In ages past, Odyn led the titan-forged armies against the Black Empire of the Old Gods. But for millennia he has been confined to the Halls of Valor by the curse of his bitter nemesis, Helya. Odyn seeks mortal champions to vanquish the ruler of Helheim and secure his freedom. Overview Odyn challenges players to prove their worth before delving into Helheim to face Helya. Players begin the encounter facing Hymdall and Hyrja. After bringing both Hymdall and Hyrja to 25% health before they can cast Revivify Odyn leaps into battle.
At 55% health remaining, Odyn shows his true power and begins to fill the room with Cleansing Flame. When Odyn reaches 10% health, he is satisfied with your martial prowess, and allows you to become his champions in the fight against Helya.
Damage Dealers:
While Hyrja is active, help soak the damage of Shield of Light.
While Hymdall is active, avoid standing near other players as he casts Horn of Valor.
When Odyn casts Draw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring Blast
Move away from other players when afflicted by Storm of Justice.
Healers:
While Hyrja is active, help soak the damage of Shield of Light.
While Hymdall is active, avoid standing near other players as Horn of Valor hits nearby allies.
When Odyn casts Draw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring Blast.
Move away from other players when afflicted by Storm of Justice.
Tanks:
While Hymdall and Hyrja are active, position them carefully to avoid Valarjar's Bond .
Odyn's Test will stack until Odyn melee attacks a different target.
Move as far away from Odyn as possible while afflicted with Stormforged Spear.
Dancing Blade: Hymdall throws an enchanted blade towards a random player, inflicting 341250 to 358750 Physical damage upon landing. The blade then begins to whirl, inflicting 536250 to 563750 Physical damage every 2 sec to all nearby enemies.
Horn of Valor: Inflicts 4875000 to 5125000 Physical damage to all enemies within 15 yards and causes all players to resonate inflicting 633750 to 666250 Physical damage to allies within 5 yards.
Valarjar's Bond: While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
Revivify: Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 100% of the caster's maximum life.
The cast is interrupted if both Hyrja and Hymdall are defeated.
Hyrja
Expel Light: Hyrja enchants a player to radiate a burst of light after 3 sec, inflicting 1218750 to 1281250 Holy damage to all players within 8 yards.
Shield of Light: Hyrja charges her shield with light, launching a burst of energy towards a random player, inflicting 4500000 Holy damage split between all enemies in a line.
Valarjar's Bond: While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
Revivify: Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 100% of the caster's maximum life. The cast is interrupted if both Hyrja and Hymdall are defeated.
Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast. (Normal, Heroic, Raid Finder)
Runic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
Protected: A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%. (Mythic)
Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune empowers the rune, allowing players with a matching symbol to become Protected. (Mythic)
Runic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect. Stage Two: The Prime Designate
Test of the Ages: Periodically, Hymdall and Hyrja leap into the arena, engaging the players in battle. Bringing them to 85% health causes them to exit the arena until called upon again. (Mythic)
Valarjar's Bond While Odyn, Hymdall, or Hyrja are within 35 yards of each other their damage taken is reduced by 99%. (Mythic)
Odyn's Test With each consecutive melee attack against the same target, Odyn's attack speed increases by 8%. This effect stacks.
Spear of Light: Odyn creates a Spear of Light at the location of several players, inflicting 1218750 to 1281250 Holy damage to players within 8 yards of the impact. In addition, when each spear is summoned it expels 5 Glowing Fragments. Touching a Spear of Light causes it to Shatter.
Shatter: The Spear of Light shatters, inflicting 564000 to 594000 Holy damage to all players and emitting 5 Glowing Fragments.
Glowing Fragment: Touching a fragment causes it to erupt, stunning the target for 3 sec and inflicting 828750 to 871250 Holy damage.
Shatter Spears: Inflicts 438750 to 461250 Holy damage to all players. In addition, all remaining Spears of Light are Shattered.
Draw Power: Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.
Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast. (Normal, Heroic, Raid Finder)
Runic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
Protected: A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%. (Mythic)
Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer brands up to 4 players with a rune. Players with a matching symbol can touch the rune to become Protected. (Mythic)
Runic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect. Stage Three: The Final Test
Runic Brand: Odyn brands each player with a random rune, and begins generating energy. After 6 sec, Odyn reaches 100 energy and casts Radiant Smite. (Mythic)
Radiant Smite: Inflicts 731250 to 768750 Holy damage to each player. Each player then triggers an Echo of Radiance. (Mythic)
Echo of Radiance: Inflicts 487500 to 512500 Holy damage to all players within 15 yards of the target. Players with matching runes are immune to this damage. (Mythic)
Storm of Justice: Odyn marks each player. After 5 sec, lightning strikes each target, inflicting 422000 to 444000 Nature damage to all players within 8 yards of an impact. In addition, a Raging Tempest is summoned.
Raging Tempest: Creates a vortex of electirc current that inflicts 125000 Nature damage and knocks players into the air.
Arcing Storm: Odyn periodically unleashes a bolt of lightning at a random target inflicting 238000 to 251000 Nature damage. The intensity of the bolts increases over time.
PHASE 1 – Might of the ValarjarIn this phase you will be attacked by
Hymdall
Hyrja
Odyn
You can only attack Hymdall and Hyrja during entire phase 1. Positioning Phase 1Tank Hyndall on right side of the platform Tank Hyrja on the left side of the platform Melee on left side (attack Hyrja). Ranged on right side (attack Hymdall) Ranged stay spread from each other at least 8 yards.
Hymdall and Hyrja have 2 shared abilities and 2 personal abilities. Shared abilitiesValarjar´s Bond When Hymdall and Hyrja are within 35 yards of each other, their damage taken is reduced by 99%. Tactic: Valarjar´s Bond Split them up. One tank on Hymdall on left side of the platform. One tank on Hyrja on right side of the platform. Revivify When reaching 25% health, it will become immune to all damage and starts to cast a healing spell. The healing spell heals for 30% health. The only way to stop this is that both Hymdall and Hyrja reach 25% health before one of them casts the heal. Tactic: Revivify Dps them down to 25% at the same time. Hymdall AbilitiesDancing Blade Throws a blade towards a random player that does physical dmg. The blade begins to whirl and does high dmg every 2 sec to all nearby enemies. Tactic: Dancing Blade Ranged Stand Spread from each other Avoid getting hit by the blade Horn of Valor Hymdall does very high dmg to all enemies within 15 yards (a whirlwind attack) and causes all players to do extra dmg on nearby players within 5 yards. Tactic: Horn of Valor Raid Stand spread from each other Melee Do not attack this target, your target is Hyrja instead. Only tank in melee range on this target. If melee have to attack this target, move away from the circle around Hymdall just before he will do the whirlwind. Tank Run away from the circle around Hymdall just before he will do the whirlwind. Then run back in again.
Hyrja AbilitiesExpel Light Puts a debuff on a random player After 3 sec that players burst out Holy dmg to all nearby players within 8 yards. Tactic Expel Light Ranged targeted Stay spread from each other at least 8 yards. Melee targeted Move to the side fast, away from raid. Shield of Light Charges her shield and targets a random player. Launches a burst of energy towards that player and does very high deadly dmg. The damage is split between all players standing between the player and the energy burst. Tactic: Shield of Light Melee Will always attack Hyrja. An arrow under Hyrja will show the location of the energy burst. Stand in front of that arrow and soak the dmg. Ranged Stand near/in front of the energy burst when possible (backup).
Odyn AbilitiesOdyn cannot be attack during phase 1. Draw Power Odyn has an energy bar (0-100) in which it takes 30 sec to fill up to max. When reaching 100 energy he will do a blast that does high dmg to every on the raid. During this time, 5 runes on the ground will be activated. Deactivating a rune will decrease the damage of Odyn´s blast. Tactic: Deactivating the runes (Draw Power) Odyn Summons 5 adds (Runebearer) that spawns from the sides of the platform. Killing Runebearer on its specific rune will deactivate that rune. Each Runebearer targets and chases a random player. The targeted player gets a rune symbol on their head. The targeted player runs to its corresponding rune on the ground. Make sure that the Runebearer that is targeting you, is on your rune (they are immune to dmg when not on the rune). All DPS, help killing the Runebearers when they are on the rune.
PHASE 2: THE PRIME DESIGNATEPhase 2 starts after taking the 2 adds/mini bosses Hymdall and Hyrja to 25%. They fly away and now you will attack Odyn instead. Odyn has 3 abilities in phase 2:
Draw Power (same as phase 1)
Odyn´s Test
Spear of Light
Positioning Phase 2Tank Odyn in the middle Ranged stay spread around the boss Melee around boss Odyn AbilitiesDraw Power Odyn has an energy bar (0-100) in which it takes 30 sec to fill up to max. When reaching 100 energy he will do a blast that does high dmg to every on the raid. During this time, 5 runes on the ground will be activated. Deactivating a rune will decrease the damage of Odyn´s blast. Tactic: Deactivating the runes (Draw Power) Odyn Summons 5 adds (Runebearer) that spawns from the sides of the platform. Killing Runebearer on its specific rune will deactivate that rune. Each Runebearer targets and chases a random player. The targeted player gets a rune symbol on their head. The targeted player runs to its corresponding rune on the ground. Make sure that the Runebearer that is targeting you, is on your rune (they are immune to dmg when not on the rune). All DPS, help killing the Runebearers when they are on the rune.
Odyn´s Test Every time Odyn hits the same target, he gets a stacking buff on himself that increases hit attack speed by 8%. When he attacks a new player the buff he has resets. Tactic: Odyn´s Test Tank swap when the boss has 10 stacks. Spear of Light The boss creates a big spear coming out from the ground. The spear does very high dmg to any player standing within 8 yards when the spear comes out. The spear also shoots out 5 small fragments in each direction that (if it touches a player) stuns for 3 sec and does Holy dmg. Shatter The boss breaks the spears he created and each spear does damage to the entire raid. If a player touches the spear it will also shatter. If all spears (or many spears) that the boss created shatters at the same time, the entire raid will die. Tactic: Spear of Light and Shatter A circle will create under you before the spear is created. Move away fast. The 5 small fragments from the spear are very small and can easily be missed, keep an eye out. Any player close to a spear, break the spears one by one with intervals to have time to heal up the raid in between so it will only be 1-2 (or none) spears left when the boss casts Shatter.
PHASE 3 – THE FINAL TESTPhase 3 starts when Odyn has 55% health. Odyn has 5 abilities in this phase
Cleansing Flame
Stormforged Spear
Runic Brand
Storm of Justice
Arcing Storm
Cleansing Flame Odyn creates flames from the ground on big portions of the platform. Standing on the flame does high damage every 1 sec. Tactic: Cleansing Flame Move together away from the flame so the raid doesn’t end up standing on two different places on the platform. Move with tank (boss).
Stormforged Spear Odyn puts a debuff on the one tanking. After 5 seconds that debuff will explode and the tank takes insanely high physical damage. The entire raid will also take Nature damage when the debuff explodes. The damage on tank is decreased the further away the player is from Odyn. Tactic: Stormforged Spear Tank swap at each Spear. The tank with the debuff runs far away as possible from the boss (you have 5 sec). Don’t worry about being close to any players, the explosion does same damage to every player no matter how close to you they are. Use defensive cooldown before the debuff explodes. Healers help with defensive as well.
Storm of Justice Odyn marks several players (a circle around you). After 5 sec, they will be hit by a lightning bolt which does dmg to any player within 8 yards. After the hit, a whirlwing will spawn (Raging Tempest). Any player that touches a whirlewind will take high dmg and tossed up high into the air. Tactic: Storm of Justice Marked players run to the side/wall of the platform. Wait until you get hit, then run back again. All players watch out so you don’t get hit by the whirlwinds that spawns. If you get hit, use any survival ability if you have, so you don’t die when you land after getting tossed up in the air (ice block/blink/slow fall, bubble etc).
Arcing Storm Odyn shoots random players from time to time with bolt of lightning. The longer time this phase lasts, the higher dmg from those bolts. Tactic: Arcing Storm This is why you pop blood lust/time warp on this phase. You need to kill boss before bolts kill you.