Huntsman Altimor – Castle Nathria Normal et guide de raid LFR

Huntsman Altimor – Castle Nathria Normal et guide de raid LFR

The Altimor hunter doesn't fight alone, instead summoning one of his three pets to fight alongside him. Margore, Bargast, and Hecutis each have their own attacks and combat will vary depending on who is on the pitch. They appear in the order I just listed, only appearing after the previous familiar has been killed.

Since Huntsman Altimor only has a handful of abilities that he repeats throughout the fight, he'll have his own section to start with. The three phases of this encounter are based on each pet, so their abilities will follow. All animals must be tanked by the off-tank, and the fight will begin with Margore spawned.



Hunter's Altimor Abilities

Hunter's Link: 100% of the damage taken by Altimor and his hunting boys is also taken by the other.

  • The Altimor hunter will always have one of his pets by his side. Since damaging one damages the other, you'll want tanks to keep Altimor and his pet close to each other for slits, area of ​​effect, etc.
    • This ability does not apply to any other additions summoned during combat.

Spreadshot: Altimor shoots a cone of bolts at players, inflicting 7511 Physical damage.

  • Huntsman Altimor will target a random player for this ability, so dispatching is a solid way to minimize raid damage.
    • The damage is also quite low, so don't prioritize it over other abilities.

Sinseeker: Altimor marks 3 players and shoots them. Each lightning bolt inflicts 11367 Physical damage and an additional 3414 Shadow damage every 2 sec for 30 sec to the marked player and all players in a row.



  • Sinseeker will place a debuff on targeted players and leave an arrow above their head. Additionally, arrows will appear on the ground leading from the Huntsman Altimor and targeted players.
  • Those targeted by Sinseeker will want to move away from each other and then stop moving, to give other players a chance to get out of the way of the attack.
    • Sinseeker gets in, so whoever gets in the way will be hit.
    • Targeted players cannot dodge the attack.
  • Spread helps the melee not to be bombarded by this and all the other projectiles they need to dodge.
  • Healers should ensure that players targeted by Sinseeker are in good health before the attack starts.

Margore's Abilities (Phase 1)

Serrated claws: Margore tears her target apart, inflicting 15933 Physical damage and an additional 4097 Physical damage every 3 sec for 30 sec.

  • Serrated claws debuff is bleeding, so bleeding suppression skills can purge it from the tank.
  • Otherwise, the tanks will want to swap their targets once the Margore tank hits two stacks.
    • This attack triggers every 10-20 seconds, so tanks will need to be aware of each other.

Vicious lunge: Margore sets his sights on a player, after 6 sec, he rushes at him, dealing 51212 points of physical damage evenly distributed among the players within 6 yards.

  • Vicious slit must be divided by the other members of the raid, otherwise the target will die.
    • The target is chosen at random.
    • Abilities that grant physical immunity will mitigate this attack, so contact your raid if you plan to use one.
  • Sinseeker et Spreadshot can be triggered during Vicious slit, so everyone should be ready to move after Lunge is triggered.
    • Players targeted by Sinseeker Should NOT stack with the Vicious slit target.
  • The targeted player will have a red circle around them: a quarter or more of your raid must stick there to distribute the damage.

Bargast Capabilities (Phase 2)

Rip Soul: Bargast rips out a player's soul, inflicting 20485 Shadow damage and spawning a soul that drifts towards Altimor until fully healed. The starting health of the soul is proportional to the health of the player struck by Rip Soul. If the soul reaches Altimor, it wins Devour the soul for 30 sec.



  • The tank controlling Bargast will want to keep the beast away from the Huntsman Altimor before Rip Soul triggers to create more space between the boss and the generated addition. This is to better prevent the addition from reaching Altimor and to provide the Devour the soul chamois.
    • Devour the soul: Altimor consumes the player's soul, increasing all damage dealt by 100%.
  • The addition cannot be attacked, but it can be healed. Once completely healed, it will go away.
    • Since the addition appears at the same percentage of health as the tank hit by Rip Soul, it's a good idea to complete the Bargast tank before the attack hits and the tank mitigates damage with abilities.
      • The percentage of health with which the addition will appear, however, will not exceed 90%.
  • Huntsman Altimor can be removed from the add-on if needed, but it won't move during the cast. Sinseeker ou Spreadshot.

Nuances of Bargast: Bargast creates nuances of himself that cast Deadly roar. Under the effect of loss of control Nuances of Bargast earn stacks of Destabilize, increasing all damage taken by 100%.

  • This addition appears with a wealth of health, so you need to get the Destabilize weaken up to about twenty stacks to kill it effectively.
    • 1 Destabilize the stack is gained every 2 seconds while CC'd; stacking CCs does not stack the effect.
  • The addition will be released Deadly roar when not under crowd control.
    • Deadly roar: Inflicts 7511 Shadow damage to all players and an additional 3414 Shadow damage every 2 sec for 20 sec.
  • Have the tank move Bargast away from Altimor when Nuances of Bargast is started, to prevent cleavages and AoEs from hitting the add and break CC.
  • Once the addition reaches twenty stacks of Destabilize the raid should burn him down as soon as possible.
    • After 70 seconds, the add-on's energy bar will fill up and become immune to CCs.

Hecutis Abilities (Phase 3)

Crushing stone: Hecutis' melee attacks increase his physical damage done by 25% and reduce his movement. While moving, Hecutis throws piles of Crushing stone and triggers Broken stone, inflicting 3414 Nature damage to all players.



  • Hecutis' damage will increase while standing still, but the buff will decrease when moving. Displacement causes raid-wide damage.
  • The trick is to only move the Hecutis when Crushing stone reaches 4 to 5 stacks.
    • Keep Hecutis near Altimor, and when it's time to move, move the two tanks together. Once Crushing stone wears out both tanks can stop moving and stay where they are.
    • It also helps healers to better time their healing. Extensive raid healing will be required during this procedure, and the rest of the raid should remain aware of both. Sinseeker et Spreadshot.

Petrifying howl: Hecutis petrifies players, inflicting 455 Nature damage, and reducing movement speed by 5% every 1 sec. When this effect expires, petrified players shatter, inflicting 3414 Nature damage to all players within 10 yards and creating a patch of Stone shards to their location.

  • Stone shards leave a permanent pile of fragments on the ground, and they will damage and slow down anyone who enters them.
    • Stone shards: An area of ​​sharp stone erupts from the player, inflicting 1819 Nature damage every 1.5 sec and reducing movement speed by 25% to players in the area.
  • Players targeted by Petrifying howl will have a brown circle under them: they should move to the outer areas of the arena, preferably where the traffic is least.
  • Since Petrifying howl slows down more and more as it is channeled, players will want to start moving early and use whatever movement skills they can have.
  • Anyone not targeted by the attack must move away from those who were to avoid the explosion of Nature damage.

Château Nathria Huntsman Altimor Rundown

Meeting the Huntsman Altimor in the Shadowland Castle Nathria raid is largely a matter of additional management and positioning. Each of Altimor's three familiars is a separate phase of combat, and the additions generated by Bargast in phase 2 can and will wipe out the raid. Margore in phase 1 and Hecutis in phase 3 will require all players to be aware of their position in the raid, otherwise they will call upon the healers by causing more damage or triggering death. Huntsman Altimor will have around 10% health after Hecutis dies, but there are no new mechanics or anger to fear. Simply burn it to complete the encounter.

To break everything down into bullets:

  • Whole fight
    • The off-tank should be ready to catch the Huntsman Altimor's pets whenever they spawn and position them appropriately near the boss.
    • Everyone should be dispersed to minimize the damage caused by Spreadshot, and do Sinseeker easier to avoid.
  • The 1 phase
    • Tanks should be ready to be swapped at 2 stacks of Serrated claws.
    • Players should be prepared to stack on the red circle whenever someone is targeted by Vicious lunge.
  • Phase 2
    • Bargast must be kept away from Huntsman Altimor when throwing Rip Soul.
    • Healers must complete the tank and the tank must use defensive abilities to ensure that the addition has as much health as possible.
    • Healers must then fully heal the addition to make it disappear before it can reach Altimor and buff it with Devour the soul.
    • Everyone must CC the addition of Nuances of Bargast, then burn it once it reaches about 20 stacks of Destabilize.
  • Phase 3
    • Hecutis should be moved once they reach 4-5 stacks of Crushing stone; pleasure Altimor in tandem.
    • Players targeted by Petrifying howl need to move outside the arena to fall Stone shards in less frequented areas. Everyone needs to get away from these players.

Follow these steps to defeat Huntsman Altimor in the Nathria Castle Raid in World of Warcraft Shadowlands.

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