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.