Eternal Palace heroic?

So with me playing the Hunter more frequently in recent times and many of the people I play with on Alliance not necessarily being active raiders currently, there was some interest in taking a poke at the new(ish) raid and see what the bosses in there were capable of and it also gave me a good opportunity to potentially get some more gear—unfortunately no luck with that.

We started out with a core of seven players, meaning we were a few short of being able to reasonably enter the raid necessitating looking for randoms to fill out the ranks. This lead us to the decision of going with the more PUG-friendly raid-size of 20 players, with the usual 2/4/14 setup—two tanks, four healers and 14 damage dealers. The bigger raid size allows for more individual mistakes from each player which tends to be a very good property to have when you are relying on players whose capabilities you have no idea of.

The raid started out well enough, with us killing Sivara on our first attempt though admittedly with heavy losses—it seems the decision to bring a larger group paid off, since several people clearly had no idea what they were doing in this encounter. I tried my best to explain the general tactics to our own group on TeamSpeak, knowing that they had little to no experience in the raid and this seemed to work out well for them for the most part.

After a successful kill we moved on towards the next boss, Behemoth, who did provide us with one wipe since several of our randoms did not seem familiar with the healing immunity magic and consequently didn’t get the buff allowing them to be healed—one of our own had also missed out on us killing the pufferfish on pull, meaning they didn’t get the buff at start and also ended up dead. A short couple of raid warnings later on the second pull we managed to down the boss with no casualties which was a relief since I don’t find the boss particularily interesting to play.

Radiance of Azshara again went smoothly, without many casualties and I believe only one try needed to kill the boss. To be fair, this boss’ mechanics are more standard faire than Behemoths’ and anyone who did some dungeoning in Legion and remembers Wrath of Azshara from Eye of Azshara knows something like 80% of the mechanics on this boss already, making success with inexperienced players more likely.

This, however, is where our moderately good run ended. We unfortunately got stuck on Lady Ashvane trying the relatively standard two-phase tactic but unfortunately not quite making it with our best try being with around 500-thousand boss health left. I probably should’ve done some more stringent pruning of people who weren’t performing or perhaps switched to the potentially more easy-to-execute three phase strategy if we had people failing, but the wipes eventually lead to the raid dissolving with the extra players we had found leaving. Luckily, this nicely coincided with a healer we know coming online who we knew and was reliable, so we decided to continue the raid in tighter setup of 2/2/6 though still needing two random damage dealers—for Ashvane we actually ran 2/1/7 since we still wanted to make the damage check for two phase and we knew our healer could handle healing it alone.

We rounded up the evening by killing Orgozoa without too much fuss and Queen’s Court with a lot of fuss, and I have to say though the first half or so of the raid was much easier with the larger group it was much more fun having mostly people we knew in the raid and being able to communicate properly even when we were having significant problems such as at Queen’s Court.

Overall I had a rather fun time doing some “casual progress raiding” in a somewhat more relaxed atmospehere than my normal progress raids, where while I did know the encounters many in the raid did not and I also had to play them very differently, not only because I was playing a completely different role from normal but also because of the small raid size towards the end necessitating me more frequently playing and paying attention to mechanics that I could probably normally safely ignore in heroic—it might actually be rather fun if we get this small raid going on a somewhat regular basis, at least for a while, and there seemed to be interest in doing so. Here’s hoping we find enough people to get going next week without having to look for extras!

Za'qul

So, well, we killed Za’qul. And, well, it feels like there isn’t that much more to say about the fight from a healer perspective that I haven’t already said. It’s basically: keep the tanks alive, handle the bursts of damage from the dreads preferably with some sort of damage reduction cooldown—making Priests and Paladins good—and for the rest, just play the mechanics. Sure, there is some jumping between the different realms—specifically the fear realm in the later stages—but even there you just have to follow the rest of the group and go down at the correct times.

This means the fight is a bit boring to talk about since it’s all more in the execution than any specific exciting mechanic, and while the fight does get a bit more intense with time it isn’t overly intense. We also ended up running four healers for this fight, though I could see the rekills starting to get done with three healers quite quickly, since there really isn’t that much healing to go around. So overall, a bit of a disappointment after Queen’s Court, but still we got him down which is always nice.

Hunter

So I’ve mentioned having leveled my Hunter on Alliance before and in recent times due to some old friends who still play Alliance having returned to the game, it has given me the opportunity to play her a bit more and try out being a damage-dealer for a change, a role I very seldomly play in World of Warcraft. The experience has actually been a surprising amount of fun, with us doing mythic+ a couple of times per reset and Marksmanship proving to be a suprising amount of fun even with Barrage not being as good of a spell as it was in early Legion making the spec a bit less fun.

Screenshot of Lyrre the Hunter on the character selection screen
The not so Hunter-y looking Hunter

There is however, a bigger frustration I have with the spec and that is the somewhat silly way AoE damage works, with one target being good, three or more clumped targets being good, but two targets ending up as basically single target which can be very frustrating depending on the dungeon and the tank since one gets the feeling one isn’t contributing as much as one should on two-target pulls. From what I know, this is the primary reason our hunter in the mythic+ group I had Horde-side earlier in the expansion was playing Beast Mastery—a spec I do not really enjoy at all, and he I believe also didn’t find as fun as Marksmanship—which I feel is unfortunate. It’s a very strange feeling, seemingly being unable to anything sensible on certain packs.

Another slight frustration with the Hunter doesn’t really come from the class but rather from bad luck, with me not having looted a single new weapon in the three or so weeks that we have now been doing mythic+, leaving me to run around with a world quest reward weapon with very suboptimal item level and somewhat suboptimal stats. It’s frustrating especially knowing that we have several times done dungeons where an upgrade could have dropped and me at times even using a bonusroll in hopes of simply getting something decent yet constantly simply having the bad luck of not getting an upgrade.

Despite those frustrations, the experience overall has been rather positive and somewhat more relaxing than my tanking adventures—though those are enjoyable as well—and has given me the opportunity to do something completely different amidst the current mythic progress which is a welcome change.

Queen's Court

Hofstaat der Königin, in English Queen's Court, mythic achievement

So this is actually a bit of old news, but we managed to kill Queen’s Court on mythic!

The fight is actually a perhaps surprising amount of fun, being one of the more hectic fights so far as a healer with a somewhat constant barrage of high incoming damage on the group through the sparks along with the edicts that at time makes executing on healing cooldowns rather tricky, especially Repeat Performance as a discipline priest since it forces you to change the way you apply Atonement by silencing you after two consecutive casts of the same spell. This was fairly easy to work around by alternating between Shadow Mend and Power Word: Shield, but it was just another thing to keep eye on in a somewhat hectic fight.

Still, it’s also a fight that one can actually learn with the sequence of edicts being known and the bursts from the sparks being fairly predictable so once you get it down it starts feeling, well not easy but at least manageable.

Now with the kill being a few days old, means we have also had a decent amount of tries on Za’qul, which to be fair actually feels a bit more boring so far than Queen’s Court. The problem really, is that while there are some pretty large bursts of damage early on through the fears the rest of the time it’s mostly a case of doing damage even as a healer and playing mechanics—mainly the tentacles that on mythic come in threes—which just doesn’t feel quite as interesting as the previous two bosses. It does get better on in the later stages of the fight with the stacking debuff, but it feels like mosts tries so far we are losing people to the “simple” stuff of tentacles or simple bad luck with the spawn of the Maddening Eruption landing in the middle of the tentacles causing a wipe. So the fight is still tricky, it’s just that we haven’t consistently gotten to 40% where the fight really begins in earnest and the way there is something of a slog. Still, those last 40% will probably prove very interesting indeed and I’m looking forward to our progress there.

Orgozoa

We managed to kill Orgozoa yesterday, and honestly my thoughts from the PTR kind of still stand. The fight is really rought to heal, yes, and has to be executed well purely from a mechanical standpoint, but as far as really interesting things actually happening during the fight? Not really overly so.

Phase two still really felt like the easier one of the two, mainly because from a healer standpoint you are basically back at the beginning of phase one with almost nobody having the debuff. Sure, there are some other things to watch out for like the stomps and we did have a few deaths and consequently wipes to those but that I think is mostly because the area of that ability is somewhat unclear and people had to learn that, but overall phase two just doesn’t have that much more going on—always having the adds there for DOTs was nice as a discipline priest though, getting that extra healing going on.

And phase one, well, it got really rough towards the end even with us five-healing it, but it feels like such a slow burn that while it is challenging it doesn’t really feel exciting or overly dangerous most of the time with potentially the exception being during the Arcing Currents when players have to spread out in order to avoid spreading the Incubation Fluid to unaffected players so they are outside of many area healing spells yet take a burst of damage, but even those weren’t really lethal if the players were topped properly. That was still the primary point we lost players especially towards the end where almost the whole raid needs constant healing so it is something to watch out for.

After we killed Orgozoa however, we did have a decent amount of time left to get a few trys in on the Queen’s Court which proved much more interesting. Now, I was slightly skeptical of the fight at first because even though some of the decrees can be annoying on heroic like Repeat Performance, they’re mostly somewhat ignorable. On mythic however, the pure damage coming in from the orbs along with the much tighter timing on both the decrees as well as things like the charge made the encounter much more interesting than I was expecting. Also, there always being a decree active and them rotating in a set manner makes the fight more interesting as well, since that allowed the designers to put in really harsh sequences like the orb explosions during Deferred Sentence which then very quickly gets followed by Obey or Suffer. That combination really ended up being the most difficult part for us so far and the one which I think we will need to work on the most.

So I think we have some very fun progress ahead of us, once we manage to reclear everything this reset.