Fallen King Salhadaar Mythic Down!
Fallen King Salhadaar Mythic Down!
WoW Guild EU progression
3rd boss for the season down, and at this point I feel it is my solemn duty to share the following meme with you, courtesy of Snoot.

Not sure how many times it will take until Blizzard stops recycling bosses, but hey hey.
Right, with this out of the way, we’ve put together a short list of tips and useful info you’re going to need for this fight, so let’s get started.
The Steps
- Step 1:
Get awesome tanks that know how to run fast. - Step 2:
Put the Benny Hill theme song on the speakers. - Step 3:
Start running.
Ok, ok… although you definitely need some good tanks, if Benny Hill is not your cup of tea, you can skip that part. I promise I’ll be serious for the rest of the post.
The fight itself remains very similar to Heroic, with 2 key differences.
- The void orbs never disappear entirely
- You can only CC on add a time.
The Rules
To make things more controlled and predictable, we established a few basic rules:
- Everyone is responsible for the CCs. Period.
- We placed markers around the room and assigned one ranged player as the “overseer” for each marker. If an add spawned in their area, they would try to handle it by default. If multiple adds appeared, they would immediately call for backup, “Need help on Star” etc. This gave us “eyes” all over the room. However, that does not mean that only these ranged were responsible for CC, read rule 1 again!
- If one of the ranged overseers got targeted with the Despotic Command debuff, they would call out that they needed cover for their sector while they handled the mechanic and try not to die.
- Anyone with a Despotic Command debuff would always drop it on the blue areas, while we kept the red areas clean and used those for intermissions. There is no strict order you need to follow when deciding which red area to use for each intermission, just use whichever one is easiest and safest at that moment.

- The tanks would decide which big orb we killed first by dragging the boss close to it. We would then immediately focus that orb in order to:
- Get the first Dark Radiation debuff out of the way quickly.
- Give the tanks more flexibility with kiting.
- The raid is already low from previous damage and needs to be topped quickly before the beams begin moving.
- You then need to continue healing through extremely heavy raid damage while simultaneously moving with the spikes during intermission.
You rarely need to worry about the small orbs they will naturally die from cleave damage. The big orbs, however, require proper timing, coordination, and a fair bit of practice to manage cleanly.
And with orb management and positioning out of the way, it is time to have a look at healing.
This fight hurts.
Moments where your healers need to pay extra attention:
Every time you kill an orb:
During the main phase, every time you get a new set of orbs, killing the first one will almost always overlap with players having Despotic Command debuffs and moving out to drop them.
Those players need to make proper use of personals, and healers need to focus on spot-healing them aggressively while they are away from the raid.
When you kill the second orb, it will usually overlap with the Shattering Twilight spike mechanic. At that point, players will take a large chunk of damage when the spikes launch them into the air, so healers once again need to be ready for heavy spot healing and quick recovery.
The most dangerous set of spikes is the one just before the boss enters intermission, because at that point:
Plan healing CDs carefully around these damage overlaps and you should be golden!
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Also here’s a link from wowhead.
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