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General Erodus
Guides
Related
Heroic | Deadly | |
Important | Tank | |
DPS | Healer | |
Interruptible | Magic | |
Curse | Poison | |
Disease | Enrage |
Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.
- Overview – The Antoran High Command's three commanders attack their enemies both face-to-face and from inside their command pods. Only one commander is out of their pod at any given time, and commanders still in their pods attack their enemies using the might of the Legion military.
While a commander is attacking directly, their command pod is empty and can be commandeered. After a period attacking their enemies face to face, commanders will [Assume Command] and return to their pod.!16
On Mythic difficulty, Screaming Shrikes will appear periodically and channel [Extract Interloper] in an to attempt to remove your allies from command pods they have commandeered.
Additionally, the effects of [Psychic Scarring] last for the duration of combat.Damage Dealers –
Group up under a [Felshield] to mitigate the effects of [Fusillade].
Interrupt Fanatical Pyromancers when they cast [Pyroblast].
Make maximum use of Legion command pods when one is vacated by the enemy.Healers –
Group up under a [Felshield] to mitigate the effects of [Fusillade].
Focus additional healing on allies who enter a Command Pod as they suffer the effects of [Psychic Assault].
Quickly heal allies targeted by [Chaos Pulse], and dispel the effects it leaves behind.Tanks –
Group up under a [Felshield] to mitigate the effects of [Fusillade].
Position active commanders facing away from allies so they do not get hit by [Exploit Weakness].
Avoid taking too many consecutive strikes from [Exploit Weakness].
Each commander has powerful abilities they can only access while they inhabit their command pod.
Chaos Pulse – Fires a pulse of Fel energy at an enemy, inflicting 21 Fire damage per shot in bursts of 3 missiles. Each missile also causes the affected enemy to take 1% extra damage from all sources for 6 sec, up to a maximum of 15%.
- Admiral Svirax
Fusillade – A legion cruiser appears overhead and barrages the arena, inflicting 224 Fire damage.
Each Fusillade applies Zeroing In on Admiral Svirax, increasing the damage inflicted by subsequent Fusillades by 25%.- Zeroing In – Admiral Svirax hones her aim, increasing Fusillade damage by 25% per stack of Zeroing In.
- Chief Engineer Ishkar
- Entropic Mine – Creates 4 Entropic Mines in the vicinity of a target enemy. After 3 seconds the mines become armed, triggering Entropic Blast on any enemies that come within 6 yards.
- Entropic Blast – A violent explosion is triggered by coming into proximity with an Entropic Mine, inflicting 252 Fire damage to all targets within 6 yards. Also inflicts 15 Fire damage to all enemies every 1 sec for 4 sec.
- General Erodus
- Summon Reinforcements – Summons a wave of Legion reinforcements.
- Fanatical Pyromancer
Pyroblast – Hurls an immense ball of flame at an enemy, inflicting 448 Fire damage.
- Felblade Shocktrooper
- Demonic Charge – Charges a random player, knocking back and slowing them by 30% for 6 sec.
- Bladestorm – Slashes wildly, inflicting 123 Physical damage to all enemies within 5 yds every 1 sec for 6 sec.
Out of Pod
While out of their command pod, each commander fights their enemies more directly using a shared set of attacks.
- Assume Command – The caster takes command of their command pod, ejecting any interlopers who may have entered in their absence.
- Exploit Weakness – Strike enemies within 10 yards where they are the weakest, inflicting 448 Physical damage and increasing Physical damage taken by 50% for 20 sec.
- Shock Grenade – Hurls Shock Grenades at 3 targets, inflicting 134 Fire damage on impact. After 5 sec, the target and all allies within 8 yards are Shocked, inflicting 280 Fire damage and stunning them for 3 sec.
- Shocked – Inflicts 280 Fire damage and stuns all enemies within 8 yds for 3 sec.
Stealing Power
While a commander is out of their pod and attacking directly, players can commandeer the pod and use its powerful abilities. This causes the player to suffer a [Psychic Assault], which will eventually overwhelm and kill the player for meddling with powers beyond their station.
Psychic Assault – The Legion commanders still in their command pods assault the player's mind directly, inflicting 15 Shadow damage every 2 sec. Each tick will do more than the last, until the player's mind is overcome.
- Psychic Scarring – The mental strain of commandeering the Legion's power rendering the occupant unable to enter a Legion command pod.
- Psychic Scarring – The mental strain of commandeering the Legion's power rendering the occupant unable to enter a Legion command pod.
- Chaos Pulse – Fires a pulse of Fel energy at an enemy, inflicting 21 Fire damage per shot in bursts of 3 missiles. Each missile also causes the affected enemy to take 1% extra damage from all sources for 6 sec, up to a maximum of 15%.
- Screaming Shrike
- Extract Interloper – Channels a beam of disruptive magic at a command pod. If the channel lasts its full duration, the occupant of the command pod is ejected immediately.
- Defensive Countermeasures – Fires a blast of fel energy at a Screaming Shrike, vaporizing them on impact.
- Admiral's Pod
- Withering Fire – Powerful guns shoot into the arena from above, inflicting 336 Fire damage and increasing damage taken from all sources by 25% for 10 sec.
Withering Fire is only effective against summoned demons.
- Engineer's Pod
- Felshield Emitter – Places a Felshield Emitter at a target location. When used, a shield will protect units within 12 yards, preventing 50% incoming Fire damage for 10 sec.
- General's Pod
- Summon Disruptor Beacon – Summons a Disruptor Beacon that lasts for 7 sec.
Disruptor Beacons pulse Disruption Field, interrupting enemy spellcasting, slowing movement speed, and destroying Entropic Mines within 12 yards.
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