Boss Guides (Antorus III)

Antorus, the Burning Throne concludes the expansion with an eleven boss raid culminating in a fight against Argus itself. This is part 3 of 3 and contains the final three bosses of the raid.

The Antorus guide is split into three parts for ease of navigation. You’ll want to read or watch a standard guide before you read through here since basic knowledge of the fights is assumed and only the healing side of the encounter is discussed. When considering legendaries you should take into account the strength of your non-legendary pieces in those slots.

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Antorus I: Garothi, Felhounds, Antoran High Command, Hasabel
Antorus II: Eonar, Imonar the Soulhunter, Kin’garoth, Varimathras
Antorus III: Coven, Aggramar, Argus

 

 

  • The Coven of Shivarra

    Coven: Serial pug killer. Coven is filled to the brim with personal responsibility mechanics and your #1 focus will be to stay alive, and to keep debuffed targets up with a solid stream of healing.

    Estimated Fight Length: 6-9 minutes (Heroic), 7-10 minutes (Mythic)
    Debuffs to add to your healing frames: Fulminating Pulse, Chilled Blood
    Recommended Legendaries: Aman’Thul’s Wisdom, Prydaz
    Recommended Talents: Cenarion Ward, Cultivation, Germination, Flourish (Consider Abundance / MoC in specific mythic healing comps)
    Boss Guides: WowheadFatboss (video)
    Sample Healing Assignments (Mythic): Coming Soon

     

    Damage Timers

    Spell NameDamageDodgeableTiming
    Storm of DarknessHeavy, Raid-wideYes0:20, 1:20, 2:20, ...
    Torment of the Titans (adds)
    Varies
    Varies
    1:30, 3:00, 4:30, …
    Fulminating Pulse (Noura only)
    Heavy, debuffs
    No
    1:00, 1:40, 2:20, …
    Whirling Sabre (Noura only)
    Heavy, AoE
    Yes0:10, 0:45, 1:20, …
    Chilled Blood (Diima only)
    None
    No3:17, 3:45, 4:11, …

     

    Tips

    • [Leytorrent Timing]: You can pop a Leytorrent during the Storm casts after you’re in a safe position. Just don’t overlap it with the Aman’Thul adds.
    • [Efflorescence Placement]: This isn’t a great fight for Efflo but you can still nab quite high efficiency by dropping it on melee. 
    • Start Rejuv Blanketing:
      • 10-15 seconds before the Aman’Thul adds (and keep it up until they die).
      • You also need to keep 1-2 rejuvs on anyone afflicted by the Fulminating Pulse and Chilled Blood debuffs.
    • Your positioning and raid awareness is key. Don’t stand near in the center of the room before the Khaz’garoth adds, don’t stand near allies during Golganneth and avoid the Whirling Sabre at all times.
    • You can shapeshift out of the Orb of Frost slow.
    • If you get Fulminating on yourself then pop into Bear Form as it expires to guarantee your survival.
    • Machinations of Aman’Thul does increasing damage over its duration. With the Storm of Darkness changes you can save most of your healing cooldowns for this phase, greatly reducing the danger. It’s also a good time for EoG.
    • Take Mass Entanglement and you can keep an entire wall of Norgannon adds CC’d for 30 seconds. Cast it on the add in the center of the wall for the quickest spread.

     

    Mythic

    • Mythic tips coming soon!

  • Aggramar

    Sargeras chief henchman himself. This is an awesome boss on an awesome platform with some not-so-awesome add control that defines the fight.

    Estimated Fight Length: 6-8 minutes (Heroic), 8-10 minutes (Mythic)
    Debuffs to add to your healing frames: Scorching Blaze, Ravenous Blaze (Mythic), Searing Bind (Mythic, Dispellable)
    Recommended Legendaries: Velens, Prydaz, Aman’Thul’s Wisdom, Chameleon Song
    Recommended Talents: Cenarion Ward, Balance / Guardian Affinity, Cultivation, Germination, Flourish
    Boss Guides: WowheadFatboss (video)
    Sample Healing Assignments (Mythic): Coming Soon

     

    Damage Timers

    Spell NameDamageDodgeableTiming
    Taeshalach Combo (aggramar active)Heavy, raid-wideNo0:40 then once per minute
    Scorching BlazeMedium, debuffsNo0:05, 0:11, 0:17, ...
    Wake of FlameMediumYes0:08, 0:29, 0:50, ...
    Blazing EruptionHeavy, raid-wideNoWhenever Embers reach boss
    Flare / Empowered FlareHeavyYesP2/3. 0:10 after combo.

     

    Tips

    • [Leytorrent Timing]: This can actually be quite tricky since you’ll frequently have to move for mechanics. Try and fit one into phase 2 
    • [Efflorescence Placement]: You’ll get high uptime on the melee group and you should probably do that since the ranged DPS often move frequently and while you can keep three people inside most of the time you’ll lose a lot of efficiency because of Flare.
    • Start Rejuv blanketing:
      • 10-15 seconds before each Taeshalach sword combo.
      • During most of phase 3 where you’ll be taking significant frequent raid damage.
      • On anyone left low from Scorching Blaze.
    • Keybind Bear Form. Learn to use it whenever you’re a little too close to someone with Scorching Blaze or whenever you’re not quite topped off going into a Taeshalach combo.
    • You can CC one of the flame adds during the intermission with either Entangling Roots or Mass Entanglement. If necessary you can keep 100% CC uptime on two of them by rooting one and mass entangling the other (but hey leave something for the DPS to do).

     

    Mythic

    • Mythic Tips coming soon!

  • Argus the Unmaker

    The big boss himself is actually pretty easy on normal and heroic and if Coven / Aggramar gave you no issue then Argus should be a quick kill. Phase 1, 2 and 3 have very little healing but you’ll get a full mana restore going into Phase 4 so uhh… maybe keep Moonfire up or something. Spam to your hearts content.

    Estimated Fight Length: 6-8 minutes (heroic)
    Debuffs to add to your healing frames: Soulblight, Soulburst, Soulbomb, Cosmic Beacon
    Recommended Legendaries: Velens, Aman’Thul’s Wisdom
    Recommended Talents: Cenarion Ward, Cultivation, Spring Blossoms, Flourish
    Boss Guides: WowheadFatboss (video)
    Sample Healing Assignments (Mythic): Coming Soon

     

    Damage Timers

    Spell NameDamageDodgeableTiming
    Cone of DeathHeavyYes0:30, 0:50, 1:10, ...
    Tortured RageLight, raid-wideNoP1/4. 0:14, 0:28, 0:42, ...
    Soulburst / SoulbombMediumNoP2/4. 0:35, 0:55, 1:15, ...
    Edge of ObliterationMediumYesP2/4. 0:35, 0:55, 1:15, ...
    Cosmic RayMediumPartiallyP3. Every 20 seconds
    Ember of RageMediumYesP4. Continous.

     

    Tips

    • [Leytorrent Timing]: Consider a Potion of Prolonged Power instead. You won’t need the extra mana but some extra health & throughput during the final phase can be very useful.
    • [Efflorescence Placement]: The raid is roughly stacked for most of the fight. Aim for 100% uptime, including phase 1 where you’ll want to position it so that it covers where you’re currently standing and also where you’ll be moving to after the next Cone of Death. 
    • Start Rejuv blanketing:
      • 5-10 seconds before Soulblight and Soulburst explode. You shouldn’t really take that much damage from these if people run all the way to the wall but you shouldn’t trust DPS with mechanics so we’ll use our spare mana to prepare for the worst. Expect to get Soulbomb a lot as a healer.
      • During the entirety of phase 4. The phase is quite short so you’ll want to be chain casting in between dodging the falling Embers of Rage. Wild Growth on cooldown. 100% Efflo uptime.
    • At the end of Phase 3 you want to have Flourish, EoG and Tranq all off cooldown. Plan your usages around this so that you have everything going into the final phase. Keep in mind the 10-20 seconds of RP / ressing.
    • There’s little point trying to heal the tree in normal / heroic. Just keep the raid alive and save some tree charges for any healers / tanks that die (your tanks will die a few times as a necessity.

     

    Mythic

    Fight Wide

    • Talents: Cenarion Ward, Displacer Beast, Guardian Affinity, Cultivation / Tree of Life, Germination, Flourish.
      • You can run Feral Affinity and Catweave early in progression to help your team meet the P1 DPS check. Once you’re comfortable with the phase you should switch back to Guardian Affinity since it’s significantly better for phase 3 and general survivability.
      • If you’re just starting the fight run Cultivation. You can consider Tree of Life if you need extra cooldowns for chains 1 and 4 in the last phase. For well rounded healing comps you might want to stick with Cultivation since it offers better support for healing the chains and any idiots that pick up 2+ stacks of Rage / Fear (this is going to happen a lot during progression).
    • Legendaries: Velens, Aman’Thul’s Wisdom. You can consider The Dark Titan’s Advice if you’re progressing through phase 3 and need more healing on chain / debuff targets but Shoulders / Velens are so strong for this fight that I strongly recommend not removing them.
    • You can use potion of prolonged powers multiple times through the fight. Once before the pull, once in phase 1 or 2, once in phase 3 before the tree res and once more after that. The different varieties of mana potion are near-useless because you get a full mana bar every time you res. You shouldn’t run out of mana, even chain-casting (and you should be chain-casting). The same is true of Healthstones. Use them.
    • DPS is incredibly valuable in phases 1 and 3 and because mana is in abundant supply you should keep Moonfire / Sunfire up as often as you can, breaking only if there’s priority healing to be done (explained more below). Make sure Wrath is keybound and use it frequently.
    • Don’t three heal the fight unless you have no other option. You’ll make phase 3 much more difficult for little gain. The DPS checks are very achievable post-nerf so long as most of the raid is alive.

     

    Phase 1

    • The damage in phase 1 isn’t particularly dangerous and most deaths will be to the Death Fog which is often a one shot. Focus on your survival: use Barkskin and Bear Form when you’re running out Soul Blight, give every Cone of Death a wide berth, and support your teammates when they have Sargeras’ Fear.
    • Priority healing targets are anyone with Soulblight or 2+ stacks of Fear / Rage. Make sure you add both debuffs to your healing frames so that you can manage them. Anyone who gets a combination of debuffs is in trouble and you should use Ironbark liberally. Tanks won’t need it, don’t let it go to waste.
    • You can time Wild Growth as tortured rage hits if necessary but a well-rounded healing comp will beat you to it. If you can get away with not casting it, then spend the time DPS’ing instead.

     

    Phase 2

    • The most important mechanic in Phase 2 is Soulbomb which carries over from Heroic. In Mythic it’s a guaranteed one shot unless the tank with Avatar of Aggramar escorts you out. Depending on your strategy this is likely to happen for the first bomb only. The others are usually sacrificed and occasionally ressed using a Shaman’s Ancestral Protection Totem. For these you usually just stay dead and play Hearthstone on your second monitor while you wait for the next phase to begin.
    • There is very little healing to do in this phase. If your strategy has any soulbomb players running out of the group then throw them a friendly rejuv or two and keep a HoT stack on the active tank if they resemble Papier-mâché rather than Steel. Otherwise, keep Moonfire / Sunfire active and help push the boss.
    • Anyone hit by Edge of Obliteration needs significant immediate healing over 12 seconds to survive. It deals around ~5.8 million every 2 seconds (reduced by armor). If you’re ahead of the DPS check for phase 2 consider letting them die to send a message.
    • At the end of the phase there’s a lengthy ad break intermission before the next phase begins.

     

    Phase 3

    • Phase 3 in Mythic barely resembles the heroic equivalent so think of it as an entirely new phase.
    • The most important new mechanic is called Sentence of Sargeras (referred to as ‘Chains’ for the rest of the paragraph). Chains put a heavy DoT on a player until they run a certain distance from where they started at which point the entire raid will be afflicted with a heavy stacking DoT. It also expires after 30 seconds to the same effect. You can either break them one by one, or both at the same time. They’ll go on two targets five times through the phase. Any chains that you choose to leave up will need significant healing. Seriously, throw them everything. 2x Rejuvs, Lifebloom, Cenarion Ward, Wild Growth on cooldown and then drop some Regrowths. If they die, you are almost guaranteeing a wipe.
      • You need a cooldown rotation and a plan for breaking the chains. The most common strategy is to break the first set together and then all following chains one at a time.
      • There’s 50 seconds between each set of chains. This means that three minute cooldowns will come up a short time after fourth chains go out if used on the first set.
        • If you’re running Tree of Life you can pre-cast it 10 seconds before the first chains so it’s up slightly sooner.
      • The very last set (fifth) shouldn’t be broken at all. They expire after the enrage so there’s no benefit to breaking them. You’ll need to channel heavy healing into these targets to make sure they don’t die to the chain damage. Let others die if you must – the chains stay alive.
    • Fear / Rage stacks persist from the first two phases and mastering them is a big part of getting your first kill. The space you have to spread out will slowly be consumed by the Modules as the phase progresses so the raid will have to learn how to position such that they take minimal stacks. Expect fears to get at least one stack while repositioning. Give them a rejuv. Two if you’re feeling generous.
    • The entire raid (except one tank) will die and res using the tree during the (hopefully) third chains. This is a full mana reset so don’t panic if you’re burning through your pool and the boss is still at 40%.
    • Your healing priority is Chains > Debuffs > Tanks > Rest of the raid. The tanks take a beating so they should have 2x Rejuvenations from you as a minimum. 
    • The big scythes during this phase are called Edge of Annihilation which is different from in phase 2. Make sure your healing frames display both though anyone hit during this phase is likely to die without an immunity or Blessing of Protection.