Page 4 of 6 FirstFirst ...
2
3
4
5
6
LastLast
  1. #61
    Ill watch the vid i do agree though that 90 before warlords wow that was kinda bad, i actually missed wod i did mop then i took a break for like that whole expansion.

    the difficulty really is in the organized raids, I have no metrics so its impossible for me to know what is really going on with the LFR, like how many ppl are moving out of it into the more challenging difficulties. I only started this discussion because for a long time i've always seen the good side to the lfr while ppl have mostly complained about ppl getting easy loot, that aspect of the LFR didn't really bother me because even though ppl are getting gear without putting in any effort, they aren't really getting good gear. all the ppl who are pissed at the welfare epics, it just seems misguided because at the end of the day you probably already have better gear than those welfare epics anyway. or at least nothing is stopping you getting them on one of your alts.

    I always thought of the LFR as a catch up, if i wanted to play a brand new class today, its not going to take me 6 months to get into a place where i feel comfortable running a pug normal or heroic. the problem is that ppl trickle into the game at various points and for the most part blizzard have tried to not have what happened with naxx happen again. the LFR is kinda related to that, there has to be ppl that are benefiting from being able to practise thier class before taking the next big step.

    but again i'd say remove WF/TF from the raid finder then see how many ppl keep farming it, perhaps it would force some to move into organized raiding if they want better than baseline loot.

    they say assumption is the mother of all fuckups well i really did assume that the benefits of the LFR out weighed the negatives.

    loot is nice but yes, I've always just enjoyed healing for the sake of healing loot was always secondary for me. everyone likes loot but yeah i really am not bothered how fast it goes, i did notice that the upgrades do start to taper off in legion, you go through gear quite fast but you do also reach a point where upgrades are fewer and fewer until you basically are just waiting for TF rolls.

    ill fully admit that i've had to heal some terrible LFR's like if i really feel bored ill do the LFR and the level of carry sometimes is phenomenal. but what the hell, everyone being somewhat useless sometimes actually makes its kinda challenging to heal. its funny going into a brand new wing before its had a tuning pass holy crap thats fun fun fun. in the not so fun but its still kinda funny if your in the mood for a lol.
    Last edited by Heathy; 2017-11-25 at 04:09 AM.

  2. #62
    The issue is that Blizzard and the community at large fail to realize how utterly meaningless gear really is in the context of an enjoyable game experience.
    Patch 1.12, and not one step further!

  3. #63
    Old God Mirishka's Avatar
    10+ Year Old Account
    Join Date
    Nov 2010
    Location
    Get off my lawn!
    Posts
    10,784
    Quote Originally Posted by Schmilblick View Post
    Those are ones of the shittiest boss designs in the game, it's just full stun and fear, full unavoidable aoe damage and full of "take-that-boss-in-the-corner" mechanics.
    If you don't know the mechanics of classic WoW bosses, you are probably not the target audience for classic WoW servers.
    Appreciate your time with friends and family while they're here. Don't wait until they're gone to tell them what they mean to you.

  4. #64
    Quote Originally Posted by Schmilblick View Post
    Those are ones of the shittiest boss designs in the game, it's just full stun and fear, full unavoidable aoe damage and full of "take-that-boss-in-the-corner" mechanics.
    Yep, you are right, you should definitely never get on a vanilla server. We will enjoy NOT having you in the much better community that will be created on classic. Good luck with the dying retail WoW and being pushed towards more and more solo gameplay.

  5. #65
    Quote Originally Posted by Miyagie View Post
    Vanilla difficulty was to get 40 ppl with gear and time and not the mechanics.
    And you didn't even need 40. About 25 in molten core would do.

  6. #66
    Quote Originally Posted by Schmilblick View Post
    Those are ones of the shittiest boss designs in the game, it's just full stun and fear, full unavoidable aoe damage and full of "take-that-boss-in-the-corner" mechanics.
    Not really, that's actually what Vanilla bosses were like. Nearly all of them.
    Here I'll bite, since I'm excited about classic.

    These are the 40-man instance bosses.

    Molten Core: Very basic raid.
    Lucifron: Pick up adds, Dealing with mind controlled players, decursing.
    Magmadar: AoE fear, move out of fire, frenzy dispellable by hunters with tranq shot.
    Gehennas: Pick up adds, move out of fire, decursing.
    Garr: Lots of adds CC some of them tank others, heavy knockbacks.
    Baron Geddon: One person is the bomb, dispelling, move out of fire.
    Shazzrah: Boss drops threat and teleports often, raid can't be in melee range. Decursing.
    Sulfuron Harbinger: Adds need to be dragged out of LOS of the other adds and killed one by one.
    Golemagg the Incinerator: Adds need to be tanked away from the boss but not too far away.
    Majordomo Executus: Lots of adds, need to CC some tank others. Sometimes the adds reflect damage. Move out of fire.
    Ragnaros: Knocks you back and does fire damage. Reduces weapon durability when hitting him. Lots of adds, CC some, tank others.

    Blackwing Lair: A little more complex now.
    Razorgore the Untamed: One player controls the mind controlled boss and destroys eggs for 5 minutes. The rest of the raid deals with enormous numbers of adds. Melee orcs are kited around forever by tanks, caster orcs are killed by dps, large dragonkin are CC'd for the encounter duration. Phase 2 tanks swap when Razorgore confuses them with fire breath.
    Vaelastrasz the Corrupt: Tail slap, cleave, fire breath, huge pulsing fire damage. All players have infinite mana/energy/rage for 3 minutes. Vaelastrasz causes one player to do a bunch more damage then explode and die every 15 seconds. Every third cast targets his tank. The next tank must be second on threat as the prior tank explodes because Vaelastrasz is taunt immune. Vaelastrasz must die by around 3 minutes or healers go OOM.
    Broodlord Lashlayer: Has an obnoxious respawning trash gauntlet. Taunt immune and drops threat often. Mortal strikes his tank for a huge amount. Knockbacks all players with fire damage often.
    Firemaw: Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Does constant stacking fire damage to all players in LOS, must hide out of LOS to reset debuff.
    Ebonroc:Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Constant taunt swaps needed due to debuff applied to tank that heals Ebonroc when he attacks.
    Flamegor:Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Must be constantly tranq shot'd by a hunter rotation or will berserk and do enormous raid wide damage.
    Chromaggus:Constantly applies one of five debuffs to the raid of various types. If a player gains all five debuffs they become mind controlled and gain 10,000% hp and 500% damage. Raid must hide out of LOS for his raid wide aoes. Frenzy dispellable by hunters with tranq shot. Enrages for 50% more damage at 20% health. This is the boss decursive was invented for.
    Nefarian: First phase 42 adds rapidly spawn two at a time with little health, tanking challenge to pick them up, dps challenge to keep up. Nefarian is untargetable and mind controls and fears random players. Second phase entire raid must have onyxia scale cloak or immunity to avoid being one shot. Nefarian is taunt immune and has frontal breath, cleave, tail slap, aoe fear and dispellable 75% healing reduction on his tank. Nefarian uses one of eight abilities every 30 seconds based on player classes:
    Mage: Randomly polymorphs players in the raid for 30 seconds, including the tank. Dispellable.
    Warlock: Summons infernal adds that AoE stun on impact and do aoe fire damage.
    Priest: All healing done by priests no longer heals and instead deals damage to the player targeted for 30 seconds.
    Paladin: Nefarian becomes immune to physical abilities for 30 seconds. Casters beware overaggro.
    Rogue: All rogues are teleported in front of Nefarian and rooted in place for 30 seconds.
    Druid: All druids are stuck in cat form for 30 seconds.
    Warrior: All warriors are stuck in berserker stance for 30 seconds and take 30% more damage on top of berserker stance.
    Shaman: Spawn an enormous number of totems that buff Nefarian, including corrupted healing totem and corrupted windfury totem. Have little HP can be killed.
    Hunter: All equipped ranged weapons are immediately broken.

    At 20% health Nefarian reanimates all 42 adds from phase 1 to attack the raid, all his abilities continue as normal.
    Nefarian enrages for extra damage at 5% health.

    Ahn'qiraj: A few fairly complex fights now. First 40-man raid to feature enrage timers.
    The Prophet Skeram: Spams earth shock on his target for enormous damage when outside melee range. Often mind controls his current tank. Pulsing arcane damage to melee. Often teleports and resets threat. At 75%, 50% and 25% health spawns two clones of himself with the same abilities and damage but far less health.
    Silithid Royalty: Council fight, heal to full when one member dies. Gives different loot based on final boss killed. 15 minute enrage timer.
    Princess Yauj: AoE fear that wipes threat. Casts a heal on the council, must be interrupted. On death spawns a lot of small adds that melee.
    Vem: Charges random raid members and knockbacks. On death causes other council members to frenzy for 50% more damage.
    Lord Kri: Toxic volley on the whole raid, stacking nature damage, dispellable. On death leaves poison clouds that do enormous amounts of damage.
    Battleguard Sartura: Comes with four adds that have the same abilities as her. Knockbacks nearby targets a huge distance. Often drops threat and whirlwinds around the room chasing random players. Moves very quickly, taunt immune while whirlwinding. Frenzies at 20% for 50% more damage. 10 minute enrage timer.
    Fankriss the Unyielding: Has an obnoxious respawning trash gauntlet. Stacking healing debuff on tank, two tanks taunt swap. Occasionally teleports random players into alcoves around the room and roots them, spawning a few small adds to melee them, must be saved by tanks. Often spawns a few Spawns of Fankriss. These have low HP and go berserk after 20 seconds, increasing damage dealt by 1000%.
    Viscidus: Takes 50% less damage. Taunt immune. Poison bolt volley, dispellable. Pulsing nature damage to melee. Spawns poison puddles on ranged. After being hit by 200 frost based attacks Viscidus freezes solid and stops his abilities. If then hit by 75 melee attacks within 15 seconds he will shatter into 1-20 globules of Viscidus (representing 5% of his HP) that spawn around the outside and attempt to reform in the centre. Killing one reduces Viscidus' hp by 5%. On reforming, Viscidus resets threat. Once reduced to 1% hp must be shattered to kill him.
    Princess Huhuran: Nature resist fight. Frenzy dispellable by hunters with tranq shot. Targets random ranged players with nature damage+silence that splashes to nearby players. Targets random melee players with nature damage+sleep that splashes to nearby players. Stacks a dot on her tank and is taunt immune, requiring the second tank to pull aggro to reset the dot. At 30% health enters a burn phase with 100% increased attack speed and constant high nature damage to the closest 15 players.
    Twin Emperors: Two boss fight, both taunt immune, shared health. If within 60 yards of each other the Twins heal each other for 120,000 per second. Every 30-40 seconds the Twin Emperors switch places and reset threat but do not reset debuffs. Any dots left on a boss during a teleport will likely cause the bosses to be healed to full. 15 minute enrage timer.
    Emperor Vek'nilash: Knockbacks melee. Immune to magic damage. Occasionally hits his tank extremely hard and reduces defence skill by 100 for 6 seconds. Occasionally causes a few of the critters on the floor to become hostile and gain 10,000% hp and damage.
    Emperor Vek'lor: Immune to physical damage. Spams shadow bolt on his threat target, best tanked by a Warlock with shadow resist. Spawns blizzards on players. Knockbacks anyone in melee range for enormous arcane damage and slows by 70%. Occasionally causes a few of the critters on the floor to explode for huge fire damage.
    Ouro: Taunt immune. Knockbacks melee players. Frontal breath stuns and resets all threat on players hit every 20-25 seconds. Every 90 seconds Ouro submerges for 45 seconds and many quakes chase players around and deal high nature damage to players near them. Quakes eventually turn into scarab adds which melee and fixate on a random player. At 20% health Ouro gains 250% melee damage(!), summons quakes while not submerged, and will not submerge again.
    C'thun: C'thun does not melee and ignores threat. In the first phase you fight the Eye of C'thun, which spams Eye Beam on random players which chains to any player within 12 yards and continues chaining, doubling in damage each chain. This makes the pull extremely precarious while the raid is running into the room. C'thun often spawns claw tentacles with low HP which cast hamstring and snare players. Every 45 seconds the Eye of C'thun will spawn eight Eye Tentacles with low HP around the room which spam mind flay on random players until interrupted, then the Eye of C'thun will stop casting Eye Beam and begin rotating Dark Glare around the room. The Dark Glare instantly kills any player hit and moves fast enough to overtake players snared by Claw or Eye Tentacles. After 45 seconds of Dark Glare C'thun spawns another set of eight Eye Tentacles and begins spamming Eye Beam for 45 seconds again.

    When the Eye of C'thun dies the Body of C'thun spawns. The Body of C'thun has no abilities and takes 99.9% reduced damage. C'thun continues to spawn Claw Tentacles often, and eight Eye Tentacles every 45 seconds.

    C'thun will also target random players with a Giant Claw Tentacle every 45 seconds that deal high damage when they spawn. Giant Claw Tentacles can thrash for three additional melee attacks and if not tanked heal to full health, teleport to a random player and deal high damage to them.

    C'thun will also spawn a Giant Eye Tentacle every 45 seconds on an offset timer with Giant Claw Tentacles. These spam Eye Beam from phase 1 if not interrupted.

    C'thun will also spawn a Mouth Tentacle every 10 seconds which drops a random player into C'thun's stomach. Players in C'thun's stomach take a stacking nature dot and can leave by the raised platform outside the stomach acid. There are two Stomach Tentacles in the stomach which have no abilities and when killed cause C'thun to become weakened for 45 seconds. While weakened C'thun does not spawn any tentacles and takes full damage from attacks. After 45 seconds C'thun regrows his Stomach Tentacles, becomes immune to damage again and continues his Tentacle spawns.


    Naxxramas
    You're probably familiar with the 80 version, but here's a changelog from that. The instance was also far more harshly tuned than the 80 version, Kel'Thuzad's frostbolt volley for example would take most players down to 20-30% HP. Many abilities hit for the same at 60 and 80 such as Locust Swarm and Void Zone.

    Mechanic changes that were different at 60
    Anub'Rekhan:
    - Immune to taunt. Main tank death is a wipe.
    - Anub'rekhan's run speed was faster so a hunter with aspect of the pack was required for locust swarm. Tanking the swarm was not an option as the tank would be hit for triple his maximum health by the end, kiting (and getting zero stacks of locust swarm while kiting to avoid daze) was essential.

    Grand Widow Faerlina:
    -Immune to taunt. Main tank death is a wipe.

    Maexxna:
    - Immune to taunt. Main tank death is a wipe.
    - The tank had to survive 8 seconds of being stunned by Web Wrap with no healing, up from 4 seconds at 80.
    - Not an encounter change, but only one heal over time effect could be on the tank at a time, for the entire raid, significantly changing how the encounter was approached.

    Noth the Plaguebringer:
    - Immune to taunt. Important because Noth's blink reset all threat.
    - Noth cursed 50% of the raid instead of 25%. Missed curse instantly killed all players near the affected player.
    - Not an encounter change, but extremely limited AoE threat in vanilla greatly increased this encounter's difficulty.

    Heigan the Unclean:
    - Trash to Heigan was a quickly respawning gauntlet.
    - Immune to taunt. Main tank death was a wipe.
    - Teleported groups of five players into the tunnel past the dance studio who had to run back to the main room, tentacles in the tunnel cast mind flay to snare players while maggots moved slowly and melee'd for roughly 5,000 on cloth (enough to one shot).
    - Instead of increasing cast times, Heigan constantly did an AoE mana burn on all players within 20 yards.
    - The 'dance' phase was roughly twice as fast, getting hit was an instakill and the dance ended in a different section of the platform.

    Loatheb:
    - Immune to taunt. Main tank death was a wipe.
    - Loatheb removed curses on himself every few seconds.
    - Deathbloom didn't exist. Instead was poison aura, dealing damage to any player within 5 yards.
    - Inevitable doom was cast 2 minutes into the encounter, then every 30 seconds. At 5 minutes this became every 15 seconds. Maximum possible fight duration ~5:40. Most players will die at 5:25.
    - Instead of giving a healing window every 20 seconds, Loatheb only allowed you to cast a single beneficial spell every 60 seconds. This meant all healing was reserved for the tank. Players used healthstones, bandages and shadow protection potions to stay alive.

    Patchwerk:
    - Immune to taunt.
    - Hateful strike was primed by threat on the top three threatening targets that aren't the main tank, up from top two. (Patchwerk selected the highest health player from the top three threat players who didn't have aggro in melee range for hateful strike.)
    - 7 minute berserk, up from six.

    Grobbulus:
    - Immune to taunt. Main tank death was a wipe.

    Gluth:
    - Immune to taunt. Tanks could tank swap using his fear by purposefully allowing the main tank to be feared.
    - 5 minute 30 second berserk, down from eight minutes.
    - Frenzy only removable by tranq shot.

    Thaddius:
    - Two seconds before polarities began dealing damage, down from four seconds at 80.
    - Feugen has a mana burn aura.
    - Stalagg always causes a crushing blow when meleeing.

    Instructor Razuvious:

    - Disrupting shout mana burns 4,000 mana and deals damage equal to twice the mana burned, instant kill for healers and casters.
    - Death knight understudies were immune to mind control for 45 seconds after being released or broken.
    - No knife throw.

    Gothik the Harvester:
    - Not an encounter change, but extremely limited AoE threat in vanilla greatly increased this encounter's difficulty.
    - This fight at 60 was designed to be impossible without CC-ing a great deal of the enemies.
    - Enemies on the Undead side were immune to magic damage of any kind.
    - Tuning changes mean CC is no longer required to beat the encounter. This fight at 60 was designed to be impossible without CC-ing a great deal of the enemies.

    The Four Horsemen:

    - All four Horsemen were tankable and mobile, Sir Zeliek and Lady Blaumeux melee'd their tank. This meant in practice that six tanks were needed to defeat the encounter. If all six had four piece tier 3 and Nat Pagle's spell hit trinket it was feasible with six. Otherwise most guilds took eight tanks to guard against taunt resists.
    - Marks last 75 seconds, up from 25 seconds. Damage was 0-500-1000-2000-3000-4000-5000-6000-7000 etc.
    - Highlord Mograine <The Ashbringer> was there instead of Baron Rivendare. Identical abilities except Mograine did Fire damage instead of Shadow.
    - Each Horseman cast Shield Wall at 75% and 25% health, reducing damage taken by 75% for 20 seconds. This made focusing down a single Horseman quickly impossible.

    Sapphiron:

    - Immune to taunt. Main tank death was a wipe.
    - Chill snares by 70%, up from 50%.

    Kel'Thuzad:
    - Phase one is roughly two minutes longer, the last two minutes have a much higher spawn rate of mobs than in the level 80 version.
    - Dark Blast from Soldiers of the Frozen Wastes was unresistable.
    - Kel'Thuzad is Immune to taunt.
    - Kel'Thuzad's spell cooldowns on Frost Blast, Chains of Kel'Thuzad, Detonate Mana and Frostbolt Volley were roughly 30% shorter.
    - Kel'Thuzad's single target Frostbolt was unresistable.
    - Frost Blast dealt 130% of the target's maximum HP instead of 104%. Frost Blast could chain infinitely from target to target as long as there remained targets within 12 yards. Frost Blast could target the main tank.
    - Not an encounter change, but lack of AoE healing abilities made a melee frost blast much harder to deal with.
    - Shadow Fissure activated after 3 seconds, rather than 4 seconds.
    - Detonate Mana exploded after 4 seconds, down from 5 seconds, and burned half the target's mana pool, dealing damage equal to double the amount burned.
    - Chains of Kel'Thuzad mind controlled five players, reset all threat and always targeted Kel"Thuzad's tank forcing a dps stop and tank switch.
    - Five Guardians of Icecrown spawned. Guardians were vulnerable to Shackle Undead, but Kel'Thuzad would dispel all shackles if more than three were CC'd.
    - Guardians of Icecrown gained Blood Tap in three ways, instead of just gaining it over time. Guardians also gained a stack of Blood Tap on switching targets and on killing a player, in addition to gaining Blood Tap over time. This meant the encounter could rapidly escalate out of control.
    Last edited by Nitros14; 2017-11-27 at 01:49 AM.

  7. #67
    Quote Originally Posted by Nitros14 View Post
    To be fair, mechanics are meaningless when they don't do anything (LFR).
    I agree, but they seem to actually matter enough to wipe raids (specifically end bosses like KJ) until they stack Determination enough/have a few good carries, especially early on. Mechanics in Vanilla were also not really going to do much either with the exception of like Chromaggus/Nef... I mean, I have really fond memories of playing Rogue in MC on Baron Geddon. Half the fight was AFK in the group with ranged using your ranged weapon. Zzzz. I think the Magmadar corehound trash had more mechanics than most of MC tbf.

  8. #68
    In terms of mechanics, original green dragons were a joke. Sorry, they were.

    There were no big green sleep puddles that traveled faster than your character did or humongous shadow circles that pinched entire groups.

    If we're talking mechanics, those today are much more "unfair", but it's counteracted by the fact that, even if you die a few times, you can still keep ragging on them over and over again until they die, so in the end, their difficulty doesn't really make them impossible to kill or anything.

    These new green dragons also have taught me that we need more dragon bosses, because we've gone so long without them that most tanks have no idea that tanking a boss in such a way that melee can only stand behind it doesn't work with a huge tail whip that will damage a player and throw them right back into a sleep puddle.

  9. #69
    LFR is a bad way to teach players how to play. Before LFR we had dungeons with teeth, and you learned how to play by doing dungeons. By the time you made it to a raid, you had beaten many dungeons, learned about threat, CC and mechanics, and you were a useful player.

    These days people get sent into toothless dungeons which they aoe down on the run, then they do LFR which they they aoe down on the run. Then one day they get into an actual raid, or a mythic+ and they are beyond useless.

    LFR is a garbage feature. It could be replaced by a cut scene. Have your story, have your free loot.

  10. #70
    Quote Originally Posted by Spazlord View Post
    LFR is a bad way to teach players how to play. Before LFR we had dungeons with teeth, and you learned how to play by doing dungeons. By the time you made it to a raid, you had beaten many dungeons, learned about threat, CC and mechanics, and you were a useful player.

    These days people get sent into toothless dungeons which they aoe down on the run, then they do LFR which they they aoe down on the run. Then one day they get into an actual raid, or a mythic+ and they are beyond useless.

    LFR is a garbage feature. It could be replaced by a cut scene. Have your story, have your free loot.
    oh great more hyperbole. this subforum should simply be called hyperbole - wow

    for a start i don't think dungeons had teeth until tbc heroics. thats when they really were a challenge.

    the lfr might not be a challenge or even hard if you have semi competent ppl healing and carrying the whole raid. what it does let you do is practice a rotation in a raid setting, definitely a blessing for ppl wanting to get into raid healing, or even tanking raids, something you don't really get from running 5 mans, different group size, different boss flows. doesn't matter if you don't wipe 100 times what matters is you get the hang of what you need to be doing. and hopefully that transfers over when you go into a real challenge.

    i dunno about you but thats how i caught up with my rotations, i didn't play during wod, i needed a refresher, hopped in the lfr, oh right thats my rotation, great, got a good feel for that, now onto the harder stuff. did the same when i wanted to play disc as well, practice healing all the ppl failing in the lfr. you know without having to cause problems and multiple wipes on an actual guild raid.

    the lfr might be garbage for you, but for me, i can learn new classes, new specs, ppl who have no time to raid with a guild get to raid, even blizzard just wanted it as a way for ppl who don't care about raiding to see the story content.

    watching a cut scene isn't going to let you gain the muscle memory you need to manage your rotations now is it?

    its like everyone has a one track mind 'ezmode>freeloot>mah epux'. not really what matters in the grand scheme.
    Last edited by Heathy; 2017-11-25 at 02:03 PM.

  11. #71
    I mean, couldn't you learn new classes and specs on a target dummy? LFR bosses are basically target dummies.

    What's the difference between a youtube video and LFR for the story content?

  12. #72
    Quote Originally Posted by Nitros14 View Post
    I mean, couldn't you learn new classes and specs on a target dummy? LFR bosses are basically target dummies.

    What's the difference between a youtube video and LFR for the story content?
    your not actually playing your class, its the same reason why you don't watch a video then instantly first time a new boss, sometimes you might get lucky, but for the most part YOU still have to perform the actions that leads to your success.

    target dummies don't really put you in any dynamic situations, even if the damage is low there is still a dynamic missing that you get from a boss encounter that you don't get just standing in front of a dummy that isn't moving.

    for example you can't practice healing 30 ppl who are randomly taking damage, with target dummies. you can't really practice what you need to be doing as a tank, you can watch a video sure, but its nice to be able to get in there and try it yourself. even if it is easy its meant to be its practise.

    honestly though what is quite funny is that the LFR isn't actually that easy to heal, the level of fuck up is so extreme, healing the LFR is sometimes harder than healing a guild heroic run. i'd even go as far as to say that the LFR is only easy because the healing carries it. if the healers are as shit as the average shitty lfr raider, nothing is going to die.
    Last edited by Heathy; 2017-11-25 at 11:09 PM.

  13. #73
    I'm really looking forward to the 40-mans again.

    Fights like Razorgore, C'thun and Four Horsemen where the raid is all split up into a bunch of different groups doing different things.

  14. #74
    Quote Originally Posted by Gavll View Post
    Just wait until you get to Naxx when consumables are literally mandatory to beat some bosses.

    Try beating Loatheb without Greater Shadow Prot potions, Tubers, Bandages, Healthstones. Loatheb's shadow damage is unresistable, you have to use prot pots

    Same goes for 4HM.

    Oh and C'thun. You need prot pots there too. And Viscidus...
    We didn't use prot pots for C'thun..... but it wasn't easy.

  15. #75
    Quote Originally Posted by Nitros14 View Post
    Here I'll bite, since I'm excited about classic.

    These are the 40-man instance bosses.

    Molten Core: Very basic raid.
    Lucifron: Pick up adds, Dealing with mind controlled players, decursing.
    Magmadar: AoE fear, move out of fire, frenzy dispellable by hunters with tranq shot.
    Gehennas: Pick up adds, move out of fire, decursing.
    Garr: Lots of adds CC some of them tank others, heavy knockbacks.
    Baron Geddon: One person is the bomb, dispelling, move out of fire.
    Shazzrah: Boss drops threat and teleports often, raid can't be in melee range. Decursing.
    Sulfuron Harbinger: Adds need to be dragged out of LOS of the other adds and killed one by one.
    Golemagg the Incinerator: Adds need to be tanked away from the boss but not too far away.
    Majordomo Executus: Lots of adds, need to CC some tank others. Sometimes the adds reflect damage. Move out of fire.
    Ragnaros: Knocks you back and does fire damage. Reduces weapon durability when hitting him. Lots of adds, CC some, tank others.

    Blackwing Lair: A little more complex now.
    Razorgore the Untamed: One player controls the mind controlled boss and destroys eggs for 5 minutes. The rest of the raid deals with enormous numbers of adds. Melee orcs are kited around forever by tanks, caster orcs are killed by dps, large dragonkin are CC'd for the encounter duration. Phase 2 tanks swap when Razorgore confuses them with fire breath.
    Vaelastrasz the Corrupt: Tail slap, cleave, fire breath, huge pulsing fire damage. All players have infinite mana/energy/rage for 3 minutes. Vaelastrasz causes one player to do a bunch more damage then explode and die every 15 seconds. Every third cast targets his tank. The next tank must be second on threat as the prior tank explodes because Vaelastrasz is taunt immune. Vaelastrasz must die by around 3 minutes or healers go OOM.
    Broodlord Lashlayer: Has an obnoxious respawning trash gauntlet. Taunt immune and drops threat often. Mortal strikes his tank for a huge amount. Knockbacks all players with fire damage often.
    Firemaw: Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Does constant stacking fire damage to all players in LOS, must hide out of LOS to reset debuff.
    Ebonroc:Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Constant taunt swaps needed due to debuff applied to tank that heals Ebonroc when he attacks.
    Flamegor:Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Must be constantly tranq shot'd by a hunter rotation or will berserk and do enormous raid wide damage.
    Chromaggus:Constantly applies one of five debuffs to the raid of various types. If a player gains all five debuffs they become mind controlled and gain 10,000% hp and 500% damage. Raid must hide out of LOS for his raid wide aoes. Frenzy dispellable by hunters with tranq shot. Enrages for 50% more damage at 20% health. This is the boss decursive was invented for.
    Nefarian: First phase 42 adds rapidly spawn two at a time with little health, tanking challenge to pick them up, dps challenge to keep up. Nefarian is untargetable and mind controls and fears random players. Second phase entire raid must have onyxia scale cloak or immunity to avoid being one shot. Nefarian is taunt immune and has frontal breath, cleave, tail slap, aoe fear and dispellable 75% healing reduction on his tank. Nefarian uses one of eight abilities every 30 seconds based on player classes:
    Mage: Randomly polymorphs players in the raid for 30 seconds, including the tank. Dispellable.
    Warlock: Summons infernal adds that AoE stun on impact and do aoe fire damage.
    Priest: All healing done by priests no longer heals and instead deals damage to the player targeted for 30 seconds.
    Paladin: Nefarian becomes immune to physical abilities for 30 seconds. Casters beware overaggro.
    Rogue: All rogues are teleported in front of Nefarian and rooted in place for 30 seconds.
    Druid: All druids are stuck in cat form for 30 seconds.
    Warrior: All warriors are stuck in berserker stance for 30 seconds and take 30% more damage on top of berserker stance.
    Shaman: Spawn an enormous number of totems that buff Nefarian, including corrupted healing totem and corrupted windfury totem. Have little HP can be killed.
    Hunter: All equipped ranged weapons are immediately broken.

    At 20% health Nefarian reanimates all 42 adds from phase 1 to attack the raid, all his abilities continue as normal.
    Nefarian enrages for extra damage at 5% health.

    Ahn'qiraj: A few fairly complex fights now. First 40-man raid to feature enrage timers.
    The Prophet Skeram: Spams earth shock on his target for enormous damage when outside melee range. Often mind controls his current tank. Pulsing arcane damage to melee. Often teleports and resets threat. At 66% and 33% health spawns two clones of himself with the same abilities and damage but far less health.
    Silithid Royalty: Council fight, heal to full when one member dies. Gives different loot based on final boss killed. 15 minute enrage timer.
    Princess Yauj: AoE fear that wipes threat. Casts a heal on the council, must be interrupted. On death spawns a lot of small adds that melee.
    Vem: Charges random raid members and knockbacks. On death causes other council members to frenzy for 50% more damage.
    Lord Kri: Toxic volley on the whole raid, stacking nature damage, dispellable. On death leaves poison clouds that do enormous amounts of damage.
    Battleguard Sartura: Comes with four adds that have the same abilities as her. Knockbacks nearby targets a huge distance. Often drops threat and whirlwinds around the room chasing random players. Moves very quickly, taunt immune while whirlwinding. Frenzies at 20% for 50% more damage. 10 minute enrage timer.
    Fankriss the Unyielding: Has an obnoxious respawning trash gauntlet. Stacking healing debuff on tank, two tanks taunt swap. Occasionally teleports random players into alcoves around the room and roots them, spawning a few small adds to melee them, must be saved by tanks. Often spawns a few Spawns of Fankriss. These have low HP and go berserk after 20 seconds, increasing damage dealt by 1000%.
    Viscidus: Takes 50% less damage. Taunt immune. Poison bolt volley, dispellable. Pulsing nature damage to melee. Spawns poison puddles on ranged. After being hit by 200 frost based attacks Viscidus freezes solid and stops his abilities. If then hit by 75 melee attacks within 15 seconds he will shatter into 1-20 globules of Viscidus (representing 5% of his HP) that spawn around the outside and attempt to reform in the centre. Killing one reduces Viscidus' hp by 5%. On reforming, Viscidus resets threat. Once reduced to 1% hp must be shattered to kill him.
    Princess Huhuran: Nature resist fight. Frenzy dispellable by hunters with tranq shot. Targets random ranged players with nature damage+silence that splashes to nearby players. Targets random melee players with nature damage+sleep that splashes to nearby players. Stacks a dot on her tank and is taunt immune, requiring the second tank to pull aggro to reset the dot. At 30% health enters a burn phase with 100% increased attack speed and constant high nature damage to the closest 15 players.
    Twin Emperors: Two boss fight, both taunt immune, shared health. If within 60 yards of each other the Twins heal each other for 120,000 per second. Every 30-40 seconds the Twin Emperors switch places and reset threat but do not reset debuffs. Any dots left on a boss during a teleport will likely cause the bosses to be healed to full. 15 minute enrage timer.
    Emperor Vek'nilash: Knockbacks melee. Immune to magic damage. Occasionally hits his tank extremely hard and reduces defence skill by 100 for 6 seconds. Occasionally causes a few of the critters on the floor to become hostile and gain 10,000% hp and damage.
    Emperor Vek'lor: Immune to physical damage. Spams shadow bolt on his threat target, best tanked by a Warlock with shadow resist. Spawns blizzards on players. Knockbacks anyone in melee range for enormous arcane damage and slows by 70%. Occasionally causes a few of the critters on the floor to explode for huge fire damage.
    Ouro: Taunt immune. Knockbacks melee players. Frontal breath stuns and resets all threat on players hit every 20-25 seconds. Every 90 seconds Ouro submerges for 45 seconds and many quakes chase players around and deal high nature damage to players near them. Quakes eventually turn into scarab adds which melee and fixate on a random player. At 20% health Ouro gains 250% melee damage(!), summons quakes while not submerged, and will not submerge again.
    C'thun: C'thun does not melee and ignores threat. In the first phase you fight the Eye of C'thun, which spams Eye Beam on random players which chains to any player within 12 yards and continues chaining, doubling in damage each chain. This makes the pull extremely precarious while the raid is running into the room. C'thun often spawns claw tentacles with low HP which cast hamstring and snare players. Every 45 seconds the Eye of C'thun will spawn eight Eye Tentacles with low HP around the room which spam mind flay on random players until interrupted, then the Eye of C'thun will stop casting Eye Beam and begin rotating Dark Glare around the room. The Dark Glare instantly kills any player hit and moves fast enough to overtake players snared by Claw or Eye Tentacles. After 45 seconds of Dark Glare C'thun spawns another set of eight Eye Tentacles and begins spamming Eye Beam for 45 seconds again.

    When the Eye of C'thun dies the Body of C'thun spawns. The Body of C'thun has no abilities and takes 99.9% reduced damage. C'thun continues to spawn Claw Tentacles often, and eight Eye Tentacles every 45 seconds.

    C'thun will also target random players with a Giant Claw Tentacle every 45 seconds that deal high damage when they spawn. Giant Claw Tentacles can thrash for three additional melee attacks and if not tanked heal to full health, teleport to a random player and deal high damage to them.

    C'thun will also spawn a Giant Eye Tentacle every 45 seconds on an offset timer with Giant Claw Tentacles. These spam Eye Beam from phase 1 if not interrupted.

    C'thun will also spawn a Mouth Tentacle every 10 seconds which drops a random player into C'thun's stomach. Players in C'thun's stomach take a stacking nature dot and can leave by the raised platform outside the stomach acid. There are two Stomach Tentacles in the stomach which have no abilities and when killed cause C'thun to become weakened for 45 seconds. While weakened C'thun does not spawn any tentacles and takes full damage from attacks. After 45 seconds C'thun regrows his Stomach Tentacles, becomes immune to damage again and continues his Tentacle spawns.


    Naxxramas
    You're probably familiar with the 80 version, but here's a changelog from that. The instance was also far more harshly tuned than the 80 version, Kel'Thuzad's frostbolt volley for example would take most players down to 20-30% HP. Many abilities hit for the same at 60 and 80 such as Locust Swarm and Void Zone.
    Don't even try, these people will never admit that vanilla raids were difficult, because difficulty means addon telling you what the boss is doing and that you should move away from that circle on the ground, because there is going to be AOE.

  16. #76
    Deleted
    Quote Originally Posted by The Man in Room V View Post
    I wouldn't be surprised if they beefed up the bosses with additional mechanics to bring them up to modern standards.
    Yeah becouse they are total different from current bosses. Legion bosses have more complex mechanics but you can easly ignore them anyway.

  17. #77
    Quote Originally Posted by Nitros14 View Post
    Here I'll bite, since I'm excited about classic.

    These are the 40-man instance bosses.

    Molten Core: Very basic raid.
    Lucifron: Pick up adds, Dealing with mind controlled players, decursing.
    Magmadar: AoE fear, move out of fire, frenzy dispellable by hunters with tranq shot.
    Gehennas: Pick up adds, move out of fire, decursing.
    Garr: Lots of adds CC some of them tank others, heavy knockbacks.
    Baron Geddon: One person is the bomb, dispelling, move out of fire.
    Shazzrah: Boss drops threat and teleports often, raid can't be in melee range. Decursing.
    Sulfuron Harbinger: Adds need to be dragged out of LOS of the other adds and killed one by one.
    Golemagg the Incinerator: Adds need to be tanked away from the boss but not too far away.
    Majordomo Executus: Lots of adds, need to CC some tank others. Sometimes the adds reflect damage. Move out of fire.
    Ragnaros: Knocks you back and does fire damage. Reduces weapon durability when hitting him. Lots of adds, CC some, tank others.

    Blackwing Lair: A little more complex now.
    Razorgore the Untamed: One player controls the mind controlled boss and destroys eggs for 5 minutes. The rest of the raid deals with enormous numbers of adds. Melee orcs are kited around forever by tanks, caster orcs are killed by dps, large dragonkin are CC'd for the encounter duration. Phase 2 tanks swap when Razorgore confuses them with fire breath.
    Vaelastrasz the Corrupt: Tail slap, cleave, fire breath, huge pulsing fire damage. All players have infinite mana/energy/rage for 3 minutes. Vaelastrasz causes one player to do a bunch more damage then explode and die every 15 seconds. Every third cast targets his tank. The next tank must be second on threat as the prior tank explodes because Vaelastrasz is taunt immune. Vaelastrasz must die by around 3 minutes or healers go OOM.
    Broodlord Lashlayer: Has an obnoxious respawning trash gauntlet. Taunt immune and drops threat often. Mortal strikes his tank for a huge amount. Knockbacks all players with fire damage often.
    Firemaw: Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Does constant stacking fire damage to all players in LOS, must hide out of LOS to reset debuff.
    Ebonroc:Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Constant taunt swaps needed due to debuff applied to tank that heals Ebonroc when he attacks.
    Flamegor:Tank must wear an onyxia scale cloak or be one shot by frontal breath. Drops threat often. Must be constantly tranq shot'd by a hunter rotation or will berserk and do enormous raid wide damage.
    Chromaggus:Constantly applies one of five debuffs to the raid of various types. If a player gains all five debuffs they become mind controlled and gain 10,000% hp and 500% damage. Raid must hide out of LOS for his raid wide aoes. Frenzy dispellable by hunters with tranq shot. Enrages for 50% more damage at 20% health. This is the boss decursive was invented for.
    Nefarian: First phase 42 adds rapidly spawn two at a time with little health, tanking challenge to pick them up, dps challenge to keep up. Nefarian is untargetable and mind controls and fears random players. Second phase entire raid must have onyxia scale cloak or immunity to avoid being one shot. Nefarian is taunt immune and has frontal breath, cleave, tail slap, aoe fear and dispellable 75% healing reduction on his tank. Nefarian uses one of eight abilities every 30 seconds based on player classes:
    Mage: Randomly polymorphs players in the raid for 30 seconds, including the tank. Dispellable.
    Warlock: Summons infernal adds that AoE stun on impact and do aoe fire damage.
    Priest: All healing done by priests no longer heals and instead deals damage to the player targeted for 30 seconds.
    Paladin: Nefarian becomes immune to physical abilities for 30 seconds. Casters beware overaggro.
    Rogue: All rogues are teleported in front of Nefarian and rooted in place for 30 seconds.
    Druid: All druids are stuck in cat form for 30 seconds.
    Warrior: All warriors are stuck in berserker stance for 30 seconds and take 30% more damage on top of berserker stance.
    Shaman: Spawn an enormous number of totems that buff Nefarian, including corrupted healing totem and corrupted windfury totem. Have little HP can be killed.
    Hunter: All equipped ranged weapons are immediately broken.

    At 20% health Nefarian reanimates all 42 adds from phase 1 to attack the raid, all his abilities continue as normal.
    Nefarian enrages for extra damage at 5% health.

    Ahn'qiraj: A few fairly complex fights now. First 40-man raid to feature enrage timers.
    The Prophet Skeram: Spams earth shock on his target for enormous damage when outside melee range. Often mind controls his current tank. Pulsing arcane damage to melee. Often teleports and resets threat. At 66% and 33% health spawns two clones of himself with the same abilities and damage but far less health.
    Silithid Royalty: Council fight, heal to full when one member dies. Gives different loot based on final boss killed. 15 minute enrage timer.
    Princess Yauj: AoE fear that wipes threat. Casts a heal on the council, must be interrupted. On death spawns a lot of small adds that melee.
    Vem: Charges random raid members and knockbacks. On death causes other council members to frenzy for 50% more damage.
    Lord Kri: Toxic volley on the whole raid, stacking nature damage, dispellable. On death leaves poison clouds that do enormous amounts of damage.
    Battleguard Sartura: Comes with four adds that have the same abilities as her. Knockbacks nearby targets a huge distance. Often drops threat and whirlwinds around the room chasing random players. Moves very quickly, taunt immune while whirlwinding. Frenzies at 20% for 50% more damage. 10 minute enrage timer.
    Fankriss the Unyielding: Has an obnoxious respawning trash gauntlet. Stacking healing debuff on tank, two tanks taunt swap. Occasionally teleports random players into alcoves around the room and roots them, spawning a few small adds to melee them, must be saved by tanks. Often spawns a few Spawns of Fankriss. These have low HP and go berserk after 20 seconds, increasing damage dealt by 1000%.
    Viscidus: Takes 50% less damage. Taunt immune. Poison bolt volley, dispellable. Pulsing nature damage to melee. Spawns poison puddles on ranged. After being hit by 200 frost based attacks Viscidus freezes solid and stops his abilities. If then hit by 75 melee attacks within 15 seconds he will shatter into 1-20 globules of Viscidus (representing 5% of his HP) that spawn around the outside and attempt to reform in the centre. Killing one reduces Viscidus' hp by 5%. On reforming, Viscidus resets threat. Once reduced to 1% hp must be shattered to kill him.
    Princess Huhuran: Nature resist fight. Frenzy dispellable by hunters with tranq shot. Targets random ranged players with nature damage+silence that splashes to nearby players. Targets random melee players with nature damage+sleep that splashes to nearby players. Stacks a dot on her tank and is taunt immune, requiring the second tank to pull aggro to reset the dot. At 30% health enters a burn phase with 100% increased attack speed and constant high nature damage to the closest 15 players.
    Twin Emperors: Two boss fight, both taunt immune, shared health. If within 60 yards of each other the Twins heal each other for 120,000 per second. Every 30-40 seconds the Twin Emperors switch places and reset threat but do not reset debuffs. Any dots left on a boss during a teleport will likely cause the bosses to be healed to full. 15 minute enrage timer.
    Emperor Vek'nilash: Knockbacks melee. Immune to magic damage. Occasionally hits his tank extremely hard and reduces defence skill by 100 for 6 seconds. Occasionally causes a few of the critters on the floor to become hostile and gain 10,000% hp and damage.
    Emperor Vek'lor: Immune to physical damage. Spams shadow bolt on his threat target, best tanked by a Warlock with shadow resist. Spawns blizzards on players. Knockbacks anyone in melee range for enormous arcane damage and slows by 70%. Occasionally causes a few of the critters on the floor to explode for huge fire damage.
    Ouro: Taunt immune. Knockbacks melee players. Frontal breath stuns and resets all threat on players hit every 20-25 seconds. Every 90 seconds Ouro submerges for 45 seconds and many quakes chase players around and deal high nature damage to players near them. Quakes eventually turn into scarab adds which melee and fixate on a random player. At 20% health Ouro gains 250% melee damage(!), summons quakes while not submerged, and will not submerge again.
    C'thun: C'thun does not melee and ignores threat. In the first phase you fight the Eye of C'thun, which spams Eye Beam on random players which chains to any player within 12 yards and continues chaining, doubling in damage each chain. This makes the pull extremely precarious while the raid is running into the room. C'thun often spawns claw tentacles with low HP which cast hamstring and snare players. Every 45 seconds the Eye of C'thun will spawn eight Eye Tentacles with low HP around the room which spam mind flay on random players until interrupted, then the Eye of C'thun will stop casting Eye Beam and begin rotating Dark Glare around the room. The Dark Glare instantly kills any player hit and moves fast enough to overtake players snared by Claw or Eye Tentacles. After 45 seconds of Dark Glare C'thun spawns another set of eight Eye Tentacles and begins spamming Eye Beam for 45 seconds again.

    When the Eye of C'thun dies the Body of C'thun spawns. The Body of C'thun has no abilities and takes 99.9% reduced damage. C'thun continues to spawn Claw Tentacles often, and eight Eye Tentacles every 45 seconds.

    C'thun will also target random players with a Giant Claw Tentacle every 45 seconds that deal high damage when they spawn. Giant Claw Tentacles can thrash for three additional melee attacks and if not tanked heal to full health, teleport to a random player and deal high damage to them.

    C'thun will also spawn a Giant Eye Tentacle every 45 seconds on an offset timer with Giant Claw Tentacles. These spam Eye Beam from phase 1 if not interrupted.

    C'thun will also spawn a Mouth Tentacle every 10 seconds which drops a random player into C'thun's stomach. Players in C'thun's stomach take a stacking nature dot and can leave by the raised platform outside the stomach acid. There are two Stomach Tentacles in the stomach which have no abilities and when killed cause C'thun to become weakened for 45 seconds. While weakened C'thun does not spawn any tentacles and takes full damage from attacks. After 45 seconds C'thun regrows his Stomach Tentacles, becomes immune to damage again and continues his Tentacle spawns.


    Naxxramas
    You're probably familiar with the 80 version, but here's a changelog from that. The instance was also far more harshly tuned than the 80 version, Kel'Thuzad's frostbolt volley for example would take most players down to 20-30% HP. Many abilities hit for the same at 60 and 80 such as Locust Swarm and Void Zone.
    Good stuff!

  18. #78
    Bunch of people going to be shocked when they get their shit pushed in because they have no idea what aggro is actually like, or how important CC is, or how unforgiving those "easy" mechanics are.

  19. #79
    The Undying Lochton's Avatar
    10+ Year Old Account
    Join Date
    Apr 2010
    Location
    FEEL THE WRATH OF MY SPANNER!!
    Posts
    37,545
    Quote Originally Posted by Schmilblick View Post
    Those are ones of the shittiest boss designs in the game, it's just full stun and fear, full unavoidable aoe damage and full of "take-that-boss-in-the-corner" mechanics.
    Nope, that is about that if not worse.
    FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..

  20. #80
    Quote Originally Posted by Schmilblick View Post
    Those are ones of the shittiest boss designs in the game, it's just full stun and fear, full unavoidable aoe damage and full of "take-that-boss-in-the-corner" mechanics.
    As someone who has fought both incarnations of these bosses, yes, they are accurate. If you don't like it, stick to retail.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •