If this thread topic has been done elsewhere on MMO then I would appreciate a link to thread and for a mod to close this one.
The point for this thread is to compile a list of how raid mechanics have changed for Mythic 20 man. From what I've read on the forums and experienced while raiding on Tuesday of the pre-patch (do note that these comparisons are with respect to 5.4 25 Heroic):
As a whole it seems the instance was slapped with a very hefty nerf bat when it comes to boss health. Mechanics are a non-issue if bosses are dying before they even get a chance to use them.
Immerseus - Seemed like fewer oozes spawned.
Protectors - Maybe 1 less Rook keg smash.
Norushen - Didn't notice anything different.
Sha - ??? (Think I sat for this fight or not much different)
Galakras - ??? (Sat for this fight)
Iron Juggernaut - ??? (Sat for this fight, heard that the tank stacks are harder to handle though.)
Dark Shamans - No changes on the Earthbreaker side of things, can't comment on Wavebinder.
Nazgrim - No change.
Malkorok - Bugged pool spawn locations (had 3 pools spawn overlapping each other) but think 2 fewer pools spawn per wave.
Spoils - Didn't notice anything different.
Thok - Requires 11 people to be stacked with debuff to push into kite phase. Seems like the Jinyu prison (Ice) is leading to more people freezing than before so Saurok (Poison) is a better choice for the first prison you open.
Siegecrafter - All adds have had health greatly reduced. Shredders appear to be more difficult than before.
Paragons - If I had to guess it would be that Aim damage reduced (seems to be most overtuned ability so far) + fewer parasite/mutations. Maybe one less Amber toss. Rapid Fire's Sonic Projections are slower.
Garrosh - So many changes that I'll just make a bullet post for easier reading:
- Drastically reduced health to make kills similar to 5.4
- Only 2 MCs per MC wave
- Only 6 people to bait Desecrated Weapon
- Need 4 people for Malice (not sure if this is 3+person with Malice or 4+person with Malice)
- 5 people to spawn an Iron Star
- ToJS (first vision) adds will not cast so long as something is standing in their melee range.
- ToJS add casts do not apply stacks that increase damage taken from additional casts.
- Empowered Whirling Adds only have about 20k health so much easier to accidentally cleave kill them.
If anyone knows other changes please post and I'll update the list.
Edit: Adding some comments from the Mythic Garrosh Issues thread.
Edit: Guild just finished it today. Wow, that was a joke compared to 5.4. We killed Siegecrafter before the first belt even finished running, Paragons were just killed based on which one was closest to last target and Garrosh we had down to nearly 85% after he healed to full but before the first vision occurred.