Showing posts with label blackrock foundry. Show all posts
Showing posts with label blackrock foundry. Show all posts
Saturday, May 16, 2015
The birthday girl reports Blackhand progression.
Since I had to raid Thursday night and then catch an early Friday morning flight to LGA, I tried to save time by writing up a blog entry about our Blackhand progression while we were working it. Unfortunately, our performance varied so much over the course of the night, I was having trouble deciding on an angle.
445pm
Today is my birthday, and I couldn't have asked for a better present that my guild's Mythic Blackhand kill.
545pm
It would have been nice if we could have gotten a M Blackhand kill for my birthday, but sadly our progress has been riddled with attendance issues and constant relearning.
630pm
After expecting us to kill Blackhand every raid day for the past two weeks, the boss went down surprisingly easily. I'm now convinced that pep talks are what a guild needs to be successful. Oh wait. Just kidding, because we wiped again.
705pm
Thanks to Blizzard's massive wave of bans in the middle of our M Blackhand progression, we've had to completely reorganize our core team. Oddly enough, we're still failing at the same point we always are in phase 2 even with new people and losing all of our former god comp boomkins and hunters. Is "bring the class, not the player" a myth at a certain level of skill?
830pm
While early kills are all about min/maxing and class comp, relatively later kills like today's is all about not being terrible at this game.
920pm
Omg my flight leaves in a few hours, and we're going over time. I need to pack!!!
955pm
HAPPY BIRTHDAY TO ME!!! US TOP 100, BABY! CLUTCH STEEZ!
See you soon, NYC!
-Avia.
Wednesday, May 6, 2015
There's really no pleasing raiders.
Traditionally, the last bosses of WoW raids have always been epically long, multiple-phase, battles for survival. Progression ultimately requires players to suffer through 10+ minutes of Garrosh or Imperator only to get f'd in the a in the last phase and have to go through the entire encounter again. When raid time is limited, it can be fatiguing to repeatedly execute the monotonous yet still punishing beginning parts just to see and learn the all-important and usually most difficult final push. One begins to wish for a shorter fight that compacts our skill and strategy into less time or moves the phase that matters earlier instead of tacked on at the end. With Mythic Blackhand, we get exactly that.
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| I put on Glyph of Metamorphosis so all the locks look different in demon form. |
Yet, M Blackhand only demonstrates what Blizzard already knows of its customers, which is that we can find anything to complain about, because here I am bitching about eight-minute pulls and how equally fatiguing they are. There are no lulls or semi-relaxing intervals of mindless DPS between important mechanics. Downtime between attempts is minimal, and it's a constant res, buff, pull timer cycle. The fight is all about phase 2, and if we could consistently get out of it without any missed balconies, this boss that probably should have already died yesterday would be down. As opposed to perfecting execution of early phases to see the last phase, the encounter is a series of short DPS pushes while trying to mitigate RNG, and the deaths of any of a number of key players leads to a call for a quick wipe and regroup. Four hours and fifty attempts a night of this can be quite taxing.
But more importantly, I'm going through consumables like they're mage water! Seriously, every early wipe is a painful stab at my miserly soul, and whoever is selling augment runes and buff food right now is making bank when I'm popping them just to lose them to bad Demolitions in the first phase or having to call a wipe because a siege tank decided to make love to a healer. Every random disconnect makes me groan when I think of the 70g I just spent to buff myself for two minutes when I could have spent it on two hours of game time instead or just held onto it forever like I do with all my gold anyway. Botched attempts hurt me physically, and when our res is down, I stare at the dead tank on my raid frames with the same despondence associated with watching a beautiful stranger on the street walk away and out of one's life forever.
We are so close to a kill now, and my in-game wallet wants it as much as my guild and I do. All I can say is thank Draenor for my treasure hunters carrying back loads of gold from who knows where.
By the way, after a mere five months in Los Angeles, I'm moving back to the East Coast. Sorry, California. You had good vegan food and a much cleaner beach than NYC's, but I must return to the concrete jungle and surrounding suburbs whence I came. No hard feelings, and see you at Blizzcon, maybe?
<3Avia.
Thursday, April 9, 2015
Consider this an experiment in karma.
Mythic Blackhand is upon my guild, and as we're talking strategy and how to down him in a reasonable amount of time, the discussion reaches the issue of class comp and how certain people have to make sacrifices to ensure we don't make the fight any harder than it has to be. Be it certain melee making room for rogues or melee making room for any ranged class at all, the core roster is working itself to conform to proven effective compositions, and we're pulling all the undergeared alts from the bench. In this final push for a decent rank, a select few players who care about the good of the raid over personal attachment to their classes or characters they've played for years are putting on a stoic face and honorably stepping up to a new challenge...
BUT NOT ME HAHAHA!
I GET TO CHAOS WAVE BALCONY ADDS!
WARLOCK FOREVER!
HALAAAA!!!
-Avia.
Tuesday, March 17, 2015
My spellcheck is telling me "clusterfuck" isn't a word. Like hell it isn't.
After years of raids and dozens of boss fights, there's a reason the tired phrase "Don't stand in fire" is still the single best piece of advice any player could attempt to follow, forget while tunneling a boss, and then die stupidly while ignoring. Once one learns the timing of mechanics, any boss encounter is easy enough to maneuver, but during progression and especially if someone messes up an aspect of the fight that imposes punishment, such space-encompassing effects can just look like unmanageable clusterfucks where standing anywhere is impossible. While it may not be so fun to work those bosses and die to their puddles of bad, it's definitely amusing to reflect on how ridiculously excessive their mechanics look while tanking the floor.
Imperator Mar'gok's infamous runes
Previously featured in my post about how pretty this encounter's mechanics are, beauty doesn't make up for how helpless one can feel when surrounded by a bunch of runes with no gap and the boss is across the room.
Mythic Operator Thogar's track fire
I don't think he's supposed to set train tracks on fire when there are trains still coming through them, but hey. He's the boss.
The Iron Maidens' Omega Pattern bombs
Aw. It's so sweet of the Maidens to give us safe spots in which we can stand. As long as other mechanics like Penetrating Shot or Rapid Fire don't fuck us over, we can do this dance forever!
Mythic Iron Maidens' Convulsive Shadow debuff
To be fair, it's not supposed to look like this, but part of progression is seeing all the possible iterations of how badly we can handle a mechanic and how comical it looks when we completely botch it. While this is what happens when everyone gets the debuff and nothing is dispelled, we also managed to dispel people too quickly and instantly kill them. However, it looks nowhere near as glorious as this.
Blackhand's Siegemaker fire
It's not supposed to look like this either.
Phase 3 Tectus
This is exactly what it's supposed to look like.
Sunday, February 8, 2015
The thrill of a new relationship... I mean raid.
It took three weeks of attempts and raiding until past our usual time the night before the release of Blackrock Foundry, but we finally got M Imperator. Check out our kill video below.
Now that Highmaul is finished, everyone is excited to be learning and executing new fights in BRF. However, now that we're 9/10H and have completed almost all of the encounters in the new dungeon, comparing the two raids objectively and without either the negative memories of wiping or the sheen of brand new content makes it apparent how monotonous BRF mechanics can be. The defining characteristic of many of these encounters seems to be the "rinse and repeat" mantra of identical cycles whether it's the completely predictable sequence of events in Flamebender Ka'graz or the long, drawn-out tasks of Blast Furnace, a.k.a. Spine of Deathwing 2.0. Even the Iron Maidens, with their choice of strategy depending on which targets we whittle down first, have the least threatening and most easily managed pattern I have ever seen in the history of bomb mechanics.
While I can't say I miss an end-boss that takes fifteen minutes, the un-fondness with which many in my guild look back upon Highmaul and the sense of relief associated with this week's content release are bound to be short-lived. As OG Priest referred to it, BRF is like rebound sex after breaking up with Highmaul. Our relationship with the old raid was full of struggle, and now that it's over, we're super thrilled to get any action that's different. Then after a couple of weeks, the excitement wears off, we look at the new raid and how boring and demanding it is, and we wonder, "What the hell did we just commit ourselves to?"
Bitches, right?
-Avia.
Now that Highmaul is finished, everyone is excited to be learning and executing new fights in BRF. However, now that we're 9/10H and have completed almost all of the encounters in the new dungeon, comparing the two raids objectively and without either the negative memories of wiping or the sheen of brand new content makes it apparent how monotonous BRF mechanics can be. The defining characteristic of many of these encounters seems to be the "rinse and repeat" mantra of identical cycles whether it's the completely predictable sequence of events in Flamebender Ka'graz or the long, drawn-out tasks of Blast Furnace, a.k.a. Spine of Deathwing 2.0. Even the Iron Maidens, with their choice of strategy depending on which targets we whittle down first, have the least threatening and most easily managed pattern I have ever seen in the history of bomb mechanics.
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| It's just a jump to the left... then right... then left then right. |
Bitches, right?
-Avia.
Wednesday, August 13, 2014
People who say they like this boss are LIARS!
It's been a seemingly nonstop few weeks of beta testing, and despite the inevitable bugs and a surprisingly large number of fights that feel exactly the same, it wasn't until yesterday that I ran into a boss that I actually think is awful.
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| a.k.a. Conveyor Assholes |
So the entire raid has to move on a conveyor belt for half the fight? Well that's ok. If casters can't DPS, then the melee will take care of damage. OH WAIT! The boss jumps around like a wallaby on amphetamines, so they can't hit him either. I guess that's fine since the bosses don't have much health to make up for the fact that the entire raid is playing Frogger the whole time. That makes it ok.
Next tier, why not just make a boss that has 5 HP and have every player dodge fire for six minutes?
-Avia.
P.S. I love Frogger.
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