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.

Method Queen Azshara world first

So Method managed to snag the world first on Queen Azshara as is somewhat usual, though it seems to have been a rather close race with Limit this time around, moreso than the last couple of ones.

That however, isn’t really what I wanted to talk about, but rather the somewhat unusal setup they ended up running for the boss, namely: only running with two healers on the first kill of the last boss of a raid. Now, playing a healer myself this is obviously something that doesn’t feel overly nice since it means that more healers will be benchend than usual and to me it already felt rough having three healer bosses since I like my fellow healers, but also from what I know this is somewhat unprecedented and it feels like it points towards some heavy flaws in the encounter design of Queen Azshara for this to be possible at all.

One large contributing factor to this being possible was the maximum health reduction debuff that you need to take in order to keep the different seals charged which mean there has to be overall less damage coming in or it would simply be oneshotting players. This was also a large contributor to Method’s decision to run two discipline priests I think, since shields give you that extra buffer on that low health—of course, discipline also brings with it some decent extra damage, and them already running only two healers indicates every extra bit of damage is welcome.

But secondly, as noted above, the fight on heroic as well just feels like it has very little incoming damage, with me on our kills generally spending more time doing damage than healing. Sure, there is some decent burst in the last phase but aside from that the fight felt kind of boring from a healer perspective and I guess that is now simply getting validated even on mythic which I think is sad to see.

It’s odd, all of this makes me kind of not look forward toward Azshara that much, since it makes me feel like maybe the fight won’t be that interesting. Now granted, Method still needed several hundred pulls to get the boss down, so I’m not thinking it will be easy, but that doesn’t necessarily mean the fight will be interesting which is unfortunate for the end-boss of a tier especially for one with so much lore tie-in. I guess I’ll have to see once we get there, but for now my excitement for the end-boss is down somewhat though we still have a long way to go so there’s time to change that—I also somewhat doubt we will be running a two healer strategy since we only have one priest at the moment, but we’ll see.

Fortified and Tyrannical

We ended up doing some mythic+ after the raid yesterday as is somewhat usual, and it reminded me of something that had bothered me in Legion and is back in Battle for Azeroth though the other way around; namely the big difference between the fortified and tyrannical affix. Now, they make different parts of the dungeon stronger so it seems obvious that there would be a big difference between them, but the bigger thing I feel is not that there is a difference but that one of them always feels disproportionately harder than the other; in Legion that was tyrannical with some bosses simply one-shotting you if you didn’t have enough gear or later on if you simply played the wrong class or spec, in Battle for Azeroth however it seems to me that fortified is the much worse affix.

I think this change is due to Blizzard’s changed design direction with dungeons in Battle for Azeroth, putting more of an emphasis on making the trash interesting and actually having abilities to prevent the kind of insane large pulls that we saw towards the end of Legion especially in the Mythic Dungeon Invitational and while I think this design decision was a valid attempt at fixing that and something that is hard to change again for Battle for Azeroth, it does make the dungeons feel like much more of a slog for normal groups during fortified weeks as well as strenghtening the skip-focused metagame at the MDI which I think is more harmful than the one focused on large pulls. While those large pulls felt pretty insane to the averge player and even relatively high-end ones, they still required excellent execution and usually came with high risk while simply skipping the mobs while not risk-free is considerably less risky as well as from an esports perspective, being much less interesting to watch—this is probably also why so many players I know enjoyed the Reaping affix so much since it provided the opportunity to kind of re-live that feeling of making a huge pull and surviving it while also providing a nice opportunity for more multitarget focused classes to shine. I also feel that having very intense trash that constantly requires a high level of attention along with bosses that also tend to be mechanically intense even with fortified makes running dungeons much more tiring than it was in Legion and somehow also a bit less fun, and skips aren’t all that interesting either nor as generally available especially the ones done at the MDI since those often rely on the Night Elf Shadowmeld ability which you rarely have for the complete group on live especially since most of the higher-end activity is on Horde and not Alliance unfortunately.

Now, Blizzard has attempted to counter this skip-focused meta in the new season with the introduction of Azsharas’ emissaries that are often placed so that you have to vary your route or simply preventing you from doing a normal stealth or invisibility skip due to them having truesight, but I’m not sure this is a change in the right direction. As noted above, I don’t feel that the whole dungeon being this intense gauntlet of always complex encouters be they trash or boss actually contributes to a good dungeon experience, as a player it is actually nice having a bit of a lull during the trash while preparing for the next boss-fight with maybe some more interesting trash sprinkled in at times but not every single pack—looking at you, MOTHERLODE!!!.

Along with this, there is the general problem of the very high variability in the difficulty of different mythic+ affixes with this week being Grievous again which is just a pain to handle as a discipline priest making me much less eager to run significant amounts of mythic+ this week which I find a shame since it’s an activity I actually quite enjoy so being discouraged from participating in it doesn’t feel particularily good but this seems like something Blizzard isn’t particularily intent on changing.

Overall, I think that with Battle for Azeroth, Blizzard went a little too hard in the other direction with dungeon design and I hope we end up meeting somewhere in the middle with the next expansion where bosses one-shotting you doesn’t become a hardcap on how high of a key you can do that specific week like it was in Legion but trash still feeling more manageable even in large groups than it is now in Battle for Azeroth. If Mechagon is any indicator of future design changes though, I don’t think that is very likely given the trash in there but we’ll see with the next expansion.

Lady Ashvane

We managed to squeeze in a kill on Lady Ashaven yesterday, on the last day of the reset bringing our total of first week mythic kills to four which I think is a rather respectable number this time around.

Lady Ashvane mythic achievement
It’s sometimes interesting seeing the translations of the names of the characters, with how Blizzard manages to keep the name similar both in feel and meaning

On the surface, not much changes with this fight from heroic with the primary difference being higher damage and healing requirements but in the case of this boss that was more than enough since the tuning is really rough meaning you basically can’t afford any deaths—that you can’t instantly battle ress at least—or you will not have enough damage to kill the boss in time. The bigger difference—for me, personally, as a healer—was the rather hefty amount of incoming damage as well as the fact we were only playing with three healers on this boss making every single healer mistake or general mechanics fail that much more critical, having just one extra coral patch up after phase two basically instantly spelled a wipe. I guess there is one significant difference to heroic there, when you laser the corals away in phase two they actually spawn a couple of spots on the ground that need to be soaked, if not they spawn new corals which spells a bad time.

In general, I found the fight suprisingly fun since there was almost always some upcoming timing I had to keep in mind and the rotation between phase one and two provided a bit of change in what I had to be watching, and because the damage check was so tight I actually got the opportunity to focus a bit more on doing damage during the lulls in my own cooldown usage which provided some interesting additional challenge since my damage actually mattered more than in other fights.

After the kill we had a little time left over to take a few pokes at the next boss, Orgozoa, and I can already tell that fight is going to be fun since during the few tries we did the healing requirement on individual healers seemed similar if somewhat lower than Ashvane with the difference being us having five healers on Orgozoa and only three on Ashvane. I even managed to go completely out of mana on one of our pulls which is impressive considering the fight lasted maybe three minutes or so which has me somewhat worried but simultaneously excited what that fight will bring, I guess I’ll find out this reset if we manage to clear out the previous bosses in a reasonable time.

Mythic week

So mythic week for the Eternal Palace started on Wednesday and we have managed to get stuck on Lady Ashvane as was to be expected I think with her being the first “proper” boss of the raid because she has something of a difficult damage check even while running only three healers. I believe our best try ended up somewhere along 40% with us managing to get to the third phase two and some way into it but that’s nowhere close to killing her since as far as our timings go, we are trying to kill her in the third one and we don’t quite have the damage for that yet. Still, I think we had a rather good showing for only three hours of raiding on Thursday, having killed the three first bosses along with heroic clear on Wednesday.

The first three bosses proved easy enough

Wednesday in general was an interesting day, with a large part of the guild along with me deciding they wanted to farm mythic+ in preparation for the raid which meant I had to get up earlier than usual in order to be online when the servers reset. It was a fun time though the loot gods were not with us, with our group getting pretty much no titanforges and very few upgrades in general. I might want to do some more mythic+ on the weekend in order to prepare for the next raid on Sunday, though shouldn’t be quite as important for me since my gear is for the most part quite up-to-date and we didn’t really have healing problems on Ashvane as of yet though I guess it could enable me to do some more damage and it seems that Orgozoa could require a bit more healing again since I believe we want to run five healers for that boss.

Essence collection starting to come along

I’ve also had the time to run Operation: Mechagon again giving me the blueprint for rank two of Vision of Perfection which was welcome for Ashvane—using it there for the little extra damage it provides and the cooldown reduction also proved useful—though I have to say I’m not a huge fan of the time gating there, would prefer something more farmable but I guess timegating is the name of the game for essences, either through limited reputation or weekly things like the mythic+ chest or Mechagon with the exception being that one very grindy battleground essence that I’m happy I don’t need to get since I’m not a huge fan of PVP.

In general, I think that’s something Blizzard failed on in regards to the essences, depending on “luck” you might be forced (read, heavily insentivized) to do content you might not enjoy at all in order to get the essence that is actually good for your class and spec in content you do enjoy doing. Simultaneously, I do think it is good that there is some incentive to try out different forms of content in order to see if they have changed enough that you might like them now but this approach just seems unecessarily heavy-handed.

Overall, the mythic week has started out very fun with finally some proper fun new content to do along with a renewed interest in mythic+ from my guildies which means more opportunities to run dungeons which I also enjoy so if it goes on like this I’d call this week a success.