What’s up, it’s Jimfro from Ready, Check, Pull, and this is our official boss guide for Normal and Heroic Huntsman Altimor.
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Huntsman Altimor is one of the first bosses you can go to after Shriekwing, It’s a three phase fight where you deal with Altimor the entire time, but you’ll also have to deal with his three hounds, one for each phase of the fight.
After you’ve killed one hound, the next hound becomes active, and all three of them have totally different abilities.
Altimor effectively shares health with the hounds too, so all damage is good damage.
Okay, so you can lust on pull, or you can save it for a phase that you’re struggling with.
Phase 1 / Margore
The fight starts off with Altimor and the first hound, Margore.
The tanks should keep them where they’re at, and stack them together for cleave damage.
Everyone else should fan out around the boss in a circle, because Altimor frequently shoots a random unavoidable cone, and you don’t want the whole raid getting hit by that.
Altimor will occasionally mark three players with red arrows; those players should position themselves quickly to avoid the other two marked players and then stop moving. It’s way easier to have the rest of the raid adjust to the marked players rather than having the raid guess where the arrows will end up.
After a couple seconds, Altimor will shoot an arrow toward each marked player that does damage and puts a heavy DoT on anyone it hits. So you definitely don't want to get hit by anyone else's arrow.
In the first phase, the tanks should taunt swap on Margore at 2 stacks of the bleed debuff, It’s just a DoT, nothing fancy.
Occasionally, Margore will mark a random player with this red swirly circle and then leap to them after a few seconds. A couple other players should stack in the circle to split the damage from the leap.
On Heroic, the leap will also put a short bleed on the players helping with the soak, so you don’t want too many people soaking it.
Phase 2 / Bargast
When Margore dies, the next hound Bargast comes out.
Have one of the tanks move Altimor toward the middle of the room, away from Bargast, making sure to still have everyone continue to spread out around Altimor.
Bargast has a couple weird abilities that will instantly wipe you if you don’t know how to deal with them.
The first ability he casts is called Rip Soul. It’s a big magic hit on the tank that spawns a friendly soul that walks toward Altimor, the healers need to target and focus heal it to full before it gets to Altimor, If it reaches Altimor…you're dead.
The soul will spawn with the same health percentage as the tank after the magic hit. So the best way to deal with this is by having your tank move Bargast away from Altimor before each cast, use a defensive cooldown, and then have your healers spam heal it to full, this only happens about every 30 seconds, so you should be able to stack Bargast with Altimor between the casts for some extra cleave damage.
The second ability Bargast casts happens after every other Rip Soul. So the first, third, fifth, and so on. It spawns two Shades of Bargast that need to be immediately CC’ed with things like Polymorph or Freezing Trap.
These shades have a ridiculous amount of health, but while CC’ed, they gain a stacking debuff that increases their damage taken so after a while, you’ll be able to break them out of the CC and kill them almost instantly.
We recommend waiting at least until the next Rip Soul to kill them, but you definitely want to do it before the next set of them spawns, after about 60 seconds.
Be careful to not break the CC’s early and definitely don’t let their cast get off, or else...you’re dead.
Phase 3 / Hecutis
Once Bargast dies, the last hound, Hecutis, comes out.
The tank on Altimor should keep Altimor where he’s at in the middle of the room, have the other tank bring Hecutis into cleave range of Altimor.
Every time Hecutis melee swings, he gets a buff that increases his melee damage by a stacking 25%, you reduce his stacks by moving him, but each stack removed triggers AoE damage on the entire raid. So the best way to deal with this is by constantly moving Hecutis around Altimor, steadily dropping his stacks, and only ever stopping if a player's health gets too low.
Healers really need to watch out for this and cycle their cooldowns if needed. If you do ever need to stop, his melee damage will quickly get out of hand, so tanks should have a few defensives ready just in case.
Hecutis will also occasionally put these brown circles around multiple players, these players
need to run away from the group by the time the circle expires, because it drops this permanent zone of rocks that you don’t want to stand in.
Over time, these zones fill up more and more of the room, so the further away you drop them, the more room you’ll have to work with later on.
And once Hecutis is dead, just finish off Altimor and you win!
Alright, so quick recap.
During the whole fight:
- Fan out around Altimor.
- Never get hit by any other players’ red arrow.
When Margore is active:
- Taunt swap at 2 stacks of the bleed.
- Soak the red circles with a couple of other players.
When Bargast is active:
- Move Bargast away from Altimor for Rip Soul and heal the soul to full before it gets to Altimor.
- CC the Shades of Bargast for a while and then kill them quickly.
When Hecutis is active:
- If the raid is healthy, keep Hecutis moving near Altimor to drop his stacks.
- If you get a brown circle around you, run it out far away from the raid.
And that’s pretty much it!
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