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.
Showing posts with label Throne of Thunder. Show all posts
Showing posts with label Throne of Thunder. Show all posts
Saturday, September 7, 2013
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.
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!):
- 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.
- 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.
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