The tactics here are concerned with mythic difficulty. Please note that these are based on our ongoing raiding,
and these will be updated as we progress.
Huntsman Altimor is single phase encounter. Altimor has multiple pets, and will summon in a new pet after the
previous one is defeated until all three are dead. The fight has very simple mechanics based on positioning but
they are likely to wipe the raid if done wrong.
The pets spawn in a fixed order, and the difficulty of this fight is to manage the mechanic combinations as you
kill each of the pets.
A cleaving or multi-DOT spec is required.
Huntsman Altimor
There are 3 main mechanics for the entire raid to be aware of:
spreadshot
targets a player causes physical damage in a cone toward them
sinseeker
which selects 3 players and causes a shadow damage bolt and applies a DOT
all players in a line to them
Each pet will apply an empowerment to
sinseeker
throughout the fight. These effects stack.
To mitigate spreadshot
the raid should remain a little spread
The three
sinseeker
will be placed at the far side of the room (blue, purple an green). This requires 3 people to soak, or
an immunity mechanic. This approach is described in each section.
All damage is duplicated, thus cleaving pets should be your aim
Healers should:
Try to top off players affected by
sinseeker
then beware of the DOT that follows it
Margore
The entire raid should be aware of:
vicious lunge
which is a 6 second cast that selects a player and causes lethal damage, but split between all players in
a targeting circle. This also applies a bleed DOT.
Those with
sinseeker
should ensure they are at max range from the boss to ensure there is enough time to heal the adds
2-3 Players with immunities should soak the
sinseeker
close to the boss (taking all three)
5-10 seconds before the spawn of
shades of bargast,
Bargast should be moved to yellow
During the spawn of
shades of bargast
DPS should focus only Hunstman, and watch for as cleaves and splash damage will affect their immediate crowd
control effects. Doing this in a disciplined way is vital.
When shades of bargast
spawn, they should be immediately crowd controlled which interrupts their
deathly roar.
Each unique crowd control ability also increases the rate at which
destabilize
stacks on them.
The shades of bargast
slowly increase energy, and between 50 and 70 energy the raid should switch to killing them. Ideally a
death grip
or similar should be used to pull them to the boss easily
During this nuke phase cc effects should be used to interrupt the cast, even if they immediately drop off
Timewarp will be cast as the boss transitions into this phase as there will be a reset of abilities upon
Bargast's activation giving 25-30s of clean DPS
Tanks should
Move Bargast away from rip soul
quickly before it spawns, pulling him to yellow
Once the rip soul
and sinseeker
are killed, Hunstman and Bargast can optionally be pulled together to cleave
Healers should:
Top off the tanks before
rip soul
spawns. The health of this add is related to the missing health of a tank.
rip soul
is defeated by healing this missing amount of damage
Top off those with
sinseeker
as the add health is related to the player's health
Keep Hecutis next to the boss for the majority of the time
Monitor their stacks of
crushing stone.
When reaching 5 stacks, look for a gap between the
spreadshot
and sinseeker
and use it to quickly move hectis in order to drop his stacks