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Mythic Skorpyron Dead! 1/10M NH


  • Mythic Skorpyron Dead! 1/10M NH

    Click image for larger version  Name:	mythicskorp.jpg Views:	2 Size:	290.4 KB ID:	184347
    Deep within the foundations of the Nighthold, beneath the sea, lie long-forgotten vaults that give access to the Nightwell itself. This monstrous armored scorpid has made its home in one of these vaults. Infused with the power of the Nightwell, and surrounded by a teeming brood, Skorpyron presents a serious complication to an otherwise-promising back entry to the Nighthold.

    So what are the changes on Mythic difficulty? the Infused Exoskeleton buff grants Skorpyron 20% increased damage per stack. Similarly, the Boon of the Scorpid buff grants 15% increased damage per stack.

    Mythic Skorpyron has a Chromatic Exoskeleton, and his chitin will frequently shift colors as the fight progresses.

    Skorpyron will cycle through Crystalline, Volatile, and Acidic exoskeletons in that order
    The cycle seems to be time-based:
    Crystalline exoskeleton will last from 0:00 to 0:30, 2:00-3:00, and 4:30-5:30
    Volatile exoskeleton will last from 0:30-1:30, 3:00-4:00, and 5:30-6:30
    Acidic exoskeleton will last from 1:30-2:00, 4:00-4:30, and 6:30-7:00 if the fight goes that long
    The Chromatic Exoskeleton otherwise works just like the Chitinous Exoskeleton - loses a stack every 1% health and triggers an Exoskeletal Vulnerability at 0 stacks

    Don't dodge Shockwave
    behind Volatile Shards
    Acidic Shards DoT the raid;
    use healing CDs
    The type of exoskeleton has no effect on Skorpyron's abilities, but it does cause the Crystalline Fragments that break off of him to have additional properties.

    Crystalline Fragments create Crystalline Shards that are identical to the Normal/Heroic mechanic
    Volatile Fragments create Volatile Shards:
    Volatile Shards do not damage the entire raid upon impact
    Instead, the Volatile Shard deals heavy Fire damage to players within 3 yards of it every 3 seconds
    If a Volatile Shard is struck by Shockwave, it will emit a powerful Volatile Resonance 3 seconds later
    Players within 9 yards of the Volatile Shard will take extremely heavy damage
    Acidic Fragments create Acidic Shards:
    When Acidic Shards land, they deal moderate damage to the entire raid
    This also applies the Acidic Fragments DoT effect to all players in the raid
    Acidic Fragments stacks each time an Acidic Shard is spawned, and lasts until Skorpyron's exoskeleton shifts again or until Shockwave destroys the existing Acidic Shards
    Healers should use raid CDs to heal through this damage at multiple stacks

    Players can use both the Acidic Shards and Crystalline Shards to avoid Shockwave, but should not use the Volatile Shards as the combination of Volatile Fragments and Volatile Resonance damage could be fatal.

    Try to avoid dropping Toxic Chitin behind
    Crystalline Shards during Shockwave
    As in Heroic difficulty, add packs summoned by Call of the Scorpid will occasionally contain Volatile Scorpids. They will also contain a new type of add, Acidmaw Scorpids.

    Acidmaw Scorpids will buff themselves with Boon of the Scorpid, like all other scorpids in the fight
    They are also protected by Toxic Chitin, causing a pool of Toxic Chitin to form frequently at the Scorpid's location
    Toxic Chitin pools deal moderate to heavy damage every second to players standing within them
    The add tank must drag the Acidmaw Scorpid away from nearby Toxic Chitin pools
    A Toxic Chitin pool will also spawn when the Acidmaw Scorpid dies

    Toxic Chitin pools last for 50 seconds, so it is not super important to control their positioning. However, try to ensure that Toxic Chitin does not end up in the raid's stack point, by kiting the adds in a circle next to the boss. Melee DPS can still switch, especially on packs with no Volatile Scorpid, but must be careful not to stand in Toxic Chitin.

    Finally, the Arcane Tether created by Arcanoslash will persist in its location for 15 seconds after the tank breaks free of it.

    If the tank enters the 10-yard radius around the Arcane Tether, the Arcane Tether will attach itself again
    The tank should attempt to avoid this by dancing between a few safe locations each time Arcanoslash is cast
    E.g. mark three spots in front of the boss, in a triangle formation, more than 10 yards apart
    The tank will begin in one corner of the triangle, then after the third Arcanoslash cast of a set, will move to another corner to break the Arcane Tether
    After the next Arcanoslash set, move to the third corner of the triangle to break Arcane Tether
    After the next Arcanoslash set, move back to the original corner of the triangle
    This should allow the Arcane Tether to despawn safely, even if the tank is a little slow in moving, and will prevent Skorpyron from changing his facing drastically

    Read in deeper detail from the guide over at wowhead if you need further information: Click image for larger version  Name:	WoWScrnShot_050217_213712.jpg Views:	1 Size:	1.32 MB ID:	184348
    Last edited by Ari; 05-20-2017, 06:14 PM.
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