Tagged: Raiding

Welcome to the WoW Weekly Design Corner! In this editorial series I (Mezzy) look at different parts of WoW and see how I would design the next new thing, or perhaps improve upon it. The following designs and mock content are NOT official content.

You can find the introduction, the lore and the first wing of the raid instance here: Design Corner: Time-Lost Halls of Karazhan Part 1
You can find the second wing of the raid instance here: Design Corner: Time-Lost Halls of Karazhan Part 2

Last time we found ourselves in the Halls where we encountered the servants and occupants. But today, we climb the tower of Karazhan where we will find our final challenge to overcome before the rift in time and space can be closed: The Echo of Medivh.

When designing the final wing/boss I wanted to make something that was memorable. It was a final boss fight, but didn’t necessarily have to be complex. In the end it does have some more chaotic elements to it that you can’t control, but also some more fun aspects to it through the fighting of not just the Echo of Medivh, but the echoes of foes you’ve fought in the past. In normal/heroic you fight just those within TLHoK, but on mythic you’ll encounter the abilities of foes beyond the halls. Which in the end makes for a really fun (theoretical) encounter!

Due to the amount of abilities the encounter has, it’s been split into 2 tabs below. The first being the normal/heroic fight and the second tab being the mythic changes. These mythic changes replace the Echoes of normal/heroic. As usual, the encounter journal entires are at the bottom of the tabs.

Other than a video I hope to release in the future to bring the Time-Lost Halls of Karazhan further to life, this will be it for the TLHoK. I certainly hope you enjoyed it!

Echo of MedivhThe Echo of Medivh prevents the Time-Lost Halls from disappearing, keeping the portal to Draenor open. Defeat the Echo to close the rift in time and space.

Encounter description and design notes:

  • Arcane Blast – Deals 80,000 arcane damage to the target. Medivh gains Arcane Infusion on target.
    • Arcane Infusion – Increases Arcane Blast damage by 15%. Increases all magic damage by 1.5%. Stacks.
    • Note: Just means Medivh will do increasing damage on the target with this ability.. had to change wording to fit it in the photoshopped dungeon journal entry.
  • Arcanic Thunder – Puts an arcanic storm in the targeted area, any player standing in it will take 120,000 arcane damage per second.
  • Mana implosion – Medivh expels the mana from the targeted players, causing their mana to be depleted and spawns mana orbs around the room for each player’s mana that was depleted.
    • Mana Orb – Restores 30,000 mana when picked up by a player.
  • Mana explosion – Medivh detonates the mana orbs floating around in the room, dealing 30,000 arcane damage to every player per orb.
  • Consume Essence – Every 20% health the Echo of Medivh will draw on the essence from enemies once defeated, resulting in one final echo from your foes. Medivh can have up to 2 essences active at the same time. Resets Arcane Infusion stacks.
    • Howl of the Den Mother – Echo of Medivh summons Fel Pup Echoes.
      • Fel Pup Echo – Deals 30,000 auto attack damage every second.
    • Fire Pulse – Deals 100,000 fire damage to every player every 5 seconds. Medivh gains a stack of Fired Up! Resets on Essence change.
      • Fired Up! – Increases fire damage dealt by 1%.
    • Summon Duplicate Echo of Atiesh – The duplicate Echo of Atiesh deals 50,000 arcane damage to a random player.
      • Sore Spot – Increases magic damage by 10% per stack. Resets on Essence change.
    • Arcane Beam – A beam of arcane energy travels around the room, if the player gets hit by it they will take 250,000 arcane damage.
    • Empowered Staff – Atiesh becomes heavy, dealing heavy physical damage to the player
  • Wrath of the Last Guardian – At 30% health Echo of Medivh goes into a frenzy, breaking the barrier between the magical ley lines and the Time-Lost Halls.
    • Mirror Image – Summons 3 Mirror Images that each cast a bolt in a different spell school.
    • Sargeras’ Wrath
      • Sargeras’ spirit deep within the echo unleashes his anger, destroying any mortal who gets hit. Find cover!
      • Demonified Medivh voice over: “Die you pathetic mortals!”
  • Development notes:
    • The tower room is very big and circular. Next to the Echo of Medivh there are holograms of each of the previous bosses that have all been defeated by the raid. Medivh is seen channeling a beam with which he’s drawing the essence from Celeus.
    • During the 2nd phase, the air color will change, showing the collapse of the dimension of the Time-Lost Halls. After the defeat of the Echo of Medivh the environment will continue to have this light, creating a sense of urgency to get out and escape the dimension, back to Draenor.
    • Sargeras’ Wrath gets cast at 10% health, causing an explosion of chaos damage. A bubble safe zone will appear for players to stand in to not get killed by the ability.
    • When Mana Implosion is cast, the more mana a player had, the more mana orbs will spawn. This means later in the fight it’ll have less effect.

 

Echo of Medivh Dungeon Journal Entry

On Mythic Difficulty Medivh draws upon the powers of enemies you have faced in the past, outside of the Time-Lost Halls. This replaces the Echoes from normal/heroic.

Development/Encounter Notes:

  • (M) Echo of the Lich King
    • Infest – Deals 75,000 Shadow damage to all players. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health.
  • (M) Echo of Garrosh Hellscream
    • Touch of Y’Shaarj – Corrupts the targeted players minds. The targets snap out of their corruption when they hit 20% health.
  • (M) Echo of Yogg-Saron
    • Summon Crusher Tentacles – Summons 2 Crusher Tentacles that reduce the players damage done by 20% each while it has no target to attack.
  • (M) Echo of Lei Shen
    • Thunderstruck – Echo of Medivh hurls lightning at the targeted area, dealing 400,000 nature damage damage to nearby enemies. Damage decreases the further an enemy is away from the point of impact.
  • (M) Echo of  Illidan Stormrage
    • Agonizing Flames – Deals 200,000 fire damage to every player and continues to deal 75,000 fire damage every 3 seconds to every player.

Mythic Changes Echo of Medivh Dungeon Journal Entry

So what do you think of the final encounter in the Time-Lost Halls of Karazhan? Do you like the raid instance as a whole? Let me know in the comments!

Welcome to the WoW Weekly Design Corner! In this editorial series I (Mezzy) look at different parts of WoW and see how I would design the next new thing, or perhaps improve upon it. The following designs and mock content are NOT official content.

You can find the introduction, the lore and the first wing of the raid instance here: Design Corner: Time-Lost Halls of Karazhan Part 1

In the first wing of the raid instance we found ourselves in The Courtyard, where a variety of beats and demons resided that had come in through the portal from Draenor to the zone or were already occupants of this alternate karazhan created by the distortion in time and space.

The second wing is the Time-Lost Halls itself. The main servants and occupants live here and just go about their business not realizing they shouldn’t exist in this pocket of time and space.

Time-Lost Halls Bumper

In designing this second wing I went for a bit more of a simplistic approach. The first boss is designed with the design philosophy of current raid bosses, the other two have been held back in that regard a bit. Not every boss needs a million different abilities and environmental factors.

Each boss description below (in the tabs) has a boss model, design notes with things such as ability descriptions and dungeon journal entries! Let me know in the comments what you think of this next wing in this self-designed raid instance.

Would you enjoy fighting against them? What would you like to see in a raid instance? And what do you think of modern raid design? Are there too many abilities and mechanics per boss fight? Or has it been dialed back enough? (Siege of Orgrimmar vs Tier 17 vs Hellfire Citadel)

Arcanus Model

Arcanus, Watcher of the Halls was created by the Battlemage Grandfurth while experimenting with arcane magic. Arcanus now patrols the halls and keeps order. He will not react kindly to unknown visitors.

Encounter description and design notes:

  • The ground of the encounter area is divided up into tiles, which make up 5 rows.
  • An array of arcane related abilities have to be dealt with:
    • Arcane Trap – Traps 2 random players, rooting them in place for 10 seconds. Player is immune to Arcane Beam and Arcane Pillar when trapped.
      • Mythic only: Duration reduced by 5 seconds. Will jump to another player when it expires. Player is not immune to Arcane Pillar.
    •  Arcane beam- Travels around the room, has to be jumped over
    • Arcane Explosion – puts a debuff on random players. This will pulse AoE damage to anyone within 8 yards. After 8 seconds the target and anyone within 8 yards will be thrown into the air. Only the debuffed player will receive a slow fall. Instantly kills those trapped in an Arcane Trap.
    • Arcane Pillar
      • Tiles on the ground will light up and arcane energies will explode on that tile after 2.5 seconds. Players that get hit will take a big spike of damage and take 50% increased arcane damage for 30 seconds.
      • Mythic only: 3 entire rows at a time will light up at a time
    •  Arcane Empowered – Arcanus’s auto attacks deal arcane damage
    • Arcane Malady – Increases arcane damage taken by 20%
  • Encounter Design Goals/Intentions:
    • Make the players deal with movement and mechanics, which are somewhat more random than other encounters.
    • On mythic mode a lot more coordination will be required. The Arcane trap debuff can be passed on to another player within 30 yards by using the extra action button. Especially Arcane Pillar will require this coordination.

Arcanus Dungeon Journal Entry

Quartermaster ModelQuartermaster Modir spends his days training those that wish to become his disciple in the art of combat. Being in a place pulsing with magic such as the Time-Lost Halls has given him unhuman strength. Rumor has it he can even throw swords as if they were knives.

Encounter description and design notes:

  • Broadsword – The Quartermaster’s attacks hit the closest person next to the target for 50% of the damage.Sunder Armor – Reduces the target’s armor by 5%.
  • Expose Weakness – The Quartermaster throws knives at his targets exposing their Weaknesses. After 4 seconds he casts Throw Sword on those targets.
  • Throw Sword – Modir throws a sword at the player, if it hits them it will deal 85% of their maximum health as damage to them.
    • Mythic only: it will kill them if the sword hits them.
  • Shattering leap – Quartermaster jumps to a player’s location dealing 200k physical damage to anyone within 8 yards.
  • Whirlwind – Modir deals 80k damage to every player every second for  6 seconds.
  • Notes:
    • The sword from Throw Sword can be intercepted by a player standing in between the boss and player
    • The amount of expose weakness targets increases as more people are in the raid, 3 targets at 20man
    • This is mainly a dps and healing check, keeping away from gimmicks in this fight. The damage numbers in the journal likely need to be increased.

 

Quartermaster Modir Dungeon Journal Entry

 

BattlemageHaving access to huge amounts of magical power, Battlemage Grandfurth has trained himself to overcome the weaknesses of being a caster. He has infused himself with the raw power used in magic to strengthen his physical body. This of course means that other than physical attacks, his magic is not to be messed with. Note: Since the creation of the dungeon journal entry, a new ability has been added. Brute force will not show up in the journal image.

  • Burn Essence – Stacking debuff on targeted player, deals 60k arcane damage every 3 seconds per stack.
  • Empowered Staff – Grandfurth’s staff is empowered to hit like a heavy mace.
  • Brute Force – Grandfurth slams his staff against the target dealing 600k physical damage.
  • Incinerate – Deals 180k fire damage to the targeted player and leaves a debuff on the player dealing 50k fire damage every 3 seconds.
  • Wall of Ice – Grandfurth slices at the target, throwing a wall of ice dealing 300k frost damage to anyone that gets hit by it.
  • Summon Arcane Elemental – Summons 2 Arcane Elementals
    • Arcane Elemental
      • Unstable Magic – While the Arcane Elemental lives it will deal 30k arcane damage every second to every player.
      • Arcane Malady (mythic only) – Every Pulsing Arcane also gives the stacking Arcane Malady debuff, increasing magic damage taken by 2%.
  • Frostfire Bolt – Deals 300k frostfire damage to the target. Interruptable.
  • Encounter notes:
    • The main goal is to prevent getting hit by as many abilities as possible.
      • Frostfire Bolt can be interrupted.
      • Wall of Ice can be dodged.
      • Cooldowns will have to be used for Brute Force.
      • At the same time dps have to kill the elementals as quickly as possible to reduce the damage on the raid as a whole.
      • If the abilities aren’t dealt with properly the raidgroup is going to have a nasty time.

 

Battlemage Grandfurth Dungeon Journal Entry

 

Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Mythic Kormrok in Hellfire Citadel. In this video we assume that you know the heroic mechanics, if you don’t, check out our heroic guide in the annotation.

For this fight you will want to use 2 tanks, 3-4 healers and 16-17 dps.

As usual on mythic he has more health and does more damage. Empowered runes will now spawn 6 runes and Fel Outpouring spawns a lot more waves of goo. On top of that when he soaks a pool the ability of that pool will be empowered for 4 casts instead of 3. You will want a healing cooldown rotation for both the hands and pounds.

The only new mechanic is Splash. When Kormrok jumps into a pool, swirls will spawn on the floor. If you stand in a swirl you will prevent that piece of floor from being covered in goo. So that means you’ll be able to soak up 20 swirls, which limits your movement throughout the encounter.

To organize your group you will want to download the Exorsus Raid Tools addon, if you hadn’t already for the previous tier. Because just like on Kromog in Blackrock Foundry, the addon allows you to set who should stand where for Kormrok. And just like on Kromog, when Kormrok jumps you will get an arrow telling you where to move to.

You will need to set the soaking positions for each of the 3 pools. (See video for images)
– For the green pool you will want to soak a road to one of the pools for the hands to travel through.
– For the orange pool you will want to create as big a circle as possible.
– For the purple pool you will want to create a road towards one of the walls for your tanks to be swatted to.

Now let’s get to the practical side of things.. You’ll be dealing with the abilities somewhat differently on mythic.

First off you’ll want to follow a different empowerment order. You’ll want to go green > orange > purple on this encounter. Secondly due to the amount and combination of abilities once he jumps to the purple pool, Kormrok should nearly be dead. You want to aim for a kill by the 5 minute mark.

Because of this, the dps requirement can be higher than you’ve been used to so far in mythic Hellfire Citadel. You will want to use the legendary ring on the first and third sets of hands and only have those with high AoE and the ring to AoE the hands down to maximize the output of the ring’s damage on Kormrok himself.

As far as other positions go we set up 3 markers. A red marker inbetween the middle and the orange pool, a green marker on right of it and a moon marker on the left of it. We use the red marker for the loose stacking for the hands. Really don’t be stacked up on top of each other for it on mythic, because it will kill you.

The other part of this fight prone to mistakes are the runes. The first set won’t be empowered and anyonen with cooldowns can and should get rid of them.

The empowered runes are a different story though. On mythic we have our 2 rogues deal with the empowered runes. We assign a healer to each of the rogues to prevent them from dieing. The two green and moon markers are guidelines for our rogues.

You’ll want each rogue to make half a circle to the other side of the room, dealing with the runes. This way the rogues should meet up in the middle on the other side to take care of the empowered runes. The rogues start at cross and then ones moves towards green and the other towards moon.

If you don’t have 2 rogues you can have everyone with cooldowns move the runes towards the middle and let them phase out that way.

The fel outpouring remains the same other than the increased amount of waves of goo, so continue to dodge those and be careful when you get pound during the outpouring.

As a final note, use heroism on the first set of hands. You don’t want to use it while Kormrok is jumping.

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.

Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Mythic Iron Reaver. In this video we assume that you know the heroic mechanics, if you don’t, check out our heroic guide in the annotation.

For this encounter you will want 2 tanks, 5 healers and 13 dps. As usual everything hurts more and Barrage will outright one-shot you. So don’t get hit.

In phase 1 all the mechanics are still in play and the reaver only gains 1 new ability. The reaver will now also throw out bombs in phase 1. Meaning that they of course, have to be killed. Now this will almost always coincide with either a barrage or a blitz, so there will be things to dodge while doing so.

To make phase 1 more manageable, split up your ranged players into 4 groups around the boss, and have the boss in the middle. Be sure to have a healer in each group. When you get to the second phase 1 stick to the 4 group structure, but if you need to move one way or another don’t be afraid to do so. Just move the boss and have the 4 groups reposition based on where the boss is.

Phase 2 gets a little more interesting as you’ll now have to deal with 4 different types of bombs instead of just 1.

The first is the Quick-Fuse bomb which will explode after 12 seconds. So naturally you’ll have to kill these first.

The second is the Burning bomb. Attacking this will give you the stacking Flame Vunerability debuff, increasing your fire damage taken by 15% per stack. As long as enough dps switch to these, the stacks shouldn’t be a problem. Putting a dot on the bomb only gives you 1 stack.

The third type is the Reinforced bomb. This bomb takes 75 seconds to explode and thus is your lowest priority.

The final type is the Reactive bomb. This bomb will explode within 30 seconds, but you don’t get rid of it by killing it. Instead you will want your tanks to click on them, by doing so they will take damage just like the bombs on the Iron Juggernaut encounter in Siege of Orgrimmar. Dps can also soak the damage from these with cooldowns but it’s better if your tanks do it.

Your priority on bombs is Quick-Fuse > Burning > Reactive > Reinforced.

To deal with the reactive bombs efficiently you will want to use your voice coms such as ventrilo to tell your tanks where the reactive bombs are, so none get missed. By using the same sides as in phase 1, you can spread out your dps and healers accordingly that you’ll have the entire room covered.

The reaver actually does have so much health that it’s not impossible that you’ll find yourself having to go through 3 phase 1’s and 2 phase 2’s. But if you can deal with all of the bombs and move out of Barrage you’ll find yourself on the way to a kill soon enough. Good luck!

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.

Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Mythic Hellfire Assault. In this video we assume that you know the heroic mechanics, if you don’t, check out our heroic guide in the annotation.

For this fight you will want to use 2 tanks, 4 healers and 16 dps.

Now this fight being what it is, we’ll take a look at the differences and additions to this fight, in somewhat of a disorganized fashion. This is because most of it applies to the entire fight as you’ll have multiple types of adds at the same time.

In this encounter you will have to deal with 2 siege vehicles spawning at a time, one on the left side and one on the right. This means you will have to split your group up into 2 groups to take care of everything that spawns.

Around the 3 minute mark your 2 groups should go back to the middle because then you will have to deal with an intermission phase. Which we will get to in a minute.

In the video you will see a list of types of vehicles spawning for each side and at roughly what times. The blue marker is for the left cannon and the green marker is for the right cannon.

Time Blue Green
0:55 Art!! Art!!
1:15 Demo Flame
2:10 Flame Demo
2:55 Art!! Flame
3:05 Grand Corruptor Grand Corruptor
3:17 CRUSHER!! CRUSHER!!
3:55 Demo!! + Grute Demo!! + Grute
5:00 Flame Art!!
5:55 Demo Transporter
6:30 Flame Demo
7:10 Demo Flame
7:40 Transporter Demo

Whenever a siege weapon spawns it has the utmost priority so that they don’t destroy the cannons. There are two exceptions though. If there is a terror up, kill it quickly. And if it’s not an Artillery and there’s a berserker up, kill that first because it’s much more lethal to your tank now.

Another difference is that you want to be careful with the felcasters/terrors, as you don’t want 2 terrors up at the same time. Control your dps, focus on one felcaster when there are 2 up and when a terror has morphed kill it quickly.

There’s a new type of vehicle called the Felfire Transporter, which brings along some Iron Dragoons for you to deal with. If you kill the Transporter in time it will not spawn the Iron Dragoons, so you’ll naturally want to do so.

Other than the having to split up your group, the main changes come in at the 3 minute mark. You will have to have your groups go back into the middle and deal with 2 mini bosses + a crusher. They won’t all come at the same time.

Both mini bosses you’ll have seen on the trash on heroic. The first one being Grand Corruptor U’rogg. Sadly none of his abilities are interruptable, so you’ll have to dodge what you can.

His first ability is Corruption Nova, this is the circular shape of swirls on the ground. This will deal a huge amount of damage to you if you stand on it, so you really don’t want to get hit by this anymore.

The second ability is Corruption Bolt, with which he does a moderate amount of shadow damage to his target. And then the last one is Corruption Siphon, which heals U’rogg, puts his 2 targets at low health and puts an absorption debuff on the targets. Healers will have to heal this off of the victims, so that they can be healed back up once it fades.

While you’re dealing with U’rogg, a crusher will spawn, which just like on heroic has the utmost priority. As usual don’t stand in it’s front unless you want to die.

Soon after the Crusher spawns you’re going to have to deal with the second mini-boss: Grute. Now Grute will come in a Demolisher which you will have to kill before you switch to him.

Grute is a bit more interesting on mythic than he was as a trash mob. First off he has Shockwave, which works like the Siegemaster’s Shockwave at the start of the encounter. Simply dodge this to prevent taking any damage.

His second ability is Cannonball, he will target a player and jump on them. Anyone within 9 yards of that player will take damage, so that player needs to move away from others as well as others need to move away from them.

His last ability is Slam, which will deal damage to the tank and put a stacking debuff on them increasing their damage taken by physhical damage by 30%. To deal with this you will want to tank swap at 2 stacks.

Once Grute is dead, clear up the remaining adds and get back to your sides before the 5 minute mark.

To make sure everything is clear let’s start at the beginning:

When you start the encounter you will not want to use heroism but you can use the legendary ring. Get the Siegemaster to 50% health and finish off the other adds. At the 1 minute mark, split up and kill the Artilleries that are spawning. They have nearly 6 million health so your dps will need to really put their backs into it.

Continue on your sides until the 3 minute mark. All the vehicles should be dead and you’ll have a transporter + the Grand Corruptor incoming. Once the Grand Corruptor spawns use heroism as this intermission phase will need to be dealt with as efficiently as possible. Kill the Crusher, Demolisher and Grute when they each spawn and get back to your sides at the 5 minute mark because you’ll have to deal with the second Artillery set.

From here on out it’s continueing the fight as you’re used to it, with a lot more vehicles. When you get close to the end you’ll see a lot of adds spawn at the same time.

A final note, when the legendary ring is used on one side of the room, it should not activate it for the other side. So after the min boss phase you can decide for your own side when to use it. Good luck on this first encounter!

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.