Hey folks! In this guide, I'm going to teach you everything you need to know in order to defeat Aeronog on Mythic difficulty. Since this is the Mythic guide, I'll only be reviewing the new or changed mechanics, as well as the recommended strategy for how your raid should deal with them. If you're looking for an in-depth overview of the basic mechanics of the fight, I'd recommend watching the Heroic guide, which can be found linked in the video description below.
With that out of the way, let's discuss Mythic Aranog for Phase One. The only mechanic that received Mythic changes is Flame Rift. This ability will still target multiple random DPS or healers just like on Heroic, and their version of the debuff remains unchanged. However, on Mythic difficulty, Aranog will also debuff the current tank with a Greater Flame Rift. This version of the debuff will have a larger explosion range, drop a larger lava pool, and summon a different type of add called a Flame Scale Captain.
Unlike the other Flame Skill Terasex, the Captain is particularly nasty and your group should focus him down as quickly as possible. To start, he'll apply a dispellable fire dot to random players. While not too bad, healers should dispel this as soon as possible.
The Captain's second ability is Pyroblast, which is far more dangerous. If his cast is not interrupted, it will one-shot a random member of your raid - obviously, this is very bad. Since the spell has a 3.5 second cast time, it shouldn't be too difficult for your raid to constantly interrupt this.
If people aren't paying attention and multiple Pyroblasts go off, assign an interrupt order to ensure this mechanic is constantly dealt with.
The final thing to note about Phase One is in regards to the taunt swap for tanks. While the Burning Wound mechanic is completely unchanged on Mythic, it effectively becomes irrelevant due to the existence of Greater Flame Rift on Heroic. I recommended swapping at 5 stacks of Burning Wounds, but on Mythic you should simply taunt swap whenever your tank receives the Greater Flame Rift. Generally speaking, this will line up with five to seven stacks of Burning Wound, so regardless the timing works out well.
The final Mythic change that the fight receives can be found during Phase 2. On Normal and Heroic, Aeronaut will summon a single Ring of Fire Elementals around the outside of the room which contract inwards. On Mythic difficulty, he summons an additional ring of Elementals at the center of the room which expand outwards. This makes the intermission far more difficult, as you'll be sandwiched between the two firewalls. If you don't kill one of the Elementals fast enough, the easiest way to handle this is to break through the outer chain first and then have your entire raid group pass through. Once everyone is safe, you should have more than enough time to break through the inner chain before it reaches the edge of the room.
If you still have a Flame Skill captive alive at this point, I would recommend ignoring it until both chains have been destroyed. That being said, it's still crucial that a few people keep an eye on it and ensure that Pyroblast gets kicked whenever it gets cast. Also, just like on Heroic, you'll want to be mindful of the explosions that go out when the Fire Elementals reach their destination. If you're standing too close to one, it will One-Shot you, so pay attention and position yourself accordingly.
At this point, Aeronaut will switch back into Phase One and the fight will repeat this cycle until you kill him or he kills you. If you want to learn more about the other Mythic raid bosses in Fault of the Incarnates, you can check out my boss guide playlist in the video description below.