Showing posts with label Throne of Thunder. Show all posts
Showing posts with label Throne of Thunder. Show all posts

Saturday, September 7, 2013

Halls of Flesh-Shaping: A Restospective

Throne of Thunder Part 3: Halls of Flesh-Shaping

This wing of the Throne of Thunder tore at my heart.  A thrown away disobedient pet, a flawed experiment tossed aside for a more perfect creation, and a giant blob of....what exactly was that stuff?  Often, after running through a raid again and again, I forget what it is that is in the flavor dialogue and text.  Primordius' screams of agony rip through me every time I'm there.  So much pain.  This wing paints such a vile picture of the Thunder King, in his desperate grasp for absolute power was willing to cross any barrier of morality or possibility to be the penultimate ruler.

Stories beside, I can say with confidence that of the four wings in the ToT, the Halls of Flesh-Shaping was my favorite.


Thursday, July 25, 2013

Ahead of the Curve

Ahead of The Curve

For the first time since MoP was released, the Guardians of Fellowship have successfully completed a tier before the next was released. I am incredibly proud of my guild, both as a member of our raid team and as co-GM. A huge congratulations and thank you is in order to the Defenders of the Guardians Of Fellowship. Each and every one of you on that fight deserved the kill, and I am so proud to be one of you.

The GoF had a stellar showing during Cataclysm. We held the top spot on our server for a time, earning a bronze finish for the Dragon Soul tier and completing 8/8 Heroic before the release of Mists of Pandaria. We felt like we were in a strong position to really challenge for that top spot on the server for the first time since our founding back in the WOTLK days.

 Then things got hard.

Mists hasn't exactly been kind to our team. As with any expansion, there was an ebb and flow of members when it was released. A good bit of our raid team left the game, whether due to feeling they had completed their personal quest with the demise of Deathwing, out of game reasons, burn out, or simply because they didn't like the pandas. For whatever reason, they left, and we were faced with rebuilding a new raid team from our remaining roster and adding new raiders.


Saturday, July 13, 2013

Forgotten Depths: A Restospective

Continuing my fond farewell to the current Raiding tier, let me reintroduce you to the bosses in the second act of the Throne of Thunder: The Forgotten Depths.  Three giant critters make up the second act: Tortos, Megaera, and Ji-Kun.  Slaying these bosses makes me feel like we're putting them out of their misery.

According to "Lore by Bells (TM)" says that Tortos just wants to dance.  Look at all of the Dragon Turtle adds - they come whirling out from behind him doing the turtle spin breakdance - and that's all Tortos wants to do.  His body has literally fused with the cave walls around it, immobilizing him and keeping him from being able to pull out his blue suede shoes and bust a move.  Not to get too far off topic, he was just a victim to Mogu magic floating down and making him one with the wall.  What kind of an existence must it be to sit day after day, unable to move or even scratch your back?  (I apologize if this sounds too much like your workplace, guys.)

Megaera was once a cloud serpent, free to roam the skies and feel the sunshine on her scales.  She was twisted by Mogu magic into a hideous hydra.  When I picture the cloud serpents, I can't help but think of my majestic mount that I raised from an adorable, playful hatchling to a graceful adult.  To think of the agony that would transform that to a creature full of hate and desire for vengeance is sobering.

Ji-Kun I feel a touch less pity for as she is in the Forgotten Depths of her own volition.  She entered the Depths to feast on the flesh thrown aside by the Mogu.  She reigns supreme in her chamber.  I've often wondered if she feasts on her own offspring, as she is the only living creature in there when we arrive. Granted her eggs are everywhere, but you'll notice there's not another bird flitting about anywhere in the Throne of Thunder.

Stories aside, here's how I feel about the second act of the Throne of Thunder.

Wednesday, March 20, 2013

Jin'Rohk the Impersonator

Built on an epic scale like Ulduar, the Throne of Thunder taunts us and draws us in. Wary, we approached, fearing the worst. Again like Ulduar, the first boss in the Throne of Thunder is nothing but a loot pinata.

This troll, perhaps from waking up grumpy over sleeping for too long, hurls around lightning like a Zeus wanna-be. Jin'Rohk is no Zeus, I assure you. (Elvis Zeus has LEFT THE BUILDING.)

The mechanics of this fight are pretty simple, as is their execution.

Focused Lightning / Lightning Fissures / Implosion
If everyone is doing their job right, this portion is a breeze to heal through. Focused Lightning spawns an orb that fixates on a random player and follows them around like a lost puppy until it hits them. When they player is hit, they take a fair amount of damage from it, as does anyone standing near them. Also, when the ball is being kited around, it is consistently doing damage to the entire raid. So long story short, GTFO when you have the orb chasing after you, don't get hit in the water (see next section for why...)
When the orb explodes, it creates a Lightning Fissure. Don't drag an orb through one of these. If someone DOES drag an orb through a Fissure, it triggers an Implosion. If this happens, be prepared to either use every possible and heal your branches off, or wipe, or both. It HURTS. It is possible to heal through one, if it doesn't occur right before a Lightning Storm. We had some glorious wipes from Implosions. GLORIOUS I tell you! (Don't let anyone say a wipe can't be glorious).

Conductive Water / Fluidity
Know it, love it, use it and abuse it. At set points during the fight, Jin'Rohk throws his target at a statue in one of the four corners of the room, triggering a pool of Conductive Water to form. Standing in the water gives everyone a delicious buff, Fluidity. It bumps people's damage done up, and (more importantly for us) increases their healing taken. Oh right. And it increases damage taken. If everyone is paying attention to what's going on, the “extra damage” is actually very easy to deal with, simply because the vast majority of that “extra damage” is avoidable. When people DO take the extra damage, it's much easier to heal them through it when they're standing in the water rather than outside of it. The damage going out during this portion of the fight is light to moderate, though fairly consistent. When the Lightning Storm is getting close, it's a good time to top people off so there are no accidental deaths at the very beginning of the storm.

Lightning Storm
From a healing perspective, the most difficult portion of the fight is the Lightning Storm. The easiest way to handle this is to stack up so that AOE healing can do its dirty work. As you'd expect, Tranquility, Wild Growth, Swiftmend/Efflorescence are all incredibly helpful during this fifteen seconds. I'll add that mushrooms could be helpful here, but to be honest my personal jury is still out on them. Top people off before the Lightning Storm, rotate CDs with the other healers, and make use of your Barkskin, Ironbark, potions, or Symbiosis (obviously dependent on its target) will make you feel less at risk of dying during this phase.

We wiped on the fight over and over again for an entire night....and then realized that we were seriously over-complicating it. The next evening, we got him in three tries. Take our mistakes and try to learn from them. Our two biggest mistakes were (essentially) over kiting the orbs and trying to stack in the dead center of the room during each Lightning Storm. How this hurt us (and what you can avoid!):

  1. Orbs: Those damn orbs and Lightning Fissures. First of all, we were kiting the orbs too far, increasing the overall damage done to the raid by their aura, which in turn was draining our healers' mana unnecessarily. Now the reason we were kiting the orbs too far was because we were trying to make absolutely certain that the Lightning Fissures would never touch the Conductive Water. In theory, this isn't such a bad idea – however, overall we determined that the DPS/HPS loss from running all over hell and back to drop the fissure in the absolute corners of the room was dragging the fight out way too long, and was causing us to wipe, especially when someone key would die trying to make their way back to the stack point for the Lightning Storm.
  2. Stacking: Yes, stacking in the center of the room during the fourth Lightning Storm is essential – you'll die if even the tip of your pinkie toe is touching the Conductive Water (our OT proved this point by going from full health to dead in the blink of an eye). However, during the first three Lightning Storms, it is so much easier to stand in one of the blocks not occupied with water. Moving to the stack point faster helped with AOE healing, as well as helped stop stragglers' deaths. It is much easier for a group to stack up in a quarter of a room as opposed to a very small center point.

As is becoming the norm, smart use of cooldowns, mana conservation and strategic use of self mitigation cooldowns continue to be important in this fight. Some days (ok most days) I really long for the days of a mana pool that increases with intellect. It saddens me that the days of reforging spirit to mastery or haste are nothing more than a memory. But I'm adapting.

Until next time, long days, pleasant nights & happy Raiding.