Pugging solely for the purpose of loot was never the social utopia you're imagining. Social experiences tend to be more social when people aren't someone you'll probably never play with again - ie not pugs.
I don't get your angle on this at all. What do you want? Raiding to be social, but people to be disposable, and also to have infinite time, all at once?
As the argument round here always goes puggers pug because they don't have the time, they can't commit to regular lengthy play sessions. They don't have time to waste wiping on bosses that are already in the farm period.
I'm not sure what you want from the game?? You want people to be social, but we're talking about consistent pugging, which makes any interaction fleeting. You don't want people to be hardcore, but you want them to have infinite time to wipe on bosses.
It sounds a lot like you want everyone to be back in college, and new to the game. That's over dude, let it go.
It's definitely a challenging boss. It's very controlled in terms of swapping phases correctly, and then completing phase 3 correctly. If you don't remove stacks of P1, people will die on the transition, too high DPS and you need to just stop damaging it. P2 needs to transition smoothly as well, having multiple adds up makes it rough to get everything under control. P3 is challenging, being able to do the soaks whilst dealing with everything else, if one goes off it's likely a wipe.
We're now 3/10 Mythic and it was more challenging to us than any of Shriekwing, Altimor or Hungering Destroyer. We had just over 100 wipes on it before it eventually died.
Dristereau - Axxolentus - Infernus - Sequentia - Nulo - Desterrar
Silvermoon - Shadowsong/Aszune - Tarren-Mill/Dentarg (SL Mage Tower: 29/36)
Not played SL, but the hardest boss I've successfully pugged on Heroic was probably KJ back in early ToS.
How does Sire compare to that fight?
I am going to go with he is basically a massive HP spong that isn't very difficult and has few mechanics but if you mess up like 66% of those mechanics you die. Not damage taken but dead. Even though they are all fairly straightforward and easy to id and avoid. Don't get your stacks down in phase one right? Don't make it to the middle dead. But at the sametime if everyone is knocking all their stacks off all the time, well, probably dead too but as a group. Communication could fix this but we know how that goes.. don't want to say anything because it might expose you for not knowing and getting kicked or everyone is so "elite" and "10/10 mythic" that they don't need to but don't realize something simple like.. kill the adds? Round two if you get hit with the knock back, good chance you dead as you fly off the side, adds up as you are going into the last phase? Yeah, probably dead. Don't soak right in the final phase? Some people are dead. When you toss in the length of time it takes to burn though his HP pool people that are doing the fight in a slightly different way for the first time will make mistakes. People trying to "pump" because the bar size matters a lot in a pug probably miss a few of these simple things and die. Random brain farts are given more opportunity to occur. Then top it off with every wipe, even the first one, is going to see like 3-4 people bounce because we all know pugs are suppose to be "one shot or bust" groups. Oh, and mentioning that.. everyone advertises their groups as "one shot" "guild group" "9 out of 10 mythic lead main" type shit that makes everyone bounce when it is obvious the guy advertising that is a self ear bitter.
I undoubtedly missed a few things but you get the jist.
people cant play proper without someone calling stuff out. they got used to stuff being called out. at this point in the game it is all about being a human dbm and you are gtg. the lack of audible guidance is what breaks more complex fights.
Last edited by Magneto; 2021-03-12 at 12:05 PM.
killed sire the third week into opening. had average ilvl of 203. if you are in a group of nothing but aotc's and you wipe repetedly, then its clear half your group paid for a denathrius kill, and prob still dont know mechanics.
I play tank and i've noticed when I started pugging it (we dont do hc reclears anymore but I still need trinket), its often very easy cuz I'm know exactly what todo and have memorized all the timings and shit. Usually takes at most 3 attempts unless the group is shit and then I just leave cuz not even 20 tries will kill it.
Which makes me able to not only instruct the other tank but mostly carry that whole aspect.
When I pug on my alt dps... Its a true nightmare, from positioning of adds in p1 to moving boss trough mirrors, buffing adds at all, retarded p3 position for just about everything from shattering, to ravage to hands to orbs...
It's the PUG part. IF you don't know who you're grouping with, you're gonna check if at least they're able to do what's required. Doesn't happen in organized groups/guilds.
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Simply because if you overgear the fight and know what you're doing, and you're basically a full group with 4 new people, they won't impact the fight at all, especially if they die in p1 immediately.
If your group is made of completely random people, it's another story. I've yet to get the curve mostly because i don't play much and the more i wait the harder it becomes to get in a group. Last time i found a good one but it was a fresh clear, and i managed to do 9/10 before logging out.
Non ti fidar di me se il cuor ti manca.
Because timings are incredibly important on sire and that gets messy with varying players and gear over time, for a kill leader needs to be on top of the ball and everyone needs to be ready to respond to the leaders ques. It often takes a wipe or two for everyone to realize where they're at on timings and what they can and can't do.
If you knew the candle was fire then the meal was cooked a long time ago.
I'm just reaching this fight and might form my own group to do it. I'm realizing I'm gonna have to check logs really carefully but in general most fights are tuned to be easier in large groups. Small groups IMO have to pay "logistics tax."
I might wind up doing my preferred raid size, 2/4/12-14. 4 Healers really spreads out tank healing while still having a manageable number of cats to herd.
Raid bosses will always be very similar so long as encounter design requires DPS to always be pumping 100%.
All our players except one got sire aotc in a full guild run. We killed it 2 times with the same players, but third kill we started struggling, with the same players who already killed it 2 times before. I think it is mostly burn out that caused this issue for us, people just not trying as hard as before they had aotc.
#TeamLegion #UnderEarthofAzerothexpansion plz #Arathor4Alliance #TeamNoBlueHorde
Warrior-Magi
It is similar. The difference is: KJ was nerfed by gear pretty hard and once you start clearing mythics, you overgear him and any mistakes are compensated by gear. Sire is ruthless. One mistake and you're flying into abyss. Another difficulty is multiple timers which depend on his HP. As your raid gears up, those timers shift which means that you have to invent new strategy every week and until you do that, you'll wipe, because things overlap in a wrong way.