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Showing posts with label deathwing. Show all posts
Showing posts with label deathwing. Show all posts

Wednesday, November 14, 2012

Raid Engagement

A raid is defined by its bosses, the complexity of encounters, the design and scale and scope of the place, how it guides us through the space and gives us a new environment to explore - but does a raid have to engage us emotionally? What part does that play in our enjoyment of a raid?

While browsing YouTube at work during lunch (as one does), I found along the list of "see also" videos on the side, a link to a Lich King kill video. It has been a long, long time since I did that fight, and much longer since I really thought about it, but I thought - what the hell, I'll watch it again. And man, it really brought everything back in spades. The feeling of hopeless despair, the anguish and anger that Arthas brought out in me, the frustration of seeing him slip away time after time, while waiting to get a chance to take our own crack at him.


And we did, eventually, and we did kill him. I remember how jubilant and exhausted and satisfied I was after the ordeal, how happy to be done with a whole story, it felt like an arc was complete, a resolution was reached. That's what made Wrath the best expansion to date - it was about the god-damned story. That's what people remember, that's what got us engaged, and that's what the game resolved - it gave us a full-stop, at the end of the book. Close it, it's done. But of course, this is a franchise, and it needs to continue, so it did.

Cataclysm's failure I think, had more to do with following up Wrath. There was no way that they could personalize the terror of Deathwing the way the Lich King was personalized for us through the RTS games. We had (most of us, anyway) walked in his shoes, as a Paladin, then as a Death Knight. We came out the other side, and committed atrocities with him, killed Uther with him, raised Sylvanas as a Banshee from her dying breath - we did all this, and now we were back for vengeance. There was no way Deathwing could live up to that.

There is no raid in all of Cataclysm that comes close to Ice Crown Citadel in terms of emotional impact. Nothing carries the weight or gravity that the Citadel had. Even now, thinking of it, I feel nothing but melancholy as if I really did go to war there, even though I was just playing a video game. I left a piece of myself there, and I wrote a story to cement my relationship with the place.

Now, we have Pandaria, and I'm trying, so hard, to engage with the raids here as emotionally as I did the raids in Wrath - and I just can't do it. Part of it is the scope of things - it's just smaller in a lot of ways. We're raiding a tomb in Mogu'shan Vaults. That's it. Nothing noble or heroic about it, there's the thin veneer of trying to save Pandaria from the Guru'bashi as they try to get a weapon to use to regain the Thunder King but face it - we're mercenaries and treasure hunters. It does not inspire the hand-shaking awe of the Citadel.

Take then, the Heart of Fear - a lovely construction and a wonderful raid to explore and fight in, grand cathedral like rooms and lovely work all-around. But the stakes aren't there - we have only the most tenuous grasp of the Empress and while the Sha is a terrifying enemy, the engagement is recent. The ending of Jade Forest was amazing, but man, that didn't inspire me to lust after killing the Sha, especially after killing another Sha over and over again in Kun'lai.


Don't get me wrong, I'm loving the Hell out of these raids - some of the best fights in the game since Tier 11 and I'm super excited to kill them all. I just wish I felt for them the way I did for Arthas. Does anyone else need this kind of emotional and personal impact in the raid to really enjoy it on a visceral, sub-dermal  level? Can Blizzard put out another raid with that level of emotional impact?

I hold out hope.

Tuesday, February 28, 2012

Interpreting Cataclysm's Ending

I wasn't very happy with the ending cinematic of Cataclysm. The whole thing felt like a re-run, as if I'd seen this movie before. And Ag'ra's pregnancy was just the cheesy center of a cheesecake sandwich. But then, I stopped thinking about cheese and started to try to think of it from an old-god perspective.

What if this was what the old gods wanted?

They put their cards on the table, field their entire army, however feeble it might be, release their strongest lieutenants into the wild and say, "Go. Wreck Azeroth." All the while, they knew full well the army they unleashed, their champions, even Deathwing himself, could not possibly succeed. But success was never their intention.

When the Titans left, their caretakers were the Aspects. It was among their list of charges to keep the old gods in check. How well they did this is debatable, but consider what Deathwing does from an old-god perspective. He creates the Dragon Soul - an object so powerful that it's capable of defeating the Burning Legion - but also an object infused with the essence of every Dragonflight. This diminishes the Aspects, but not enough to matter.

For the old gods to escape, what they really need is to be left alone by the Aspects so they can pursue their agendas.

In comes the Destroyer - who must himself be destroyed if Azeroth is to continue. The Aspects can't do it alone. They need the help of the mortal races - but that's just a distraction. The old gods are still playing this game - and what they really need is for the Aspects to channel their essence into the Dragon Soul to destroy Deathwing, thus diminishing themselves permanently.

Which is exactly what they do.

At the Maelstrom, emerges in full out old-god mode and we were just the catalyst the old gods were waiting for, and at a time when they sensed everything was in place, they played their cards. Nihilistic fool that he is, Deathwing never suspects his true purpose and dies, taking with him the last of what made the Aspects great.

The old gods's hand might look like a mess, but the last couple of cards have yet to be turned and that hand might turn out to be a flush. If you were an old god, you'd be pretty damned happy right now, wouldn't you?

The keepers are gone. There are no more aspects, and the mortal races don't really know or understand the old gods enough to face them down. Without the help of the Aspects, we're on our own against all of the old gods.

We've already seen C'thun come back in the Cho'gal fight. Who knows how quickly Yogg'Saron will return. N'zoth is still out there, and we haven't seen any sign of it at all. Our best hope may lie in the fact that the old gods hate each other almost as much as they hate us, and in that conflict, we might have some hope of victory.

But man, this is a good time to be an old god.

Monday, January 23, 2012

HOW TO: Solo Tank Madness Of Deathwing 10

My Paladin brothers and sisters, let us bow our heads and pray - for this is the battle in which we prove our prowess. Indeed, here we shine, and bear the brute force of our enemies on our shoulders alone, allowing our comrades to do the best of works - the culling of these enemies of life itself. Keep your shield close, your sword in hand, look the beast in the eye and know that the Light has given you all that is necessary, all that is best, to conquer even the Aspect of Death. Cloak yourself in truth, carry the shield of the righteous, cast your final judgment on the ender of worlds and know that this crusade has come at least to its end.

Ahem.

We've used this strategy a couple of times now and it is pretty damned fool-proof. Once you get the flow of the fight down, prepare for achievement spam. I'll assume you know the basic flow of the fight as you can learn from WoWPedia, WoWHead or any millions of other sites.

Composition
1 Tank (preferably a Paladin, but most classes can handle it)
2 Healers (we used a Discipline Priest and Paladin)
7 DPS (if you can get a DK to DPS you can make phase 2 very easy)

Glyphs
Prime: Truth, WoG, Shield
Major: Focus Shield, LoH

Un-glyph'd Divine Protection is very useful on Impales but Glyph'd DP can be very useful to deal with Bolt impact, Tetanus and other raid-wide magical damage, it's a matter of what's more important to you and what's killing you.

Phase 1
Platform Order: Green (Ysera) > Red (Alextrasza) > Yellow (Nozdormu) > Blue (Kalegos)

The order of kill is as follows on each platform:

Corruption > Bolt > Limb > Hemorrhage > Limb > Blistering Tentacle > Limb >  Blistering Tentacle > Limb

The DPS benchmark is to make sure your raid can kill the Corruption before the Elementium Bolt lands. This ensures that you should only ever get 1 Impale per platform. This is crucial. As a paladin you CAN survive two per platform but you shouldn't have to as if you're consistently getting 2 Impales, the last platform will be troublesome.

So. You start on a platform, you can ignore the limb more or less, spread out a bit so people aren't standing in a line behind one another, and nuke the Corruption as soon as it comes up. Here is how you survive all the Impales:

Platform 1 (Ysera): Dream
Platform 2 (Alextrasza): Ardent Defender + Divine Protection
Platform 3 (Nozdormu): Guardian of Ancient Kings + Divine Protection
Platform 4 (Kalegos): Ardent Defender + Divine Protection

Bolt will be coming out very soon after killing the Corruption, so swap and kill the Bolt, then begin on the limb. Keep the limb below 75% - preferably right about 80% - until Hemorrhage happens. Take it slow - this is the mana-regen part for your healers, if you're standing around waiting, it's fine, let your healers get the mana back up, this is crucial with 2 healers, as the Tentacles will burn through their mana pretty fast and you really don't want Blistering Tentacles and Hemorrhage at the same time.

Once Hemorrhage goes down, swap and burn the Limb. Jump platform, repeat.

On the third and fourth platforms, you will have to deal with  Blistering Tentacles as Alextrasza won't help you on those two - leave at least your top melee DPS who loose the most by swapping on the limb while the rest of the raid swaps and kills the Tentacles. We leave our Rogue on the limb. Ranged starts with the furthest Tentacles, melee on the nearest, and you should swap and help as well. I use Hammer here to splash some damage onto the Limb.

You might need to use Divine Guardian or other raid-wide CDs here, especially on the second set of Tentacles if the DPS is slow on getting them down and your stacks get high.

On the fourth platform you will also have to deal with the Bolt impact (as you'll easily kill it without the impact on the other 3 platforms thanks to Nozdormu). What's important here is that the Corruption is killed as early as possible before the Bolt lands, preferably with 5 seconds to go so you can all get well far away from the impact point to minimize damage from the crash. If you find yourself dying to this over and over, you can even use Heroism on the Corruption to get through this part. We have our DPS save all their CDs and Trinkets on the third Platform to use on the fourth Corruption and that's usually enough.

After that it's the same as third - Limb >  Blistering Tentacles > Limb >  Blistering Tentacles. This one can cut a bit close with the  Cataclysm timer.

Notice this whole time the only thing you've had to tank is the Corruption, survive the impales, and pick up the Hemorrhage for a couple of seconds before they evaporate thanks to  Kalegos' buff. There isn't a lot to tank and using two tanks is a massive waste. As you're tanking the fourth Corruption, you're likely to be closest to the impact point when it lands if your DPS is low - remember it is safe to use Divine Protection in that case. Don't be afraid to use it to save yourself as long as you're not tanking Hemorrhages or Corruptions.

This should never happen, but, IF YOU TAKE A SECOND IMPALE FOR ANY REASON, your only recourse is an immunity. Ardent Defender is part of your first-impale rotation, but you can use DivineShield or Blessing of Protection to survive it - hit the ability, taunt, wait for the debuff to run out, and cancel. You don't need to loose a melee to pull this off but the timing can be tricky. Remember you have 3 seconds to pull this off - plenty of time and GCDs.

Phase 2
The basic progression of this is to burn Deathwing, swap and kill the Elementium Fragments, burn some more, swap and burn the Elementium Horrors, burn some more, stop at 11%, deal with the second wave of adds, the second set of Terrors, then hit hero and burn to kill while ignoring all other adds.

The only thing you're needed for is to tank the Horrors. I pick both of them up right away and drag them into Nozdormu's slow-time puddle, our Frost DK taunts one off of me. The DPS jumps on that one and burn it super fast - Anti-magic Shell is more than enough to soak the few stacks of Tetanus. You on the other hand will have a lot of stacks of Tetanus by this time and will be chaining CDs to survive. I usually use Guardian of Ancient Kings here just as the first Terror Dies and keep a twitchy hand on LoH, AD, or anything else to survive the massive spikes of damage from the DoT. If you need to, you can have someone taunt off and kite the add for 2 seconds or so to let the DoT drop off but usually it isn't necessary. Play it safe, and you'll be fine.

The Horrors are really quite survivable - on the kill last week, I died to a Tetanus tick after the first set of adds died and our feral druid and DK tanked the second set of adds just fine - though we did use Heroism to burn the adds faster. Your only purpose in Phase 2 is to survive tanking one of the adds while DPS deal with the other.

Burn Deathwing to get him as close to 11% as you can, and stop. Deal with the second set of adds the same way and you're on the home stretch.

Once the second set of Horrors die, use Heroism if you didn't use it on the Horrors and just burn to kill. If a third set of Elementium Fragments spawn, ignore them and just keep burning. You can't survive the AoE damage sub 10% for every long with 2 healers.

Save Divine Guardian for when Deathwing hits about 6% health as the AoE damage spikes quite a bit at 5%. Chain Divine Guardian with other raid-wide CDs - we go DG, Discipline Barrier, Aura Mastery, our Boomkin starts to channel Tranquility and Deathwing is usually dead right about then. I throw in a Holy Radiance too because why the hell not. Remind everyone to use Dream if it's off cool-down at this point as well.

It's actually not a difficult fight to tank at all, despite my preamble. Once you get the order of kills and rhythm down, this strategy is very repeatable. The healing on the other hand is really intense and you will want to hug your healers the first couple of times through. But it is certainly not more difficult than 2-healing, Ragnaros I don't think.

Good luck!