Though she once served as Odyn's right hand, the vengeful Helya will stop at nothing to ensure her ancient curse binds the titan keeper to the Halls of Valor. No longer satisfied with ruling her shadowy realm, Helya now commands her vast kvaldir army to plague the lands of the living. Overview
Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies. Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore. Helya then orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
Arcane Bolt: A beam of corrupted energy surges between the Orbs, inflicting 5000000 Shadow damage to enemies struck by the beam. (Mythic)
Bilewater Breath: Breathes out foul corruption, inflicting 285000 to 315000 Frost damage to enemies in a frontal cone and applying Bilewater Redox.
Creates several Bilewater Slimes which each impacts the ground, inflicting 731250 to 768750 Frost damage to enemies within 5.
Bilewater Slime
Bilewater Liquefaction: The slime's skin bursts, inflicting 2890000 to 3040000 Frost damage to all enemies, reducing in damage by up to 80% based on the slime's remaining health. This explosion creates pool of Bilewater Corrosion on the ground, inflicting 315000 Frost damage every second for 45 sec. The size of the corrosive pool is also based on the slime's remaining health.
Bilewater Redox: Helya's Bilewater Breath flash oxidizes armor, decreasing armor by 100% for 30 sec.
Tentacle Strike: Helya's tentacle emerges at the front or back of the platform. The tentacle strikes the ground after several seconds, inflicting 2000000 Nature damage, divided amongst all enemies struck.If the tentacle impacts the ground without resistance, it sends shockwaves across the platform, inflicting 2000000 Nature damage to all players.
Tentacle Slam: If no targets are struck by Tentacle Strike, the impact sends a shockwave across the platform inflicting 2000000 Nature damage to all enemies.
Taint of the Sea: Taints a target, inflicting 250000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 61750 to 68250 Frost damage to all players.
Tainted Essence: The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 855000 to 945000 Frost damage to enemies within 8 yards.
Corrosive Nova: Blasts all enemies with corrosive magic, inflicting 390000 to 410000 Frost damage while no players are in melee range.
Corrosive Nova empowers Helya, increasing all damage done by 3%. This effect stacks. Stage Two: From the Mists:Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore.
Helya
Fury of the Maw: Calls upon the fury of the maw, invoking a wave to push away players, inflicting 140000 Frost damage every half-second. Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.
Raging Tempest: Increases Fury of the Maw damage by 10%. This effect stacks.
Torrent: Blasts several enemies with brackish water, inflicting 95000 to 105000 Frost damage.
Building Storm: Increases Torrent damage by 5%. This effect stacks.
Gripping Tentacle: Helya grips the landmass, allowing her to command the waves of the sea and attack players from relative safety. Defeating these wound her, eventually forcing her back ashore.
Grimelord
Sludge Nova: Stomps the ground, inflicting 1662500 to 1837500 Plague damage to enemies within 15 yards and knocking them back.
Fetid Rot: Afflicts several targets within 70 yards with Fetid Rot, inflicting 65000 Nature damage per stack every 3 sec and decreasing healing received by 15% per stack, periodically reducing in effectiveness. When removed, inflicts 556000 Nature damage to allies within 5 yards, applying Fetid Rot to any target struck.In this difficulty, Fetid Rot spreads every period.
Blaze: Increases the stack count on Fetid Rot by 1. (Mythic)
Anchor Slam: Slams the ground with his anchor, inflicting 2850000 to 3150000 Physical damage and knocks them up, and increases all damage taken by targets struck by 400% for 6 seconds.
Night Watch Mariner
Lantern of Darkness: Exposes shadowy energy within his lantern, inflicting 36562 to 38438 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.
Ghostly Rage: Enters a ghostly rage, increasing attack speed by 30% for 6 sec.
Give No Quarter: Pierces the veil, moving seamlessly through the world. Upon reaching the destination, inflicts 266000 to 294000 Arcane damage to any targets within 8 yards.
Helarjer Mistcaller (Mythic)
Mist Infusion: Infuses Helya with the mists of Helheim, allowing her to cast Fury of the Maw more frequently.
Bleak Eruption: Successful or interrupted casts of Mist Infusion invoke a Bleak Eruption, inflicting 190000 to 210000 Frost damage to all enemies.
Decaying Minion
Decay: An aura of decay lingers, inflicting 150000 Nature damage to nearmy enemies. Stage Three: Helheim's Last Stand:Helya orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
Helya
Orb of Corrosion: Conjure an Orb of Corrosion which passes over the encounter area, pulsing 350000 Frost damage every second at several locations, tracking nearby players and creating patches of Decay. Taking damage from an Orb of Corrosion increases damage taken by Orb of Corrosion by 100%. This effect stacks.Orb of Corrosion triggers Tainted Reanimation every pulse.
Decay: An aura of decay lingers, inflicting 150000 Nature damage to nearmy enemies.
Corrosive Slicer: A beam of corrosive energy surges between the Orbs, inflicting 5000000 Frost damage to enemies struck by the beam. (Mythic)
Taint of the Sea: Taints a target, inflicting 250000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 61750 to 68250 Frost damage to all players.
Tainted Essence: The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 855000 to 945000 Frost damage to enemies within 8 yards.
Corrupted Breath: Breathes out corrupt magic, inflicting 380000 to 420000 Shadow damage to enemies in a frontal cone and applying Dark Hatred. This creates several Corrupted Axions.
Corrupted Axion: Fires a gout of shadowy magic at a targeted location, inflicting 712500 to 787500 Shadow damage and absorbing 712500 to 787500 healing for 30 sec to targets within 5 yards of the impact location. In the axion strikes no targets, it explodes, applying Corrupted Axion to all players. This effect stacks.
Corrupted: The Corrupted Axion instills insidious thoughts if not removed, granting Helya power over their actions, charming them. This effect breaks if their health goes below 10%. (Mythic)
Fury of the Maw: Calls upon the fury of the maw, invoking a wave to push away players, inflicting 140000 Frost damage every half-second. Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.
Raging Tempest: Increases Fury of the Maw damage by 10%. This effect stacks.
Corrosive Nova: Blasts all enemies with corrosive magic, inflicting 390000 to 410000 Frost damage while no players are in melee range. Corrosive Nova empowers Helya, increasing all damage done by 3%. This effect stacks.
Night Watch Mariner
Lantern of Darkness: Exposes shadowy energy within his lantern, inflicting 36562 to 38438 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.
Ghostly Rage: Enters a ghostly rage, increasing attack speed by 30% for 6 sec.
Give No Quarter: Pierces the veil, moving seamlessly through the world. Upon reaching the destination, inflicts 266000 to 294000 Arcane damage to any targets within 8 yards.
Background Story Though she once served as Odyn´s right hand, the vengeful Helya will stop at nothing to ensure her ancient curse binds the titan keeper to the Halls of Valor. No longer satisfied with ruling her shadowy realm, Helya now commands her vast kvaldir army to plague the lands of the living. Overview The platform is divided in one main in the middle and 2 smaller ones on left and right side of stairs. The fight is divided in 3 phases Phase 1: Boss has 5 abilities. Phase 2: Boss swims away but does some abilities. Main event is the adds that spawns and tentacles that needs to destroyed to get the boss back again. Phase 3: Is a combination between phase 1 and phase 2 abilities/events. Phase 1 – Low Tide Helya has 5 abilities in this phase Positioning Phase 1Tanks Stand on each side of boss opposite from each other. Melee Stand spread on the center of boss. Ranged Stand spread on the center further back from boss.
Orb of Corruption Boss targets several players and shoots an Orb at them This Orb fixates that player and does pulsating dmg while moving. Taking dmg from an Orb gives a stacking debuff that increases dmg taken from orbs by 100%. Tactic: Orb of Corruption Move away from the Orbs, away from raid. Beware of the Breath boss does on tank direction so you don’t get hit.
Bilewater Breath Boss does a breath on main tank location in a frontal cone that does very high dmg. The breath does 2 things:
Applies a debuff on tank (anyone getting hit) by breath. This debuff decrease armor by 100% for 30 sec.
Several slimes (Bilewater Slimes) will land on the breath location. Each slime does dmg within 5y when they land on the ground. Each slime will burst after 20 seconds and do deadly dmg to ALL players. The health left of a slime reduces the dmg a slime does when bursting. After bursting, each slime leaves a pool (pool size also depends on health left). The pool does moderate dmg every second for 45 s, if a player stands on it.
Tactic: Bile Water Breath Tanks One tank on each side of boss. The breath will hit the left or right side of the platform depending on who is tanking. Tank swap after each breath. Use def CD at breath. DPS Every single dps needs to focus on the slime and kill them asap. Healers Get ready to heal up players after slimes burst if not all are killed. Some player/s will maybe touch the pool afterwards and needs a lot of healing. Raid Move away from the pools on the ground after slimes burst.
Tentacle Strike A big Tentacles spawns either in front of the boss or on the opposite side of platform. The tentacle slams the ground doing deadly dmg but is shared amongst players. If no one takes the slam, the slam will send a shockwave that does deadly dmg to all players. Tactic: Tentacle Strike Melee Stack in front of tentacles when they spawn near boss. Ranged Stack in front of tentacles when they spawn behind on the opposite side of boss. Raid Help front/back tentacles slams as well. Especially depending on how many melee/ranged you have in the raid.
Taint of the Sea Boss puts a debuff on random player that does Frost dmg every second. When the debuff is dispelled, it explodes does low dmg to all players. When the debuff is dispelled it will also leave an essence under the player that explodes after a while and does high dmg to anyone within 8 yards. Tactic: Taint of the Sea Everyone stand spread at least 8 yards. Dispel the taint directly. Player dispelled moves away from the essence and then moves back after explosion. Corrosive Nova If no players are in melee range, the boss will cast Corrosive Nova which does 2 things:
Blasts every player with Frost damage
Gets a buff that increase Helyas dmg by 3% and stacks
Tactic: Corrosive Nova Melee and tanks Make sure there is ALWAYS someone in melee range on boss.
Phase 2 From the MistsStarts when boss has 65% health Helya moves further back out in the water and summons tentacles 2 on upper side 3 on bottom side 3 on left side up the stairs 3 on right side up the stairs
Killing these tentacles will bring her back.
During this phase, Helya will summon 3 types of adds after she casts water waves on the middle platform (Fury of the Maw). Grimelord add 1 add will summon per time. Has 3 abilities Sludge Nova: Stomps the ground that does high dmg to players within 15 yards and knocking them back. Fetid Rot: Puts a stacking debuff on players within 70y that does dmg every 3 sec and decrease healing received by 10% per stack. Dispelling does dmg to nearby players within 5y and applies another rot debuff on those players. Anchor Slam: Slams the ground doing very high Physical dmg and knocking players to the air and increase their dmg taken by 400% for 6 sec. Night Watch Mariner 1 add will summon per time. Has 3 Abilities Lantern of Darkness: Does Shadow dmg to all players every 05s for 6s and dmg increases by 75% each puls and stacks. Ghostly Rage: Increases attack speed by 30% for 6s. Give no Quarter: Goes underground and pops up somewhere else. When popping up, it does high dmg to any player within 8 yards. Decaying Minions One add for each player will be summoned per time. Has 3 Abilities Rabid: Fixates a random player. Decay: A pool is created after a minion dies that does dmg if you stand on it. Vigor: Increases dmg done by 10% and stacks. Boss 2 Abilities Fury of the Maw: Sends a big Wave passing entire platform that does dmg (and 25% increased dmg stacking debuff) and push players away. This wave also removes the Bilewater pools (from phase 1) and Decay pools. Torrent: Blasts several enemies with water that does low dmg and 5% increased dmg stacking debuff) Tactic: Phase 2 You need to move to where the tentacles are and kill the big adds there. Small adds need to be AoE nuked in the middle platform. Alternative you can start at Add wave 2 tacts directly and have ranged killing the tentacles on upper side of middle platform. Add wave 1Positioning add wave 1 Tanks on each upper side of the platform. Healers spread in middle. Ranged spread in middle. Melee on right upper side first (where Mariner add is located) Tanks: Wave 1 One tanks Grimelord on left upper corner (tank near the tentacles for cleave dmg) One tanks Mariner on right upper corner (tank near the tentacles for cleave dmg). Use defensive cooldowns when needed (see above). Alternative: Have 3 tanks on this fight and 3rd tank, tank swap with Grimelord tank after each Anchor Slam. DPS: Wave 1 Add Kill order: 1) All dps focus nuke Mariner first. Spread out until this add is dead. 2) Destroy tentacles on the corner. 3) Nuke Grimelord second (Melee watch out from Stomp and slam) 4) Destroy the tentacle on that corner. 5) Stack in middle and aoe all the Minions second. Healers Wave 1 Stay spread in the middle. Use healing cooldowns when raid will stack in middle to aoe the adds. Tank on Grimelord needs defensive cooldown when getting hit by Slam. Getting Rot debuff Wave 1 Move to left or right side of the away from raid, wait for dispel then move back again.
Add Wave 2Next adds will come after boss casts Fury of the Maw. Positioning add wave 2 Tanks on each bottom side of the platform. Healers spread in middle. Ranged spread in middle. Melee on right bottom side first (where Mariner add is located) Tanks: Wave 2 One tanks Grimelord on left bottom corner (tank near the tentacles for cleave dmg) One tanks Mariner on right bottom corner (tank near the tentacles for cleave dmg). Use defensive cooldowns when needed (see above). Alternative: Have 3 tanks on this fight and 3rd tank, tank swap with Grimelord tank after each Anchor Slam. DPS: Wave 1 Add Kill order: 1) All dps focus nuke Mariner first. Spread out until this add is dead. 2) Destroy tentacles on the corner. 3) Nuke Grimelord second (Melee watch out from Stomp and slam) 4) AoE the tentacles and Minions Depending on raid setup you can let melee aoe the minions down while ranged is attacking Grimelord. Healers Wave 2 Stay spread in the middle. Use healing cooldowns when raid will stack to AoE the adds. Tank on Grimelord needs defensive cooldown when getting hit by Slam. Getting Rot debuff Wave 2 Move to left or right side of the platform, wait for dispel then move back again.
Add Wave 3Next adds will come after boss casts Fury of the Maw. Split the raid in two groups. Group 1 runs up the left stairs to the small platform. Group 2 runs up the right stairs to the small platform. Have one tank in each group. Have equal heals in each group. Have mostly ranged in Group 1 Have mostly melee in Group 2 Pull the Grimelord to the left platform (Group 1) Pull the Mariner add to right platform (Group 2) Tank big add next to a tentacle for cleave dmg. Nuke tentacles while tank brings the big add. Kill big add on your side. Nuke tentacles until minion adds spawns.
Entire raid runs down to middle platform and aoe the minions. Run back up and nuke tentacles. Alternative: Nuke minions on the small platform but beware of pools.
Add Wave 4Depending on dps, this add wave will maybe come as well. This add wave will be handled the same way as wave 3. Continue until tentacles are down. Phase 3 – Helheim´s Last StandWhen both tentacles are down, Helya comes back and phase 3 starts. Boss health is at 46% when all tentacles are destroyed. In this phase, Helya will use Abilities from both phase 1 and phase 2 but some are empowered. Adds will spawn on this phase as well (Minions and Mariner). There will be loads of Decay pools (from Orbs and Minions) which needs to be controlled to certain areas. Boss does big water wave on this phase as well that clears the decay pools.
Positioning Phase 3The one tanking, stand on left side of boss platform. Melee spread out in middle and right side Ranged in middle at max range from boss. Spread out from each other.
Corrupted Breath Boss breath Shadow, dealing high dmg. If the breath doesn’t hit any target, it will explode and do dmg to all players instead.
Breath causes shadow pools to spawn on random locations on the platform (Axions). The Pool does dmg and a healing absorption to players within 5y of affected player for a few seconds. If no player stands on the pool, it will apply Axion dmg to all players instead. Tactic Corrupted breath Tank Make sure you are on left side with breath, use def CD for breath. No other player behind/close Healers Beware that tank gets high dmg from the breath. Raid Run to a shadow pool fast and soak it. If a player is ready to soak and gets Orb targeting that player, be ready to take over the soak so that player can run away with Orb instead.
Orb of Corrosion Boss targets several players and shoots an Orb at them This Orb fixates that player and does pulsating dmg while moving. Each pulse leaves a green pool on the ground (Decay) that does dmg if you stand on it. Tactic Orb of Corrosion Move fast to right side of the platform and kite the orb there. Plan your path so you use as much of right side of the platform as possible. Use the bottom side of the platform as well when needed. Leave left side and middle free from pools.
Taint of the Sea Boss puts a debuff on random player that does Frost dmg every second. When the debuff is dispelled, it explodes does low dmg to all players. When the debuff is dispelled it will also leave an essence under the player that explodes after a while and does high dmg to anyone within 8 yards. Tactic: Taint of the Sea Everyone stand spread at least 8 yards. Dispel the taint directly. Player dispelled moves away from the essence and then moves back after explosion. Corrosive Nova If no players are in melee range, the boss will cast Corrosive Nova which does 2 things:
Blasts every player with Frost damage
Gets a buff that increase Helyas dmg by 3% and stacks
Tactic: Corrosive Nova Melee and tanks Make sure there is ALWAYS someone in melee range on boss. Fury of the Maw Sends a big water wave, passing entire platform that does dmg (and 25% increased dmg stacking debuff) and push players away. This wave also removes the Decay pools. This will be needed so much when the platform will be overwhelmed with decay pools. Two type of adds will spawnNight Watch Mariner 1 add will summon per time. Has 3 Abilities Lantern of Darkness: Does Shadow dmg to all players every 05s for 6s and dmg increases by 75% each puls and stacks. Ghostly Rage: Increases attack speed by 30% for 6s. Give no Quarter: Goes underground and pops up somewhere else. When popping up, it does high dmg to any player within 8 yards. Decaying Minions One add for each player will be summoned per time. Has 3 Abilities Rabid: Fixates a random player. Decay: A pool is created after a minion dies that does dmg if you stand on it. Vigor: Increases dmg done by 10% and stacks. Tactic Adds When Minions spawn Fixated players move to bottom left side fast and AoE kill the adds. Move away from decay pools after they die. Move back to positions after they are dead. Main tank Move to the right side so boss doesn’t do breath on raid.