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Guild Blog for <Debonair> EU, Zenedar.
I play many games. WoW, Rift, D3, PoE, SC2 I will not criticize your game choice if you don't mine.
This phase is pretty much certain death for my character - I've got a purple vision dis-function. As soon as there is purple filling up the screen, I may as well turn my monitor off. I can ensure I take no damage at all until the purple fills the platform (i.e. until the maze actually forms in the fog) - but from that point I'm screwed.
Yeah Soul Leech + Sac Pact + Unending Resolve = If you die to this you might be slower than the average bear
Just use a defensive/immunity cooldown as the maze spawns and you're golden.
It's always seemed to me that the maze spawns under the raid. If you have everyone stack up tight, it'll be right under you and you'll be fine. You just have to get there fast. You can even make two paths open up, a melee and a ranged. When I say stack, I mean stack on the far edge of the safe zone when the maze starts, as far away from the beam as possible.
But if half the raid is stacked in front, half is in the back, and you're in the middle, you're going to have some trouble. Of course, this doesn't really work in LFR.
The only alteration I'd make is have the melee beam not go so far forward to where it's practically under the boss. That's the only place I've had trouble with it, it's very difficult to see under the boss with 24 other people around and their spell effects going off.
It's extraordinarily simple. Run into the purple snake area and stand at the edge of the fog. Look toward where the maze is going to fill in from. Before the section you're standing in gets filled, there is a several second delay. Simply find the empty squarish spots/wedges and run towards the beam into them. You're now in a safe spot and you can turn around and do the maze. In other words, you don't need to predict the safe spot. There is already a safe zone available to you just before the last section fills in and the maze begins.
Of course, you can also predict the safe spot at the edge, because it necessarily has to connect to the safe spots that are formed just before it. The game never makes you run through purple eyesores-all the safespots for each slice are connected. If you're at the edge and there is purple shit right next to you just before your spot gets filled in, you're standing in the wrong spot. If there's an empty wedge next to you, then the new safe spot will be on or close to where you're standing.
I'm not sure why people bring up LFR deaths as some sort of evidence that it's too complicated. I agree that it shouldn't have been put into LFR, but that's because LFR is not supposed to be about executing mechanics. It's supposed to be about getting free loot for showing up, which shouldn't be some big surprise. The mechanic itself is fine for a real raid, though.
---------- Post added 2013-04-07 at 11:14 PM ----------
Last edited by DetectiveJohnKimble; 2013-04-07 at 11:08 PM.
You can always 100% of the time without fail move into a safe spot before any fire appears under you. After that you just have to walk around the room.
I can see the point some people are making that it could have been made easier to see at certain graphics settings. Other than that, it is easy to moderate difficulty mechanic which requires no luck to execute perfectly and I would say it is a refreshingly new approach to the 'safety dance' type mechanics.