Whenever I see C'thun on a list like this I think people confuse broken with hard.
Exactly which make this thread almost completely and totally pointless, but we see it time and time again.
With comments like "OMG bosses are so easy now" and "Bosses are so under tuned these days".
Loads of bosses on this list where gated through gear, 4HM required 8 people with T3 4 part bonus for example, or where bugged.
Firefighter counting from the second Ulduar opened really? This is fair comparison?
And does anyone think that guilds raided 18 hrs a day in Vanilla for 5 days when a boss was released? Really? Does anyone think that?
Where guilds back then running Heroic Raids with alts and funnelling gears to mains?
The ignorance that these threads generates amazes me.
Even though we are never going to get this data I would love to know how many pulls these bosses took once they had been "unlocked", "fixed", "had the gear required (4HM)", that to me would be more of a reflection of difficulty than this and even this would have issues as the gear level when trying Sha was much higher that it would of been (comparatively) when guilds where trying heroic Rag for the first time.
You guys can't read.
DISCLAIMER: This thread is not trying to measure difficulty.
Because it lists the boss/progress that unlocks the boss in question.
In order to access Tempest Keep you had to kill Magtheridon, and once you could get into TK you could go directly to either of the first 3 bosses (where Solarian was without a doubt the hardest) whereas in BWL you had to kill the 5 first bosses in order to get to Nefarian.
High Astromancer Solarian is a funny boss, because she went through four seperate incarnations.(where Solarian was without a doubt the hardest)
The first one with 5 million HP, front arc missiles and ignoring arcane resistance. That version wasn't killed.
The second one with arcane missiles that could hit the entire raid and 2 million less HP, still ignoring arcane resistance that Death Wish got their world first on and Nihilum complained they would've gotten it if they'd known about the nerf.
Then the third version with arcane resistance 'much more effective vs Solarian's spells' that led to the rise of the arcane resist tanks for wrath of the astromancer.
Then the final version you see today with Wrath of the Astromancer turned from a dangerous mechanic into a simple geddon bomb.
Mind you all of tier 5 was like a live beta. Like Kael'thas building aggro on the healers from phase 1-3 and then one shotting them all when phase 4 started (back when bosses were almost always immune to taunt).
Last edited by Nitros14; 2012-11-26 at 10:27 AM.
Although these articles are a fun read, I am not sure that this is a good representation of raiding in those days. I then was in a raiding guild (3 days a week for 3 hours) and the problems were mostly not tactics (positioning and tasks) but people management (execution, availability, dc's).
also, i dont quite get why some ppl are so anxious about putting amount of pulls in here too, it doesnt prove a single thing, its the time spent that is the most important, it is the time spent that decides on whether or not you get a world first, not the amount of pulls
yeah it's pretty cool how by page 4 everyone is already ignoring the caveat in the OP and conflating difficulty with 'not being killed the longest'. Oh well, MMO-C forums for ya.
EDIT:
Holy crap that's like cheating.One of the nice features of CT_raidassist is that is has an adjustable healer mana conservation option. In my case, I have it set to 85% so that if the target of my heals has over 85% health left, CT_raidassist will interrupt my Flash Heals just before they go off. With a whole raid equipped this way, it allows multiple healers to spam heals on one person without wasting any mana with overheals. It's very nice.
Last edited by Heenk; 2012-11-26 at 01:37 PM.
No shit? It was removed for a reason and yet people still claim that Vanilla had no addons or they were oh-so-useless. You could also have spells auto-cast upon moving, so you would automatically dispel any debuffs without actual player input. Addons could automatically target most hurt person in party/raid.
It was all broken in one major patch. Later on, it was repeated with AVR, which was also "too good" of an addon.
4h requiring 8 warriors in 4 piece is a huge myth.
If Blizzard would setup a Vanilla realm (NaxxPatch) and let all the topguilds in (let's assume they would have 40 people), you would have T1, 2 and AQ40 cleared up to and with Huhuran within a week (inculding leveling) as you can kill those with D1 equivalent gear and the drops that comes from the clearing of these raids.
It were just different times back then, nothing hard about it. It was all about finding 40 crazy people, borked (not the guild) mechanics and content blockers like resist gears (that actually weren't that blocking, besides Viscidius and Sapphiron, as you could smash MC/BWL and Huhuran with the easy obtainable resist gear). Don't know how long it would take to clear AQ40 and Naxxramas, but looking back at the "easy" Boss that was C'thun after fixing, and most Naxx40 bosses were more or less a joke, prolly 3-4 weeks, depending how forgiving the loot god is.
That is ofc for guilds that have the current progress mindset.
Yeah, a 6 tank rotation was actually doable.
Hey come on, 4 guilds. Still presumably intensely difficult.Yeah sha of fear is so easy that only 2 guild in the world have actually downed it...
Without reading much of the thread:
It turns out that when Blizzard tunes raid bosses to be impossible to kill no matter how much gear from that expansion you have (I'm looking at you C'Thun), it takes a really long time to kill them before Blizzard tries to remove the block
A lot of these Vanilla/BC ones took a long time because Blizzard added artificial longevity on raids through complete blocks. The old "guild killers" back in the day were because you needed everyone geared a certain way. Now "guild killers" are more likely to happen because of mechanics
Just preface all my posts with "Well, I didn't read the thread, but..."
Fixed a bug allowing Reaper to Shadow Step to unintended locationsOriginally Posted by Obi-Wan Kenobi
Minor text fixes
yeah I mean on the scriptcraft server when I played on there for a bit there was basically like 3-4 guilds that basically smashed through everything pre AQ (Gates weren't open yet) and then when the gates opened I think they cleared up to twin emps pretty quick.