Thursday 21 December 2017

Ahead of the Curve: Antorus! - Part Two

Time to put away the Chain Lightning button for the rest of the raid, the business end is always all about single target damage.

Imonar the Soul Hunter

The new bridge boss! 
Two platforms connected by a long bridge, you attack him for a while then he flies off to the other platform and you negotiate an increasing number of obstacles on the bridge to get to him.
The rather random placement of the obstacles quite often makes them all but impossible to completely avoid so healers have to be on their toes with heals and dispels... the difficulty of this has led to most teams just sending a tank charging down the middle with Hand of Protection and chained dispels!
We haven't tried that tactic yet but I'm looking forward to seeing it in action on Mythic.

The platforms are quite gentle in comparison, some mines to avoid along with a sleep canister which usually results in the whole melee team being asleep each time  :-)

Kin'garoth

Another boss where you get to 'choose your poison', I like that in a fight!


It starts off simply with a few things to dodge here and there then the boss shields himself and starts to initialise 3 Fel Reavers around the room.
Each Fel Reaver is different and they each bring something different to the fight and that's where it gets interesting!

The Fel Reavers are our old friends from Garothi, Annihilator and Decimator, who have found a new buddy in Demolisher.  The Annihilate and Decimate abilities are the same while the Demolish debuffs two players which explode after a few seconds.
The Demolish leaves another debuff on people stopping you from having the same team soak it every time so you need a bit more organisation to deal with it.

There is time to kill two out of the three Fel Reavers before they activate meaning you always have to deal with one set of abilities.
As you know (see Garothi), we've had enough of soaking so always kill the Annihilator.
The Demolisher is a bit of a pain to deal with so we kill that one too.
That just leaves the Decimator which is very simple to deal with, and after a couple of weeks of gearing, we can kill it before he gets chance to even use an ability.

A really fun fight that we've left behind a bit too quickly, looking forward to seeing it on Mythic.

Varimathras

An old school tank and spank, this is as tanky and spanky as it gets!

The whole fight is based around every time you are stood on your own (more than 8 yards away), the dreadlord steps through the shadows to hit you.  This hit does a chunk of damage but also stops all healing on you for 7 seconds.

This sounds tricky but there just aren't many reasons to ever be on your own!  On Normal, there are literally no reasons at all.  At least on Heroic, there is one ability which forces you to move out of the group.

The whole fight consists of switching between two points behind the boss.  You stack up, wait for an ability to cover where you are stood, then move to the other spot. 
Repeat.
Boring as hell.
The Heroic mechanic is called Necrotic Plague and any ICC raiders will remember it well!  After a few seconds the plague jumps to anyone nearby so you need to move out of the group, which at least allows us to see the other mechanic in action (it's pretty cool visually to be fair).

The tanks look after each other, which we thought was going to be quite tricky but with some precise positioning on the pull, they never even have to move!

Such a boring fight, hope it is better on Mythic.

Coven of Shivarra

After the tedium of Varimathras, this council fight feel s incredibly hectic the first few times.

Three sisters each with their own theme.. Fire, Shadow and Frost (Ha! You were expecting Fel, admit it!) but only two are active at any time. 
The third is actually tormenting the mind of a fallen titan!

The usual dodging stuff goes on but there are a couple of interesting mechanics.  Storm of Darkness forces the raid to huddle in safe zones around the room, Frost Orb slows people in a massive area while Chilled Blood is a healing absorb which stuns for the amount left when it expires.

The real fun starts though when one of the sisters torments the fallen titan enough for it to attack us!
There are 4 titans... Norgannon, Aman'thul, Golganeth and Khaz'garoth... and the order is random every time.

Norgannon creates invulnerable soldiers that march across the room from all 4 sides killing anyone they touch!  Luckily, they can be CC'ed to create gaps in the lines.
Khaz'garoth summons 8 adds that channel massive flames into the centre of the room.  This restricts the raid to the outer edges until they have been killed off.
Golganeth was our bane on the first night we tried this boss, summoning adds that constantly cast Chain Lightning at any players grouped together.  This would be easy to deal with in isolation, however alongside the usual dodging mechanics and particularly the Storm of Darkness safe zones, it proved very difficult.
Aman'thul was the bane of our second night trying this boss!  4 adds that only cast one spell, each time they finish the cast it heals them back to full and adds a stack of a dot to the whole raid.  Just have to kill them before the stacks get too high to heal.

Little did we know, between the first and second nights, Blizzard had buffed the HP on these adds through the roof!  Thinking we were being clever, we had cut our raid size down to the bare minimum to help us with the Chain Lightning adds but the scaling was terrible and we found it impossible to kill the Aman'thul adds in time even saving Hero and CDs just for that moment.

We failed to get the kill and even killed Garothi Mythic before we progressed any further on Heroic!
I had some tricks up my sleeve ready for our next attempts but Storm of Darkness was nerfed making it much easier, we still save Hero and CDs for those healer adds though.

Two bosses to go, coming soon...

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