Russta ([info]russta) wrote,
@ 2008-12-09 16:50:00
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How did we get here?


Malygos is a damn epic fight. Really fun too, even if many in my community felt phase three was too gimmicky to make it a true classic. The floor falls, you land on a drake, and, if you play well, it's all over inside thirty seconds. Invariably people don't though and it takes a bit longer but no one's performance could really be faulted last night. The biggest challenge we faced was the horrific server lag we were all plagued with due to other guilds within The Eye of Eternity doing Malygos at the same time. It seemed somewhat ironic that earlier in the day I was ranting about my disdain for the infallible argument presented by those that blame lag for every mistake when we all know that they just fucked up. This was lag!

Thanks to Ardent Defender, WotLK's tank equality, the Shield of Righteousness bug and my gear, I was able to command tanking duties for Malygos. The first phase is straight forward; survive massive spike damage while hoping the Death Knights do their job on the sparks well, live through the Vortex and run in the correct direction upon landing. It's actually Vortex that has prevented my ten man group from trying the non-heroic version of Malygos as you're pretty much stiffed without a Druid and Priest for your healing, of which we only have only one. I was really surprised that it's damage in ten man is the same as it is in twenty-five and disappointed that wasn't a mistake. It needs toning down when they "fix" Circle of Healing and Wild Growth for sure.

The second phase is where the aforementioned lag came into play. I would guess on any other fight, the servers would be able to cope with the amount of people that were present in EoE but the new raid encounters are rife with such sparkly new features. The Lords and Scions floating around a giant spacial area above ever changing pink domes with a giant blue dragon firing a C&C-esque ion cannon at the ground must be pretty intensive. The highlight of the lag was running to a fresh anti-magic shield only for it to hover across the ground several feet. A howl of laughter erupted on vent. Beyond dodging in and out of shrinking domes, this phase is quite simple too once learned, my only irk being our DPS' slight inconsideration toward the tank's abilities to get all the Lords gathered with sufficient threat. It was bad enough when we weren't averaging five globals to every ability.

You can actually learn aspects of the third phase outside with the Aces High daily but it's really not that helpful in practice. The one thing it will teach you to do is grasp where the abilities are, what they do, how the combo point system works and if your UI will display them. Whereas the daily is about killing something that's always attacking you and having a high degree of self-preservation, the actual fight against Malygos involves certain people being designated healers while the majority keep their Engulf in Flames rolling. I like to think I learn fights pretty fast but this one even tested me as I found the entire thing a little difficult to get my head around. Eventually, we all settled for doing two Flame Spikes, waiting for 85 energy, then doing Engulf. Doing it this way ensured that we always had Flame Shield available should we get targeted. It was doing nothing but staring at my pet frame for energy and the skull icon that changed the fight from being a nightmare to comfortable for me and one I shall enjoy doing for the next few months.

Of course, the biggest challenge of this fight comes in looting your fucking Emblem of Valor from Alexstrasza's Gift.

FFFFFFFFFFFFFFFUUUUUUUUUUUUUUU-



Within four days of WotLK being released, I'd gotten 80. As I've mentioned before, I raid in a fucked up way with what is regarded as a community (a channel of people instead of a guild of people) which frees up your guild for whatever purpose you wish. A large part of Redemption's "core" is in my guild and unsurprisingly, the first eight people to hit level 80 were members of both. The very same week the game was out, we were able to squeeze in a Naxx 10 run and get up to Four Horsemen and Patchwerk before being cockblocked. Two days later, we cleared it in it's entirety with some gear upgrades and minor changes.

It's great being back in Naxxramas. My best memories of World of Warcraft were our good old BG days of me being a noob and slowly learning the place. Part of the reason I never attended the plethora of retro raids on Argent Dawn was because I didn't wish to taint what we had back then. I'm almost glad it's so easy just so I can enjoy it to the max and know that I will be doing it at least once per week, every week till the next expansion pack comes out. I still feel that 40 man Naxxramas with BG was one of my greatest experiences in any game ever, online, offline, MMORPG or not.

One scar I have been left with is Bert's mantra of "same left, different right" for Thaddius. Along with the chaining mind flay and various Darm cleave jokes, it's one of those that still gets recited years on. Naturally, I kept the exact same method we used at 60 for my ten man group at 80 - only for my community leader to do the exact opposite in our 25 mans. I always prided myself on never screwing up polarity charges but it's a record I can no longer hold as barking out the directions in reverse every 30 seconds overwhelmed me causing me to call out the wrong instruction and get myself killed.

Aside from clearing 25 man Naxx twice, 10 man Naxx three times, Archavon (never has free loot really meant free loot) on both versions many times, Sartharion 10 twice and Sartharion 25 once, we've also done him with one drake up on 10 man and again on 25 man.

Sartharion+1 on ten man was incredibly challenging. We ended up adapting a strategy whereby Calira tanked both Sart and Tenebron while I dealt with all the whelps and elementals. Due to hit box issues, Tenebron was slowly taken down by three ranged while the melee dealt with the adds. It was incredibly backwards and something I think we can improve upon next time. The twenty-five man version of the same fight wasn't nearly as tough because the logistic issues simply weren't there. I will say though that with four Death Knights using Death and Decay, it is by a huge distance, the most graphically intense encounter I've ever done. With whelps and an enraged amount of elementals on me toward the end, I saw the fire wall go past in three movements.



Aside from having Russta decked out in both full Protection gear and Holy gear and also having Jenkem at 80 and done with heroics, this is the other thing I've been focusing on. I toyed with the idea of leveling another alt but I took a step back and considered just how much I'd done in less than a month and decided that I'd let Glory of the Hero be my crowning achievement for a little bit and scale back a bit to get some quality time in on Little Big Planet and Fallout 3.

Lockdown and A Void Dance are simple RNG achievements that we'll get in time.

Make it Count I'm anticipating having done tonight.

Less-rabi we've failed around thirty times.

Gotta Go is retarded and I'm not expecting to have it done before the time frame gets expanded in the future.

I'll probably do a post and go over some of the harder achievements once I've got the Red Proto Drake in the bag.



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(Anonymous)
2008-12-10 01:21 pm UTC (link)
Ahh someone else as intense about the game as myself. How refreshing.

We're gonna be doing sarth 3 drakes tonight, after much teeth pulling and convincing people (who downed muru pre-patch) that our guild is in fact capable at our current gear/experience level. It's harder motivating people than ever, Naxx being so easy seems to have spoiled everyone's competative spirit, they just wanna show up and collect loot now. It's been frustrating.

Gimme some tips for the Occulus void achievements. I haven't tooled around there much(got the dps gloves first go and everyone seems to hate it passionately). Seems like ruby void would be the hardest one really. Do you green-kite the whelps while you burn the boss? Or have everyone on green or something spiffy like that?

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[info]russta
2008-12-10 02:54 pm UTC (link)
We did all three in two attempts.

First time, we did it with three greens. All stay together, forever kiting, forever keeping up the leech poison and having one person designated "tank" by keeping up the nightmare debuff. It took us 11 minutes but it was damn fun.

Doing it with five ambers is something I never wish to experience again. Refining the strategy took THREE HOURS before we finally killed him but damn, he goes down so fast when you're doing it right. Here's how to do it.

One person opens with time stop and channels then the other four shoot their bolt a second or two later. As soon as they have, the original guy start channeling again and the other four shoot their bolt. Time stop is then put up immediately by the next designated person and the cycle repeats.

I know it sounds complex but it's really not when you get it down, there is just very little room for error because you don't want too many whelps to spawn. His diminishing return for time stop fades while he goes into the nether thing.

It's basically repeating 1 channel, 4 shoot > 4 channel, 1 shoot while keeping him in time stop. It's also important to note that the forth and seventh person to do time stop (first after each phase thing) takes over the role of the 1 channel, 1 shoot guy before him.

I know that's all disjointed and confusing so if you have any questions, fire away.

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(Anonymous)
2008-12-18 01:02 am UTC (link)
Sorry for the delay, my best wow-buddy(prot pally MT) just quit after landing the dream career job of a lifetime and it killed my desire to do much of anything in game. We just got The Undying in 10man naxx despite having our ranged tank healer DC on 4 horseman while in range of blameaux's debuff...it was just epic.

I think I get what your saying with the all bronze setup, I really want to try this but it's tough finding people willing to wipe to learn in occulus.

As far as 10man sarth have you had any luck in 2+ drakes yet? It really feels like a 3 tank, 3 healer fight, which is gonna be hell after losing our MT. I just don't see any other way to deal with things. Double and tripple breaths on tanks just ends nights it seems, and I think our add dps is going to tank when they nerf volley.

We are running an Ele shaman though so our overall damage might actually go up since he's a bit of a drag on us at the moment. I'm not in the paid member area at EJ, so maybe this is already covered there. Is the invulnerability and thorns aura from the Drake adds applied only to Sarth? It seemed like this was the case and would make it easier not having to go down portals to dps adds while everything else is happening.

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[info]russta
2008-12-18 01:15 pm UTC (link)
Sucks about your WoW friend. BTB and I have been together for about four years now through FFXI and WoW and have done almost everything there is to do across both games in that time. If he quit, I'd probably feel the same as you, or worse.

Our community leader was talking about trying to get the Naxx 25 version of The Undying achievement (The Immortal) in the next few weeks but I don't see it happening. We're a real good group of players but we have one or two people that will sip paint before Heigan or Thaddius and mess it up. We're also inexplicably horrible at Instructor Razuvious and would have to give out a few slaps there so we don't end up losing eight people for no real reason. I do intend to try and get The Undying with my ten man group simply because they're exceptional players who are far above and beyond things like that when at their best.

Of course, all that is subject to the servers holding up. Aside from the Malygos lag I mentioned in the entry, we've actually been pretty lucky with Naxx 25 lag. There's only been one time where we've lagged so badly on Thaddius that we were unable to kill him that night. Bizarrely, we've not had a single run at Gluth where we weren't hit with massive lag spikes and kiting the zombies has turned into a farce. Thankfully, he's easy enough for it to not matter but it does only take one death...

We haven't tried ten man Sartharion +2 yet but we have it penciled in for Saturday. I was quite unhappy at our first Sartharion +1 kill and insisted we refined that before making the next step. I made some changes to the strategy and he went down in, literally, half the time as the week before.
>>>

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[info]russta
2008-12-18 01:15 pm UTC (link)
>>>
All things Sartharion related have been very hush-hush thus far, largely because people regard it as currently the only challenging content in the game. There's no direct thread in the BB but I have been able to pick up some sketchy details with regards to the twenty-five man version. Whether these will translate well into ten man I don't know because it's generally accepted that ten man content is harder than twenty-five mans right now due to logistical issues. But I'm sure I didn't need to tell you that.

  • The fight is basically a DPS race. Trying to do it the "proper" way is a very bad idea.

  • Tenebron has to be dead by the time the second drake comes in, however I have no idea how much time you have to do this.

  • You only go into the other realm once and that appears to be when there's two adds because twilight torment stacks? I'm very unclear on this point though it'd likely become obvious once I try it.

  • There will be a few times where the damage on the tank is so high that it's not possible to live through being one shot with current gear. This is dealt with by using Guardian Spirit, pets that can taunt as a quick sacrifice, or rotating tank cooldowns.

  • A Holy Paladin is almost a requirement in ten man.


Again, the above is conjecture really. I've yet to read any clear, concise statements made about the fight and have manifested that from what I've managed to pick out of a handful of posts.

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[info]_dulcea
2008-12-10 06:22 pm UTC (link)
Less-rabi I was able to get pretty easily with a shaman in the group and pushing dps hard. The fastest cast we got to was .8 seconds, so it was still rough.

There are a few people in my guild that have gotten the Ruby Drake. I am unfortunately not one of them. Gotta Go is the achievement that is really holding me up. The people in my guild that have done it basically went with a retardedly stacked melee group before the rogue poison bug was fixed.

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[info]russta
2008-12-10 06:45 pm UTC (link)
As of writing that entry, I've done all the achievements bar Gotta Go.

We had some incredible luck in Violet Hold today as the first boss was Moragg (the last one we needed for Lockdown) and the second was Zuramat (A Void Dance). As icing on the cake, Cyanigosa dropped the hit trinket our Mage friend has been after for ages.

I'm toying with the idea of trying to put together some ridiculous group about BTB, Ally and I but I'm not holding out that I'll actually see the drake until they patch more time to it.

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[info]_dulcea
2008-12-11 04:53 pm UTC (link)
All because of Gotta Go! I think that I am going to get the 10man proto drake before I get the heroic one. /shrug

I am afflic lock, so when people are making their stacked groups I am not really the first person they pick. I could probably respec destro and bring a little more burst.

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[info]rukenshin
2008-12-12 12:29 pm UTC (link)
I'm totally in nearly the same boat of achievements, minus a few including Occ ones. I just hate that zone.

I haven't really been pushing to do them much, although I probably will now that I'm out of stuff to do. I don't need any H gear, rep, or badges so I'll probably start working on more achievements.

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Malygos lag
(Anonymous)
2008-12-13 11:16 pm UTC (link)
Hey Russta. I'm not sure if this is different from how you currently do it, but my guild found the best way to minimize the Phase 2 lag is for melee not to take any of the hover discs until all of the lords are dead. Once the lords are down the lag seems to subside for us. - Mogambu

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