![]() My suggestion here is for the healer and dps to stack together (presumably right behind Ymiron) and for the dps to aoe them down (they're weak). Each hit from the adds stacks a 2% decrease in attributes debuff and they attack fairly quickly. On normal it's around 4, but on heroic it can be upwards of 10. (Back Left) Allows King Ymiron to summon a flood of adds. He'll also stun the whole group into a /cower, which can make for funny screenshots.Ībilities starting from the Back Left Boat going Clockwise if you're standing facing the throne. ![]() If there is no dispel option, you'll just have to have your dps rein themselves in until it wears off.Īfter each 20% he'll run to a boat, gain a new ability and lose the last boat ability (he always hits for 4-5k and occasionally buffs himself with Bane). The best option imho is to have an enh sham because it's purgable and dispellable. He will also put up Bane which reflects 1400-1500 damage per attack to everyone within 10-15 yards. He'll start off by hitting 4-5k on plate so the healer does have to watch out. The real challenge is making sure you get group heals for the 5k spam and making sure you stay far away from the AoE spamming orb.Ĭomment by 176943Strat for Ymiron (Heroic): The boat on the back left lets him summon 4 little minions, they go away when he phase changes and don't have much health anyway, so you can ignore them if you want. The orb is fairly slow and has a small range, so you just need to kite him away from it and burn him down. The boat on the front left of his throne will let him summon an orb that will spam tons of shadow damage in AoE around it. The boat that's on the front right of his throne didn't really seem to do anything, but we probably burned him too fast through it. You can't stop it, so you're just going to have to heal through it. The boat on the back right (if you're looking at his throne) makes him cast an aoe that hits your whole group for about 5k. He casts Bane, which is a short buff that will damage anyone who hits him while it's up, so you just want to leave him alone during that.Īlso, every 20% he will stun your party and run to a boat. One time he summoned a couple of waves of weak non-elite ghosts, another causes pulsing white orbs to be summoned which should be avoided as they will repeatedly damage any player who stands near them.Ĭomment by EmopainOkay, so since there doesn't seem to be much strat wise on this guy, here's what we had to deal with in Heroic mode: As for the special ability he gains, I think it depends on which boat he visits which itself appears random. allowing you to attack him while he's doing his boat ritual. The fear can be broken with trinkets, tremor totem, etc. This can be dodged/parried/etc.Ĥ) At certain intervals he will cause your party to cower in fear and run up to one of his boats to gain a special ability. Anti-Magic Shell works to absorb damage if for some reason your group mates (or a dumb-AI pet like a Ghoul) won't stop attacking him.ģ) Has a melee attack called something like Dark Strike (not too sure on this) which apparently halves your HP if hit. While Bane is active he will still run around and attack players as usual, but as long as he is not attacked during this time Bane should do minimal damage. Appeared to tick for about 1500 shadow damage, and pulses every time he is struck in combat while Bane is active (which is around 10 seconds). His special abilities as far as I saw:ġ) Apparently has a disease which causes a healing debuff, although I was too busy to check debuff tooltips so I can't confirm this exactly, additionally we had a shaman with a disease cleansing totem out.Ģ) Casts "Bane", which is a melee-range reactive AOE centered around him. This is as of beta build 8885.Īgainst roughly 21k armor his melee swings were hitting for about 4600 average, and he swings pretty fast. Comment by RanklerNot final information by any means but, considering there was nothing here at all I figure what I learned on my last few runs might be useful to someone.
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