- 1.2.2. Blue Crystal
- 1.2.3. Yellow Crystal
- 1.2.4. Red Crystal
- 1.1. The Paraxis
- 2. Strategy and Positioning
- 2.1. Example Assignments
- 2.1.1. Group 1
- 2.1.2. Group 2
- 2.1.3. Paraxis Groups
- 2.1. Example Assignments
- 3. Changelog
- 1. Mythic Mode Abilities
General Information
On this page, you will find a list of changes between Normal/Heroic modesand Mythic mode, as well as a working strategy to defeat Eonar the Life-Binderin Antorus, the Burning Throne in Mythic mode.
The other pages of our Eonar the Life-Binder guide can be accessedfrom the table of contents on the right.
1.
Mythic Mode Abilities
1.1.
The Paraxis
The Paraxis is an area that can be accessed on the Mythic version of theencounter. The Paraxis can be accessed by running into one of the fourgreen crystals that spawn adjacent to the Essence of Eonar. Eachcrystal can only be used a single time by a single player, and after being used,it will disappear until the next cast of Final Doom.
Each player may only visit the Paraxis once per encounter.
1.1.1.
Final Doom
Final Doom is cast periodically by the Paraxis, and it willwipe the raid and end the current pull if it successfully completes. FinalDoom can only be interrupted once the Paraxis Inquisitor has beendefeated by interacting with one of the 4 feedback crystals in theroom. It is cast a total of 4 times throughout the duration of theencounter.
1.1.2.
Paraxis Inquisitor
A single Paraxis Inquisitor will be present on the Paraxis eachtime a Final Doom cast begins. The Inquisitor must be defeated inorder for Final Doom to be averted. The Inquisitor has 4 abilities:
- Mind Blast deals moderate Shadow damage to a random target and canbe interrupted.
- Pain is applied to a random target and deals ticking Shadowdamage until it is dispelled.
- Wrack is a channeled spell that deals moderate Shadow damageevery second until it is interrupted.
- Torment is only cast if there are no players within meleerange, and deals moderate Shadow damage every second until it isinterrupted.
Additionally, the Paraxis Inquisitor will enter its Death Throes upon reaching 20% health, dealing additional anduninterruptible Shadow damage to the group until it dies.
1.2.
Feedback Crystals
There are four Feedback Crystals in the Paraxis' room that can be used oncethe Paraxis Inquisitor is killed. Interacting with a crystal interrupts Final Doom and applies a permanent debuff, and each crystal can only beused a single time.
1.2.1.
Green Crystal
The green crystal applies a debuff called Feedback - Targeted. TheParaxis "locks on" to the player for the remainder of the encounter; each timean ability is used by the Paraxis, the debuffed player is always one of thetargets.
1.2.2.
Blue Crystal
The blue crystal applies a debuff called Feedback - Arcane Singularity.This causes the target to pulse every 25 seconds, dealing Arcane damage toanyone within 10 yards and interrupting friendly spell casts.
1.2.3.
Yellow Crystal
The yellow crystal applies a debuff called Feedback - Foul Steps.Each step the afflicted player takes applies a stacking Shadow damage DoT.
1.2.4.
Red Crystal
The red crystal applies a debuff called Feedback - Burning Embers.This causes the target to pulse every 30 seconds, dealing Fire damage to thetarget and any allies within 8 yards. Anyone hit, including the afflictedplayer, is knocked into the air.
2.
Strategy and Positioning
The raid will need to organize 4 groups to send to the Paraxis eachtime Final Doom is cast. Each group should consist of 3 DPS playersand a single healer. Be sure to balance in a healthy amount of Melee DPS ineach group as they generally have their interrupt cooldowns available themost frequently, which is necessary for defeating theParaxis Inquisitor.
The Paraxis groups should include the DPS with the best single targetcooldowns in order to ensure the Paraxis Inquisitor is defeated quicklyand consistently. You should also establish the players assigned to interactwith the feedback groups. In general:
- The green crystal can be used by anyone, though this player will needextra healing due to Feedback - Targeted.
- The blue crystal should be used by a Hunter if possible, as they willnot be interrupted by Feedback - Arcane Singularity and do not need tostand near other players. Melee DPS are also perfectly acceptable for thisduty.
- The yellow crystal should be used by a Healer, as they will never sufferfrom range issues and know exactly how many stacks they will be able to safelysuffer through. Restoration Druids are good candidates as they use theirmobility cooldowns to traverse the arena without generating as many stacks.
- The red crystal should be used by a Ranged DPS or Healer that can avoidfall damage. This player has to ensure they are never within 8 yards of allieswhen the Feedback debuff pulses. Mages and Restoration Druids are particularlygood candidates as their blink abilities are perfectly suited to the job.
Each time the Paraxis Inquisitor is killed, the current Paraxisgroup can depart the Legion ship by exiting on the balcony and using their Surge of Life to rejoin the rest of the raid on the main platforms.
The players on the main platform will always be split into 2 groups, asthere are typically always 2 portals spawning simultaneously on Mythic. Thesegroups should be appropriately balanced so that the Paraxis assignments do notleave either group too weak while they are away. This means that the Paraxisgroups should generally use 2 players from each group. Each group must haveone tank to deal with the large Legion reinforcements.
There will be a couple of leftover DPS (usually 2 with standard Mythicraid group role distribution) that never go to the Paraxis, as the Tanks willnever visit the Paraxis either. These DPS should be your best sustained AoEdamage dealers that can also provide snares to limit the effectiveness ofthe Legion troops. The absolute best candidates for this are AfflictionWarlocks using Sacrolash's Dark Strike in combination with the Absolute Corruption talent. If your raid group has two Warlocks, theyshould be able to nearly solo every large wave while concurrently applyingsnares to all targets. Balance Druids are also very good for fulfilling thisrole.
The portals should be assigned in advance, ideally using an add-on suchas Angry Assignments. They can also be assigned as they appear, however thiscould be confusing for some players. The portal order for Mythic is shownbelow:
- Wave 01: Middle path: Fel-Infused Destructor +Felguards and Fel Hounds
- Wave 02: Upper path: Fel-Infused Destructor + 2x Fel Lordsand waves of Fel Hounds
- Wave 03: Lower path: Fel-Charged Obfuscator +Fel Hounds
- First Final Doom/Paraxis Group #1
- Wave 04: Middle path: Fel-Powered Purifier +Felguards
- Wave 05: Lower path: Fel-Infused Destructor +Felguards and Fel Hounds
- Wave 06: Middle path: Fel-Powered Purifier + Fel Lords
- Wave 07: Upper path: Fel Hounds
- Second Final Doom/Paraxis Group #2
- Wave 08: Airborne: Volant Kerapterons
- Wave 09: Lower path: Fel-Powered Purifier +Felguards
- Third Final Doom/Paraxis Group #3
- Wave 10: Airborne: Volant Kerapterons
- Wave 11: Middle path: Fel-Charged Obfuscator +Fel Lords
- Wave 12: Lower path: Fel Hounds
- Wave 13:Upper path: Fel-Charged Obfuscator +Fel-Powered Purifier + Felguards + Fel Hounds
- Fourth Final Doom/Paraxis Group #4
- Wave 14: Airborne: Volant Kerapterons
- Wave 15: Middle: Fel-Infused Destructor + Fel Lords
- Wave 16: Lower: Fel-Charged Obfuscator + Fel Lords
- Wave 17: Upper: Fel-Infused Destructor + Fel Lords
The first wave of adds can be dealt with by both groups before they splitoff to their assigned paths. Waves 2 and 3 spawn within seconds of each other,however the Upper path spawn is much further away, and thus the group assignedto Wave #2 should leave early.
A separate group comprised of Ranged DPS with strong cleave/multi DoT shouldalso be assigned to deal with the Volant Kerapterons. Shadow Priests,Affliction Warlocks, and Balance Druids make the best candidates. This groupwill split from their assigned group only for each bat wave before returning totheir assigned positions. The bats group may need a Healer to ensure they arewithin range, depending on who is assigned.
2.1.
Example Assignments
Your raid group may assign portal waves to groups to suit your preference.These groups are here as an example, or in case you want to copy/pastethem into your assignments.
2.1.1.
Group 1
- Middle
- Upper
- Lower
- Middle
- Bats
- Lower
- Bats
- Middle
- Middle
Only players assigned to deal with Volant Kerapterons should dealwith "Bats" waves.
2.1.2.
Group 2
- Middle
- Lower
- Middle
- Lower
- Upper
- Bats
- Lower
- Bats
- Lower
- Upper
2.1.3.
Paraxis Groups
Paraxis groups should have 1 Healer and 3 DPS with an even balance ofinterrupts to ensure the Paraxis Inquisitor is safely dealt with.
⋘Normal/Heroic Strategy/Tactics
3.
Changelog
- 02 Feb. 2018: Page added.
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