World Of Warcraft, WoW Hand Armor

Tuesday, 18 June 2013

Throne of Thunder: Dark Animus (10)

darkanimus_672
The Dark Animus encounter is a very different fight and seems very chaotic as in addition to the boss there are a large number of adds called golems and killing a golem causes the nearest inactive golem (including the boss) to activate. This is because of Anima, the resource that animates the golems and the boss.
  • 25 Anima Golems (max 4 anima, 4 anima on pull);
  • 8 Large Anima Golems (max 8 anima, 0 anima on pull);
  • 2 Massive Anima Golems (max 36 anima, 0 anima on pull);
  • 1 Dark Animus (max 100 anima, 0 anima on pull);
The Dark Animus has several abilities which are unlocked by Anima level and at 100% he will wipe the raid.

We need to balance killing enough golems to minimise damage while minimising the amount of Anima being transferred to the Dark Animus.

WTF is Anima?
Anima is the energy source of the golems, much like our blood. All types of golems, and the Dark Animus, have Anima pools of different sizes. When one golem is killed, its Anima automatically jumps to the nearest golem who has room in its Anima pool to accommodate the new Anima.

There is always 100 Anima, shared between the boss and the golems.

Anima Golems
There are 25 Anima Golems, these have an Anima pool of 4 and at the start of the fight their pool is full. Anima Golems melee their main aggro target, and they have a single ability, called Acceleration Link. When an Anima Golem is within 2 yards of another Anima Golem, they both receive a damage and attack speed incrase of 250%.

13 of the 25 Anima Golems are disabled these do not attack and cannot be killed and therefore the Dark Animus will start draining them when he becomes active.

Large Anima Golems
There are 8 Large Anima Golems, these have an Anima pool of 8, and they all start out with 0 Anima. When a Large Anima Golem receives 8 Anima, it becomes active, and it uses its only ability, Crimson Wake, a very damaging void zone that lasts for 30 seconds, and fixates on a random raid member, following them.
3 of the Large Anima Golems are disabled these do not attack and cannot be killed and therefore the Dark Animus will start draining them when he becomes active.

Massive Anima Golems
There are 2 Massive Anima Golems, these have an Anima pool of 36 and they all start out with 0 Anima. When a Massive Anima Golem receives any Anima, it becomes active. They have two abilities.
  • Matter Swap: a dispellable 12 second debuff which when dispelled (or after 12 seconds) the victim has their position swapped with the raid member farthest away from them and damage equal to the victim's max HP is split between the two players, the of damage is dependant on the time remaining on the debuff;
  • Explosive Slam: a frontal attack dealing damage to all players within 12 yards that causes them to take increased damage from future Explosive Slams;
There are no disabled Massive Anima Golems

Dark Animus
The Dark Animus has an Anima Pool of 100 and he starts out with 0 Anima. When the Dark Animus receives any Anima, it activates. The Dark Animus 2 main abilities and 3 others that activate at 10, 25 and 75 anima.
  • Siphon Anima: every 6 seconds, he drains 1 Anima from any golems in the room that have Anima;
  • Touch of the Animus: an undispellable DoT cast on a random raid member, which deals Fire damage every 4 seconds;
  • Anima Ring: at 10 Anima he creates a ring of spheres around the tank, which closes in on the target. Coming in contact with a sphere consumes it, applying a stack of a debuff that increases damage taken from melee attacks by 50% for 15 seconds.
  • Anima Font: at 25 Anima he casts this on a random player which causes AoE damage to allies in a small area around them.
  • Interrupting Jolt: at 75 Anima he casts a raid wide AoE attack that also interupts spellcasting AND silences 9 seconds.
Optimal Dark Animus Activation
Before activating the Dark Animus, you want to have a Massive Anima Golem at 36 Anima so it takes the Dark Animus 36 casts of Siphon Anima (3 minutes 36 seconds) to drain all the Anima from that golem, and reach 100 Anima.

The optimal activation is to bring one Massive Anima Golem to 36 Anima, then kill an Anima Golem next to the Dark Animus to activate the boss with 4 Anima.
  • After 24 seconds, the Dark Animus will be at 68 Anima and all adds except the Massive Anima Golem will be deactivated.
  • After 66 seconds, the Dark Animus will be at 75 Anima and he will gain Interrupting Jolt.
  • After 216 seconds, the Dark Animus will have drained all the Anima and he will wipe the raid.
Strategy
This strategy ignores the Large Golems and their annoying Crimson Wake ability which greatly simplifies fight.

At the pull assign a golem to all players (2 to each tank) and stay spread apart.

The Anima Golems need to be killed slowly in order so their Anima jumps to a Massive Anima Golem which will need to be tanked when it activates.

Tank the Massive Anima Golem in the middle of the room killing the Anima Golems near it sso that it fills completely once at this is full the Dark Animus needs to be activated.

Use DPS cooldowns and burn down the Dark Animus while tanking the the Massive Anima Golem.

Dispel Matter Swap after 5 or 6 seconds so the damage is shared equally between the two players. Dispelling too early would cause the victim to take most of the damage, while dispelling too late would cause the victims partner to take most of the damage.

Avoid being hit by Explosive Slam (the affected area on the ground is clearly indicated).

Make sure the tank affected by Anima Ring has a path cleared by a melee DPS so the tank can run out of the ring.

If you are targeted by Anima Font spread out from other raiders.

Do not to cast when Interrupting Jolt is being cast.

DPS Priority
/dance with your Anima Golem until it needs to be killed to fill up the Massive Anima Golem and the do nothing until the boss is activated. Once the boss is activated all DPS focus is on the Dark Animus as we need the Massive Anima Golem alive to give us maximum time.

Healing Concerns
There is nothing overly taxing for healers during the fight, the biggest issue is range on the pull so healers should be evenly spread around the room and for this reason it is safer to run with 3 healers.
However, healers must ensure that they dispel Atter Swap after 5 or 6 seconds and also that they do not get silenced by Interupting Jolt.

Sunday, 16 June 2013

Sunday Screenshot #13

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Tortos, love or hate this fight you have to admit the room is carnage. I’m only thankful that I 10 man raid because the room must feel very claustrophobic on 25 man (and no LFR is not the same).

Saturday, 15 June 2013

Throne of Thunder: Primordius (10)

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Overview

Primordius is a simple single-phase fight, Primordius will take only 75% of your normal damage however, you can buff your stats (and therefore your damage) by standing in red void zones left behind after killing the ooze adds that spawn continuosly during the fight, (they have no aggro table and do not attack players, they simply move to the boss and will buff him when they hit him). This will randomly give you increases in stats, haste, mastery, and critical rating. If you reach 5 stacks of these buffs you will get the Fully Mutated buff enabling full damage to be dealt to Primordius for 2 minutes. Once Fully Mutated you will need to avoid the void zones as they now give you a stat debuff

Abilities

Primordius only has two abilities and a buff.
  • Primordial Strike is a frontal cone attack cast every 20 seconds;
  • Malformed Blood is a stacking debuff that Primordius applies to the tank that deals Nature damage every 3 seconds forcing a tank switch;
  • Mutated Abomination is a buff that causes Primordius to take 25% reduced damage from players not Fully Mutated;
Temporary Abilities

Primordius has an mutation bar which increases slowly over time and speeds up when a Living Fluid reaches him. Whenever the mutation bar reaches 100%, the boss permanently gains a stack of a Evolution, which increases his damage done by 10%, and his mutation is reset to 0. Each time the boss gains a new stack of Evolution, he randomly gains one of the following abilities:
  • Ventral Sacs: a raid-wide AoE ability that deals Nature damage every second.
  • Caustic Gas: causes Primordius to deal a very large amount of Nature damage in a 25 yards radius around him that is shared between all players;
  • Acidic Spines: a single target attack that deals splash damage to players within 10 yards;
  • Volatile Pathogen: places a debuff called Pathogen Glands on random raid members that deals 100k damage per second for 10 seconds;
  • Metabolic Boost: a 50% haste buff that also reduces his ability cooldown by 50%;
  • Erupting Pustules: a non-targeted ranged attack that deals Nature damage in random areas of the room.
Primordius can not have more than 3 of these abilities active at one time and upon gaining the 4th Evolution he will lose the oldest ability.

Living Fluids and Player Buffs

Living Fluid adds will spawn from the edges of the room and simply head straight for the boss. They have very low health and they cannot be stunned or slowed. When it reaches Primordius, the boss gains a certain amount of mutation, pushing him closer to the next level of Evolution.

Killing a Living Fluid leaves behind one of two void zones.
  • >Mutagenic Pools are small red void zones that provide beneficial buffs to players who stand in them;
  • >Volatile Pools are large damaging purple void zones that move slowly towards Primordius, buffing him if they reach him;
Standing in a Mutagenic Pool gives a stack of one of the following buffs (at random):
  • Thick Bones grants a 5% increase in all stats.
  • Clear Mind grants a 10% increase in Mastery.
  • Improved Synapses grants 10% increase in Haste.
  • Keen Eyesight grants a 10% increase in Critical Strike chance.
When a player reaches a combined total of 5 stacks of these buffs, they gain a 2-minute buff, called Fully Mutated. This renews the timer on the previous buffs and transforms the player into a Saurok. While Fully Mutated standing in a Mutagenic Pool will apply a stack of one of the following 5 minute debuffs (at random):
  • Fragile Bones reduces all stats by 10%.
  • Clouded Mind reduces Mastery by 20%.
  • Dulled Synapses reduces Haste by 20%.
  • Impaired Eyesight reduces Critical Strike chance by 20%.
Dispelling players is possible, but a single dispel will remove all mutations from that player.

Volatile Pools

If Primordius hits a Volatile Pool he instantly gains a new stack of Evolution, and he is healed for 10% of his maximum health. If a player comes in contact with one of these void zones, they take a large amount of damage and receive one of the debuffs mentioned above. The Volatile Pools move very slowly towards Primordius' location.

Strategy

The strategy for this fight is extremely simple, and we will summarise it before going into more details.
  • All DPS players who are not Fully Mutated kill Living Fluids, and absorb the Mutagenic Pools to gain mutation stacks;
  • All DPS players who are Fully Mutated exclusively DPS Primordius;
  • No adds to be killed near Primordius to avoid a Volatile Pool healing Primordius for 10% of his health;
  • Tanks face Primordius away from the raid, and alternate tanking him, in order not to let the stacks of Malformed Blood get too high.
  • The tank who is not currently tanking Primordius should be attacking the Living Fluids, as Malformed Blood grants increased damage against these adds.
  • Kite Primordius away from any Volatile Pools that are coming his way.
  • Ventral Sacs requires the healers to heal a large amount of raid damage.
  • Caustic Gas requires EVERYONE to be within 25 yards of Primordius, to split the damage between them.
  • Acidic Spines requires players to spread out at least 5 yards apart.
  • Pathogen Glands requires the targeted random raid members to be healed intensely.
  • Erupting Pustules requires raid members to avoid the falling projectiles.
DPS Priority
Kill adds until Fully Mutated, DPS boss while Fully Mutated.

Wednesday, 12 June 2013

Proving Grounds and 5.4 PTR Patch Notes

metropolis
So finally we’re getting a training simulator. Sounds like a great idea I’m sure we’ve heard it before somewhere, maybe this post from March 2011?  Either way I think it is really good news and seems that Blizz are really pushing out loads of features this patch. Maybe flex raids aren’t the killer feature…

Also the Virtual Realms are a great idea but could be fraught with problems. Needing to research that a bit more before I can truly comment though.

On a more priestly front there is a mixed bag:
  • Leap of Faith no longer has a facing requirement - this is an awesome change;
  • Angelic Feather now increases allies' movement speed by 80%, up from 60% and the feathers have a duration of 10 minutes, up from 5 minutes - not so sure on this as I haven't played Holy all expansion but it seems kind of "meh" as I usually see the feathers used instantly;
  • Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance, up from 40% - another awesome change as a Penance now allows you yo double PW:Shield a target;
  • Twist of Fate's damage and healing threshold to activate has been increased to 35%, up from 20% - also a great change especially for healers;
  • Shadowform no longer reduces all damage taken by 15% - ermagherd! wtf seriously? I still feel real squishy in shadow against mêlée, maybe there will be a buff to our armour gain from Inner Fire;
And finally:
  • Players who obtain a realm-best time in a Challenge Mode dungeon (group must contain at least 3 people from the same realm to qualify) will receive a temporary title specific to each dungeon (e.g. Siegebreaker for Siege of Niuzao temple, Darkmaster for Scholomance, etc.). This title will persist for as long as a player retains the top time on the realm. Holding a realm-best time at any point will also confer a permanent Feat of Strength to record the accomplishment.
Of this I approve greatly, I also hope they bring in this requirement for guild times too.

Flexible Raid Lockouts

flexraid
So the big announcement is out, flexible raids that scale on difficulty based on the number of people in your group s that it is always somewhere in between normal mode raids and lfr. Sounds good but I'm actually not so sure I like it.

I have been saying in /g that I wanted 10 man pre-made lfr so I could run lfr with a full guild group and in a way this is that but if we have 12 people we don't need to kick 2 guildies out and that part is therefore awesome as it is what I wanted and more. However, it doesn't replace my lfr lockout it adds to it.

Like it or not raiders will now feel the need to run 3 versions of the same raid for that chance of loot upgrades especially as the ilevel will sit between normal and lfr modes this is especially likely early in the tier. This all sounds very familiar. This sadly sounds all too familiar and reminds me too much of Trial of the Grand Crusader. I ran that place 4 times per week on at least 2 toons for the duration in the hope of small upgrades pushing me and my guild through the next boss and that lead to a lot of folks burning out. It is bad. It is this very reason Blizzard removed the gear gap and lockout difference between 10 and 25 man raids. 

The strange thing is the addition of an extra level of loot (is this why there is an 20 ilevel gap between ToT lfr and ToT normal? Was this meant to be in for 5.3?) as this only adds to the stat inflation. Another potentially bad side effect of this is that as normal mode raiders get gear drops from the flex-raid and normal raids they will eventually have no reason to go into lfr for loot and this could mean that the only people that end up in lfr are those needing to gear up which as the raid tier gets older, fewer and fewer players that currently provide the boost to the lower geared/skilled players will be there and that could lead to some people not in guilds and scared of trade pugs to simply quit the game as they experience queue times that actually extend beyond their normal gaming session and cannot get in let alone complete the raid which too may become an issue. It also removes a vital step in the catch up mechanics of the game.

My final negative thought on this is that I really wanted this "unannounced killer feature" to be a top notch content boost, this isn't extra content at all it is just another version of the same content. For raiders, it is like watching your favourite TV show with the colour changed to black and white. I'm not going to bury this feature before it is live and am hoping that it will open doors to more content. There is still the hope that my desire for this feature to be either enabling old raids to be brought upto date by the scaling technology and/or enabling all previous dungeons for challenge modes as that would have been truly awesome.But the I guess this may not be the killer feature of the patch.

Of course there is a lot of really positive possibilities. The first is that it won't be given a tool to form the group as the group must be premade which is good for guilds and server communities. The extra difficulty will help people bridge the gap in difficulty of lfr and normal which newer players often find it difficult to cross and that will ultimately lead to better raiders. For raid teams that cannot clear the raids on normal mode it will enable them to finish the latter half of the raid instance on flex-raid which will give extra drops that may just provide the extra power boost to get the boss down on normal mode next time. The real beauty though is that it could lead to a pair of 10 man guilds combining forces to raid and that ultimately could see a revival of 25 man raid guilds.

What are your thoughts on the new flexible raids? Is this even the big feature of 5.4? Will they be the next killer feature or the next voice chat?