Uldir: A Peep into Heart of Corruption

ghuun

The last wing of Uldir, unlike most raids in Legion, contains two bosses – Mythrax and G’huun himself.

Mythrax, predicted as LFR bane, appeared to be one of the easiest bosses in the raid. It sports barely a couple of mechanics, and not any new ones. Step out of the cone if it targets your general direction, and make sure your tanks drive adds apart. Easy as that.

But G’huun can easily be your raid killer, and it really is. It has most inventive mechanics, where beating the boss itself takes the least time from the encounter. It revolves around your heroic 2-4 people which bring orbs on either side to fuel the superlaser, while others are messing around in the central room. This superlaser, when charged, first cleanses the multiplying adds, and the second charge burns down 30k from G’huun itself, otherwise unbeatable. It is quite a messy and bloody encounter which I could compare probably to Helya in complexity, not one-shot mannequin of Xavius of course.

Now that we’ve played through the whole raid, here’s my boss rating:

The ones that are fun:

  • Taloc
  • MOTHER
  • Zek’voz
  • G’huun

The ones that I relax:

  • Fetid Devourer
  • Mythrax

The ones that I hate:

  • Vectis
  • Zul

Lorewise the whole raid is sorta anti-climactic. Even for the Horde players, who saw Mythrax and Zul in action and fought their deal of blood trolls. For the Alliance, it’s another Brann’s investigation of titan constructions, but it’s nowhere near to the magnificence and mysteries of Ulduar of course.

Basically the whole raid is about… cleaning the mess. And even if the bosses are great, the blood magic theme masterfully delivered in visuals, it’s not even matching Emerald Nightmare. Because we’re doing janitor job in the lab.

What do you feel upon defeating G’huun? I’m putting my mop in a bucket with a feeling of a job well done :)

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Uldir: A Peep into Crimson Descent

Uldir-Zul-Crimson-Descent

In the second wing we continue to clear the enormous Uldir complex of G’huun corruption. There is not too much happening lorewise – much like in Nefarian’s lair in Cataclysm, we clear the wings from monstrosities.

The first LFR boss here is Fetid Devourer, a three-headed ‘dog’. It reminded me of a Helya’s pet, although this time you don’t bother with the breath or running mechanics – just step out of the bad cone. Also you need to dispose quickly of the appearing blob adds before their cast is complete. It is yet unclear what they do if not defeated – obviously something very-very bad. I guess I’ll learn it with later runs, but we managed to kill both quickly enough, myself even managing to contribute to both of them. So basically it’s nuke, kill a couple of adds, run out of the bad breath cone. Very-very easy.

I liked the boss design, it really is monstrous. A head of a lion, a dino, and maybe a bird?

What was bad was trash in the boss room. You have to pull it carefully, as boss is walking around in circles and easy to aggro in the most unconvenient time. I don’t really know why they did it but for annoyance.

The second one was Vectis, a blood leech abomination. This one was a mess. Now it is time to praise our tank which led the raid in the best way possible: explaining tactics, supervising the encounter and naturally performing his own tanking job flawlessly. For his efforts, we wiped at Zul only once, and with 3% of his health left.

So, the tank divided us in two groups to stand together, and there we went. There is a lot of blood contagion going on, in the most different ways. The encounter was a mess in metaphorical and literal sense. Before I step in with another toon, I will examine the tactics until I learn them perfectly. The amount of debuffs and puddles to run from or step in is literally overwhelming – and what is worse, it is not clear what you do. We ended Vectis with 4 people standing (not me), and it was barely a wipe.

The three wings cleared (from Devourer, Vectis and Zek’voz), staircases appear and allow us to descend to the central platform. It is flooded with trash blood trolls, and it is a hint of what awaits us.

Zul‘s boss design is an add fight. Apparently the priority is focusing hexers -> crasher brutes -> boss, while minor droplets and crawgs die from AoE. I literally spent 10% of my time planting spells at Zul himself, because adds were my priority. When close to death, Zul starts flooding the floor with blood, so you need to kill him quick.

This one I enjoyed a lot. It’s exactly the type of boss that I like: plenty of space to run around, quite comprehensible goals, personal choices to be made. And lorewise it is awesome. I was afraid that Zul will be enhanced with blood magic and become a monstrosity – no way, he keeps his own looks, and being a prophet, a spiritual leader, guides his followers to battle.

Got four cloth set pieces covered this week :) I enjoy this wing more than the first one, but so far, the bosses are definitely harder and more interesting than Emerald Nightmare. Rumors are that LFR now differs from other modes in numbers only, the mechanics are all there and are to be executed.

Uldir: A Peep into Halls of Containment

The first wing of Uldir is up and running – Halls of Containment. The wing contains three bosses – Taloc, MOTHER and Zek’voz.

Uldir-Scenery-Central-Hub

I came drastically unprepared. This is actually funny :) A friend of ours came to visit yesterday (she lives across the road, so it’s a common thing), and I’ve remembered that we have a new raid available only after a couple of hours and a couple of beers :) So I excused myself, left her and my wife chatting, and logged in to manage this before bedtime :) Naturally I didn’t repeat the tactics which I read before. Queue time being less than 3 minutes (I didn’t even get to my first world quest) didn’t help. So, I had to check the things on spot.

Uldir doesn’t look as easy as the Emerald Nightmare. The only thing that makes it being the ‘first’ is the bosses’ health bars. I felt that the fights were very quick, like killing a stubborn rare mob of elite sort.

Scenery

The looks are beautiful – this ring in the central hub, those titan machines, and at the same time this uneasy rotten addition. This blight is more prominent in Underrot, but like Emerald Nightmare’s red blobs, it’s certainly quite unique and somehow cozy in a twisted way. In the raid it is masterfully intertwined with titan building, so it’s the nice place to walk around.

There is not much trash, and the trash encounters are not long and/or annoying, just your normal guys. Remember how EN just swarmed with them – I hated that satyr pipe after the first boss. Trash are blood trolls of course.

Lore

Lorewise, I think the Alliance gets a nice lead in – considering that this is certainly Horde’s raid. We’ve been around the raid when we settled an outpost in Nazmir, I think Brann and Keeshan explained the things to us.

And there is Brann in the raid itself to explore and explain. Obviously he can’t pass by titan structures, and he has some experience with Old God defilement (Yogg-Saron, anyone?). I will see what the Horde version of the raid looks like on weekend.

Bosses

I think they were not as easy as the first expansion raid would suggest. They have certain mechanics to be figured out, and following them is crucial for success.

Taloc – this construct was damaged by a goblin walking tank, and from the subsequent falling through the roof deep down (this happened during Nazmir leveling questline).

Taloc is nothing to worry about during the first two phases (cudgel and elevator), and it was a mess in the third. I was always having different blobs following me, and I need to read the tactics again to see how to avoid. Nevertheless, I didn’t die, and Taloc came down with our first try.

MOTHER – is a boss for group coordination, and this is punishing a lot. There are three rooms divided by grid. Raid has to move through the grid to another room to avoid a wipe when MOTHER will purge the current room in three minutes.

The problem is, every player passing through the grid will damage the whole raid, and also spawns a blob add which is to be killed asap. So the idea is to bring small groups through the grid to let healers cope with the damage and not allow too many adds at once. If the whole raid passes at once, it’s an obvious wipe.

Our first try was an obvious wipe in the second room. On our second one, more people understood the idea, so it was a success. It didn’t save me from kissing the floor though. Me and several guys (no tank, no healer) went first to the next room, adds chomped some vital pieces from us, so when the rest of the raid moved after the boss, they obviously killed me.

It’s an interesting mechanic, and I think this will be one of the best and most remembered.

Many-many points to Blizzard for MOTHER’s voice! It’s mechanical, artificial, and very pleasant to listen to. Such a difference from normal titan’s booming in low key.

Zek’voz – I hated his appearance. It’s so unimaginative, yet another qiraji or mantid’s big bug. Just a common bug.

There’s nothing too complex about the encounter – step out of the bad, bring the bad to the edges of the room, catch an orb, kill adds if any, and damage possessed players. I generally liked it. We wiped at 1% the first time for there were too many players catching an orb – so too many possessed to cope with. I also helped by deliberately running into the add-spawning void zone (I thought it was the place where the orb comes – now I learned my visuals).

My loot out of 5 tries (3 bosses and 2 coins) was an off-hand from MOTHER. As I currently equip a wand and an off-hand, it was a nice upgrade.

Uldir-Zekvoz-down

Generally the first wing and the raid as a whole is nice. I liked the visuals, the boss variety, the imaginative mechanics and the lore part. Basically – everything. Let’s see what’s next :)

Antorus: A Peep into Seat of the Pantheon

Argus_the_Unmaker

So, the fourth wing is tested and farmed by several toons, and here’s my quick review.

I think it would be the easiest expansion-end last boss streak. Both of them fall with a little effort, and as soon as people learn to follow the certain mechanics.

For Aggramar, there’s nothing too deadly except his 4 blows which require attention from all raid. As soon as people learn the easiest thing of run TO him, it’s no worries. And if tanks don’t fail to bring these to blows into the raid. I was a bit surprised by his health pool which is too low for the boss-before-last: seriously, less than 4 million to single target while Coven has over 5 and lots of adds. Piece of cake even on the first week.

Argus the Unmaker poses some trouble. Although it’s not too hard too if people follow the ridiculously easy movement requirements with the first 2 phases, thus having sufficient DPS to enter the third and fourth. The only big trouble here is the last phase with massive AoE and VERY punishing spheres which are kill-an-add-or-else thing. Even so, you have a tree cheat there which resurrects every one careless enough to die.

I really liked the environment, so different from the fel which we were dealing with during both Tomb and Antorus.

I’m not happy though with the lore beyond Argus himself. Is he really a warped Titan, or something else? Isn’t he too small in size for a world soul? A strange choice for the last boss, and not really immersing, as – I’ve said it previously – we didn’t have a strong build-up during our questing on Argus.

Now that we see the raid in whole, it appeared to be quite logical. We breach to the High Command, killing the eredar generals. We dispose their factory to smithereens along with their lead engineer. We cut their reinforcements with portals. And we finally thwart their plans to resurrect Dark Titans, which in turn drag Sargeras from Azeroth surface and end the crusade. If not for the deus ex plot in the first place: Sargeras killed them all, but somehow they could still be reborn and stop him? And one of them got away? There are so many questions here.

From all the raids of Legion, I would name Emerald Nightmare and The Nighthold as the best ones. There was a perfect build-up via questing and story, it was a place we wanted to enter and finish the main bad guys.

Trial – oh come on, proving ‘worthy’ for the tenth time to Odyn sucked.

Tomb – as I wrote previously, in Legion Blizzard totally failed to grow a hated villain out of Kil’Jaeden, with all his background. And there were so little demons in the Tomb – namely, three infernals, Goroth, a pair of Inquisitors and Kil’Jaeden himself. By the time we entered the Tomb, the battle was already won. It didn’t feel like threat already.

Antorus – was a tedious work rather than an excited path to the main villain, and also in the fel environment. And thus it appeared to be quite boring.

Now, to farm transmogs until I literally puke :)

P.S. And yes, Argus scythe already dropped to my death knight for transmog!

Argus_Scythe

Tomb of Sargeras: A Peep into Deceiver’s Fall

I will start right at the point: Kil’Jaeden must be nerfed. Plain and simple.

Kil'Jaeden-tomb-of-sargeras
–¬†WHAT?
– Yeah, you heard me right, Kil’Jaeden. You must be nerfed.

Micromantica was an obvious pioneer in the fourth wing yesterday. We had the most experienced tanks there. One of them naturally came as a raid leader. He patiently explained tactics and stayed with us until the end.

I switched from Frost to Fire, as I deliver more damage through it, both artifacts being at 52 traits. My ilvl was 897, which is more than enough for LFR. The other guys were well geared too.

And we just couldn’t beat it.

On our first try we had an obvious quick wipe as people learned how to manage the fiery void zones. On our second try we managed to pass up to the shadow phase, still struggling with void zones, but much better.

On our third and fourth try we’ve driven him to the last phase. Everyone was performing perfectly! And he hit enrage both times.

This is ridiculous – as you are geared via LFR, you should be able to kill KJ in this raid’s gear. But we needed 25% flat buff to kill him on our 5th try. Mark you, EVERYONE survived when we killed him. EVERYONE was just perfect in performing their role at all phases. And yet we wouldn’t kill him if not for 25% buff.

The mechanics are perfect, they are multiple, they are interesting, and it’s quite a challenge for a raid group who needs patience, quick reaction and work in unison, because the other’s fail may cause a wipe. Everything’s cool for the “last” boss – if not for this ridiculous overtuning.

So yes, it’s gonna be a single kill for every toon.

Tomb of Sargeras: A Peep into Chamber of the Avatar

The-Avatar-of-Sargeras

The next wing is opened in LFR, and today we enter Chamber of the Avatar.

The wing is significantly shorter than the previous ones – most notably, it’s just two bosses, and little trash is present which is also killed in a blink of an eye opposed to very tedious and dangerous Wailing Halls. This also means it’s not the best place to farm your set pieces which drop from trash mobs only.

Maiden of Vigilance – offers a pretty unique terrain with a giant and deadly elevator hole in the middle (Tip: don’t enter it under usual circumstances). The fight itself can boast with several mechanics, all comprehensible and executable but one. First, you need to jump down the hole when the bomb starts ticking at your head – the easiest and the most fun part. Second, a massive AoE spell which you cannot interrupt unless you blow off a small shield – also easy. Third, you are not supposed to collide with players of other debuffs when you’re granted with one of two debuffs – it’s the hardest thing that may pose a great trouble in LFR. Think Xhul’horac, but it’s harder due to the less move options. You should be tracking the others’ debuffs not to come close to the opposite ones. I think most casualties happened because of this, but we pulled off the fight on our first try.

The Avatar of Sargeras – is much more likeable and probably the best encounter for me. In LFR there’s no option to cover the beams – so it’s basically a single-target fight and a relief for tanks. It’s a pure DPS check, and everything is about stepping out of the bad (very deadly bad though). If tanks don’t fail positioning at the last phase, it’s a piece of cake – an extra dps buff on your extra tries would do the trick sooner or later. We wiped once, leaving the boss at 170k, and it was only because the tanks didn’t know the range of platform destruction, so he got rid of it in just two blows (should be at least three). On our second try it went smooth, although I was the only one dead because I failed to use the Ice Block to prevent my debuff, and no one came to help.

Lorewise, it’s the most interesting wing of all.

Previously we dealt with sealing the Legion gateway with Pillars of Creation. Assume that by the time we are breaching the Tomb class order halls already dealt with Legion in Broken Shore. I played every class storyline, and I see the whole picture. Class order halls each delivered a strike at a specific area of Broken Shore, demolishing the Legion ranks, plans and efforts down to zero. Despite the world quests still running, lorewise the Legion is beaten and chased into the Tomb of Sargeras – and it’s just feeble remnants of them. Goroth, Inquisitors, Desolate Host machine and Kil’Jaeden himself are all that’s left. Mad Titan construct/elf guardians are local. ¬†Just think of it: we did it.

And when we kill off the Legion’s last hope in this invasion – the Avatar of Sargeras, a doom weapon – this is the end of invasion. We won. Kil’Jaeden flees. The Avatar of Sargeras encounter equals the Sunwell Plateau ending: Kil’Jaeden is gone. The threat is eliminated. Kil’Jaeden didn’t even make his last stand. He ran away.

We dealt with all the demons in Broken Isles (remember how Maiev sent us to deal even with Legion camps in Azsuna/Suramar during Legionfall campaign?), sealed the portals, and no demons remain on Azeroth. We won. Please understand that the main goal is completed – ever since that first preview cinematic when Khadgar flew in Varian’s court as a raven and told him that Legion is here – this job ends exactly here. Let it sink:

There is – no – more – Legion – on – our – planet.

Only this time Velen follows his brother into the Twisting Nether, and the second chapter begins exactly now: OUR assault. Illidan and Khadgar and us follow Velen to save him and try to end the Legion at its lair… A bold move, and a necessary one to prevent “merely-a-setbacks”. Next stop: Twisting Nether and Legion’s general, Kil’Jaeden.

P.S. I couldn’t help but notice that Kil’Jaeden doesn’t look as intimidating and large as Archimonde. It maybe due to their different development: Archimonde was all obsessed with raw magical power, so no wonder he got so big, accumulating it and focusing on this way of enhancement that Legion provided.

Tomb of Sargeras: A Peep into Wailing Halls

tomb-desolate-host-wing-2

Naturally what I did yesterday was a testing run in the new wing by Micromantica, doubled today by yet another caster – Faerella the Warlock.

The next wing consists of 3 bosses: Demonic inquisition, Sisters of the Moon and The Desolate Host.

In this wing I start to understand the whining about logistics – it really is tricky. But not so much on your second run.

Demonic Inquisition is a pair of fellow dudes who argue about whether flesh or soul is a subject of torment. I liked these bosses very much. Their looks design is awesome, and torture mechanics are totally comprehensible: just stop hitting them during a specific spell, is all. Neither of my tries brought me to the second room. Well, Faerella got this debuff by the very end, but bosses were supposed to die in 10 seconds (which they did), so I didn’t see any reason to try and see the other room.

After that we fight the same infernals in Goroth room – I hate when we have to kill the same trash in different wings – and then we descend to Elven rooms. Few packs of trash – really not annoying, well done, Blizzard, and we reach Sisters of the Moon boss.

I didn’t even notice how we killed them. First of all, I liked the wrestling-type boss change: when you deal with one and the same health bar, and they just give each other high five and change one by one as you do so. Really cool (and Elisande-type replenishing health bar, thrice – is not). The moon mechanics is probably the easiest movement requirement during a boss fight. You may go to the other floor color if you feel so, or you may do nothing and still be good, because the needed color will reach you anyways. So it’s just stepping out of a rare bad and nuking an add owl. Piece of cake.

Then comes The Desolate Host fight. Micromantica spent the whole encounter dead. She knew someone should go to the spirit realm, so she did. Something killed her immediately far away from any boss, and she never learnt what. Apparently not many guys, like myself, knew the encounter, because there was only one healer among very few people in spirit realm, and she had some tough times. Anyways, the boss went down. On my next try Faerella stayed in corporeal realm, but the group was better, so it split in two without any discussions. The boss just died, no troubles at all.

Is it because people already got some loot in previous weeks, but the wing seems very simple compared to the first one. The encounters are fun enough, and I won’t feel tedious when re-running them for loot. Second wing’s cool.