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Mythic Kromog Raiding Guide

KromogHello everyone, welcome to another Warlords of Draenor raiding guide. I’m Myln and Today we’ll be taking a look at Kromog in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics yet, make sure to check out our guide in the annotation.

On mythic mode the increased health and damage matter a lot. So much so in fact that it won’t be unusual to use raid healing cooldowns during stone breath. During Runes of Grasping Earth phase you want to assign your raid group to specific runes as you need to maximise the damage output to destroy the hands as quickly as possible. This is because Kromog’s only new ability and change to the encounter can happen right after the normal rune phase ends.

The new ability is called Trembling Earth. During this phase you will get spikes spawning randomly – just move out when you see shaky ground beneath you and you should be fine. But more importantly Kromog will cause big pillars to spawn 1 at a time. These pillars will appear on the left, in front and to the right side of the boss, but the order in which they spawn is totally random.

These pillars have a good chunk of health and need to be dealt with before the phase ends. Which means when the third pillar spawns, you will have very little time to get rid of it. At this point, this is what we suggest you do: When the first pillar appears you want all your dps focusing it right away, when the second appears you want all dps to switch to it except for the group assigned to the first pillar; and when the last one appears, just nuke as fast as you can. You probably want to use some cooldowns at this point since you have only a short amount of time to destroy it.

You will notice that only the upper-part of the pillars is destroyed; the lower part is needed for the next phase and we’ll get to that in a moment. Once you take care of all the pillars you’ll reach the next phase when Kromog will cast: Call of the Mountain. This ability will 1-shot you if you don’t get behind the remaining pillars. And here’s why they don’t completely disappear when you destroy them. So for now, just just get cover behind them and you’re safe. After he casts Call of the Mountain, Kromog will face one of the pillars and use Rippling Smash to destroy it before doing his next Call. So you’ll need to stand behind each of the pillars in order to survive and continue with the encounter.

For the Rune of Trembling Earth Phase you could assign your dps as follows:
– When the first pillar spawns all dps should dps it
– When the second pillar spawns groups 2 and 3 should dps it
– When the third pillar spawns group 3 should dps it

In our Boss kill, we had Mages in group 3 as they had the highest burst damage. If you are missing dps to kill the pillars in time, save up your cooldowns and use them during this phase. but don’t use Heroism or Bloodlust as you need it when the boss reaches 30% health.

You can optimize your raid positioning for the runes of grasping hands phase using the Exorsus Raid Tools addon. This addon allows you to assign raid members to specific runes so they know exactly which ones to take.

Once you’ve optimzed your dps for both rune phases and have had a bit of practise on this fight, you’re sure to get Kromog down in no time.

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

Mythic Flamebender Ka’graz Raiding Guide

Flamebender Ka'grazHey guys I’m Sulya and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Flamebender Kagraz in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

This is probably the easiest boss in mythic compared to it’s heroic counterpart. In mythic, as you can expect, everything has more health and does more damage. However the 2 encounter changes are both related to the wolves. First off the fire lines between the wolves will now empower the weapons if they touch them. So obviously you’ll want to prevent this from happening.

Second of all when the wolves spawn, 4 of them will now spawn with 3 out of the 4 fixating on random ranged players. To deal with both the mythic changes you will want to tank the Flamebender more in the middle of the room as opposed to at the forge. Secondly, whenever someone gets fixated by the wolves they should run into the melee and use a personal cooldown to reduce the damage they take from their fixated wolf.

By having all of the wolves in the middle you can AoE them down and kill them as quickly as possible. Should the overheated wolf change, you will obviously still want a tank swap, and you’ll need cooldowns for those flame breaths. When it comes to the fixated ranged players, we assign a healer to each fixated player so that they don’t die in the process. As soon as a wolf doesn’t fixate on you anymore, run out of the melee because you still have the lava slash to deal with from heroic.

At 100 energy you will now want to have all of your raid move into melee so that your AoE heals are a lot more effective. Use a raidwide cooldown to reduce the damage or increase your healing. When the flamebender reaches 100 energy, 2 players should still have the Blazing Radiance debuff. These will need to stay out of the middle until the debuff fades. This means they will require extra attention from the healers so that they don’t die from the combined damage of the debuff and firestorm.

Once the firestorm ends, of course move back into range. Other than that, everything is still the same. If you’ve killed hans and frans, this encounter should be a piece of cake.

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

Mythic Hans’gar and Franzok Raiding Guide

Frans'gar and FranzokHey guys I’m Sulya and welcome to this Warlords of Draenor raiding guide. Today we’ll be taking a look at Hans’gar and Franzok in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

On Mythic mode this encounter requires plenty of coordination, so we’ll take it one step at a time.

There is now another environmental ability called Smart Stampers. This will activate shortly after the start of the fight, after the Searing Plates phase and after the regular Pulverizing Stampers phase.

These stampers are called Smart, because they will press down on wherever players are standing. When the Smart Stampers activate, the segments on which players are standing will start to light up. After 8 seconds a stamper will crash down onto that segment and will stay down for some time. So you will want to move to the next segment before this happens.

To deal with this, and you should definitely pay attention to how we do this in the video as well, we have 2 groups of 10 people. Each group has access to 2 rows of the encounter area and the groups stay on the same segments relative to each other. So when the Smart Stamper phase is about to start we have groups 1 and 2 on a segment in the third row and groups 3 and 4 on the same segment in the first row.

5 seconds after the segment starts to glow, the raid leader calls out next, and everyone moves to the segment to the right. Again we wait 5 seconds, wait for the raid leader’s call and move over. Rinse and repeat until you hit one of the transition phases from heroic mode.

If someone accidentally activates a segment too far, you can have the raid leader call out “move 2” so that the entire raid can move 2 segments and is still in the same position relative to each other.

The second change in this encounter is that body slam hurts like a truck, but it’s damage is now shared among everyone who gets hit by it. This means that during the smart stamper phase you’ll automatically deal with it because you have 2 sets of players moving as a group. However in the regular phases from heroic your 2 clumps of people will need to keep close together to share the damage then as well.

All stampers in this encounter will now 1shot you, so you’ll certainly have to perfect not getting hit by the stampers in the regular stamper phase. In both the Searing Plates and normal stampers phases new patterns have been added.

In the Searing Plates phase, 4 plates can spawn at a single time, meaning there will only be 1 line that will be safe. During the normal stampers it won’t be unusual that a lot of the segments will be covered. We’ve got multiple markers as safe spots, which indicate places where there should always be 1 safe segment.

After you finish watching this video, check out our extra Mythic Hanz und Franz Presser Dodging, which I originally recorded for my guild. In it you can see how little you actually have to move to dodge the normal pressers.

While progressing through this encounter we found that the normal presser phase was the most deadly. It starts around 53% and ends around 38%. We found it was best to use heroism at this point, so that we could get through it as quickly as possible. Now that we have it on farm, we use heroism at 25%.

This fight just comes down to movement so it’ll just take your team practice to get used to the waves and motions of this fight.

To conclude this guide the following is the phase organization of this encounter:

10 seconds after the start of the encounter to 85% health you’ll have to deal with smart pressers.
85% to 69% health you’ll have to deal with Searing Plates.
69% to 53% you’ll have to deal with smart pressers.
53% to 39% you’ll have to deal with regular pressers.
39% to a rough 25% you’ll have to deal with smart pressers.
And finally 25% to 0% you’ll have to deal with Searing Plates and then regular pressers.

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

Mythic Gruul Raiding Guide

gruulHey guys I’m Mezzy from WoW Weekly and welcome to this warlords of draenor raiding guide. Today we’ll be taking a look at Gruul in Mythic Blackrock Foundry. This video will focus on the changes to the mythic encounter, so if you don’t know the heroic mechanics check out our guide in the annotation.

On Mythic you’ll have to deal with a lot of damage and shortened ability timers. This means that everyone needs to bring their a-game because it’s going to hurt.

Before we get into the actual difficulty of the fight, let’s talk about what’s new. On mythic there is one new environmental ability. Every 15 or so seconds the furnaces around the room will breathe fire and throw flares into the room. These are big balls of fire that are easy to see and that you need to dodge. If you get hit by one of the flares you’ll get a 15 second debuff that will increase your fire damage taken by 20%. This will stack if you get hit by more than 1 flare. So it all comes down to simply not getting hit and not standing in front of the furnaces.

Other than that, let’s talk Inferno Slices. This is what the fight is really about. You will still want to have 2 groups of dps and healers to soak the slices. Each group will now take 2 slices though instead of 1 before the other group soaks.

You will also still use the concept that we used in heroic mode with whichever tank is soaking slices is not currently tanking the boss. You’ll obviously use taunts before and after the Inferno slices. You can cover the tanking with 2 or 3 tanks. If you use 2 tanks it means that each tank will have to take 3 inferno slices before they tank the boss. If you use 3 tanks they each take 2.

In both scenarios, the tanks will need to use both personal and external cooldowns to survive the slashes. If you decide to use 3 tanks you would rotate them as follows:
Tank A starts tanking Gruul, Tank B takes the first 2 slices on Group 1 and Tank C tanks nothing, he dpses the boss and makes sure not to stand near group 1 to not get hit by slices.
Once Tank B gets his second slice, he keeps Gruul and tanks him. Tank C will then take 2 slices on Group 2 and Tank A should not get hit by anything.
Again after 2 slices Tank C will tank Gruul, Tank A will take 2 slices and tank B will not get hit by anything. Rinse and Repeat. When a destructive rampage occurs, rotate to the next set.

One final change on mythic mode is that the Petrifying slam will now petrify everyone except for the tanks. This means you will need to make sure that everyone is 8 yards away from each other when they become petrified. As it affects pretty much the entire raid we use a raid wide healing cooldown after the petrification to get everyone back up because the inferno slices will continue to happen.

With the changes out of the way there are a few other tips I want to give you. The amount of healers you can use really depends on how good your dps is. If your dps can still make the enrage timer with 6 healers then it might not be a bad idea to use that many for your first kill. However 4 to 5 healers is the more appropriate number of healers you would expect for such a fight.

Using personal cooldowns for inferno slices as a dps can really help out your healers a lot. Using immunities like deterrence to still soak part of the slice but not get another stack of the debuff is something your healers will greatly appreciate.

And then finally, the cave ins are a big pain on mythic due to the amount of damage they do. So you do not want to get these on your melee and healers. To reduce the chance of that happening, as a ranged dps you can stand to the back of the room when you’re not being sliced. Inferno slice reaches the back of the room so it means you do not always have to stand on top of each other. Do note that when you are being sliced you definitely want to make use of healing sources such as healing rain, so don’t be afraid to move forward.

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

Watcher on Legendary Ring Proc in 6.2, 6.1.2 Hotfixes: May 7

Watcher on Legendary Ring Proc in 6.2

Watcher took to the forums to address some concerns about how the legendary ring works when you upgrade it in patch 6.2.

Quote from: Blizzard

Let me try to address a few of the concerns raised in the thread and explain our thinking.

First off, why this wacky raidwide effect? Why not a traditional legendary that is purely individual? The idea’s origins lie in what this particular legendary is: a ring. It’s not a weapon designed to strike foes, or a shield to protect you from harm. And what is the nature of a ring? Whether we’re talking about seven rings for the Dwarf-lords in their halls of stone, about Captain Planet, or about common social covenants in our own societies, rings tend to be paired with counterparts, and to have their meaning derived from the connections entailed therein. A lot of fluff, perhaps, but that’s what got us thinking along the lines of a group effect rather than a personal one. This certainly isn’t a template for all future legendaries, but we find it very fitting for this particular one.

Now, some of the concerns that have been voiced:

1) “It will be used mechanically on cooldown”

Sometimes, sure – it depends on the fight. The healing/tank versions certainly won’t be used that way, and the DPS ring also has elements (notably the AoE explosion at the end) that add additional depth to the decision of when to activate it. Let’s consider the fights in Foundry, since those are probably more familiar examples than Hellfire, and imagine how the ring might have been put to best use while progressing on a few of those encounters:

  • Blast Furnace: Largely wasted if you use it on the pull; you might save the first activation for the second pair of Operators, and then during the second phase you’d aim for windows of Elementalist vulnerability, since that’s what matters most.
  • Operator Thogar: Here we run into some unique considerations associated with the explosion. You could activate the ring in advance of a Man-at-Arms wave, getting a damage burn on Thogar while you build up the potential AoE that will go off just in time to alpha-strike the dangerous enemies right as they jump off a train car.
  • Flamebender: If you aren’t running into her berserk, the Cinder Wolves are your main concern. You’d probably benefit from waiting until she’s at 45 or so Energy, and timing the explosion to get a large head start on the Wolves. Especially on Mythic.
  • Blackhand: Aside from the obvious uses to speed up phase 1 and phase 3, I could see having your initiating player as the person who’s about to get knocked up onto a balcony with a fresh wave spawn due, timing the explosion to pretty much erase the whole wave of enemies right as they exit the door on the ledge.

Now, on something like Gruul, you probably would just use it on cooldown every time. But I’d say Gruul is more the exception than the norm.

2) “It feels bad to have someone else control my legendary”

This is a fair point, and I sympathize. Setting aside the fact that when doing any solo content you have complete control over the activation, there is still more control with this legendary than with nearly any of our prior examples. Procs could occur at completely inopportune times, often wasting them entirely, and whether you got lucky and had Xuen’s cloak trigger just as a large pack of enemies got clumped together, or whether it fired 10 seconds earlier or later, could drastically alter your total damage on a given encounter.

At its core, the legendary ring is a raid item – the vast majority of the content and the collection steps take you through raid content – and players who are part of a raid group are by definition cooperating and coordinating to tackle challenges. The rings add another layer to that teamwork. Even outside structured guild raiding, it’s neither typical nor tolerated in pickup groups for, say, a mage to use Time Warp to maximize personal damage at the expense of the raid, and I’d be surprised if it’s common to see it done with the ring. Now, yes, in Raid Finder, though you also won’t generally be seeing raids with tons of ring-wearers, you’ll probably see some selfish behavior. But even then, the effect isn’t wasted (merely suboptimal), and that action isn’t likely to affect the group’s success or failure on the encounter as a whole given Raid Finder’s tuning.

3) “The effect isn’t fair/balanced and is worse for <my spec> than <other specs>”

True. We could have made a perfectly evenhanded ring effect – something like “Equip: Increases damage and healing done by 10%.” That also would have been very lackluster. Nearly any effect with any depth to it will benefit some more than others so long as our classes/specs have varied strengths and weaknesses. (And we don’t feel that class homogenization is the answer, either.) Over the course of a fight, that may amount to a difference of a couple percent damage, if that. Hopefully we continue to make interesting and unusual items, and some of those will favor specs that feel the ring was suboptimal for them.

6.1.2 Hotfixes: May 7

There was also a small hotfix a few days ago, nerfing Blackhand in Blackrock Foundry.

Quote from: Blizzard
6.1.2 Hotfixes: May 7

Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.1.2. Hotfixes are updates made on our end without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require the realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.

The latest batch of hotfixes are listed below. Previous hotfixes have been compiled by category to provide a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.1.2.

Tags may be added to some hotfixes to denote a special condition.

  • [Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
  • [Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.

May 7

Raids and Dungeons

Blackrock Foundry

  • Blackhand
    • Blackhand’s Demolition ability now deals 20% less damage and his Massive Demolition ability now deals 5% less damage on Normal, Heroic, and Mythic difficulties.

Patch 6.2 Preview—Bonus Events and Adventure Guide

Quote from: Blizzard
Patch 6.2 Preview—Bonus Events and Adventure Guide

As development continues on Patch 6.2, we’re excited to share some additional information on two new upcoming features—Bonus Events and the new Adventure Guide.

Bonus Events

The Bonus Events system consists of a rotating schedule of seven different activities, currently scheduled to run from Friday through Monday of each week. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar (located in the upper right-hand corner of the mini-map) can serve as your one-stop reference for the event schedule. The Adventure Guide—discussed in detail below—will also offer a direct link to active Bonus Events, allowing you to easily accept any associated quests.

Timewalking—The Burning Crusade and Wrath of the Lich King

The schedule will feature two different Timewalking Bonus Events, each themed around an expansion: The Burning Crusade or Wrath of the Lich King. Your character’s level and gear scales down to the dungeon at Heroic difficulty, but the loot you receive is scaled back up, making it a great way to gear up characters as well as receive cool items for transmogrification. Completing three Timewalking dungeons as a part of a quest during the event awards a Seal for an extra bonus roll, which isn’t counted toward the weekly cap of three seals. Learn more about the Timewalking Bonus Event in our Patch 6.2 Preview – Timewalking.

Draenor Dungeons

While this Bonus Event is active, defeating enemies in any Draenor dungeon will award reputation with an appropriate faction. Completing two Mythic-difficulty Warlords dungeons as a part of a quest during the event awards a Heroic Hellfire Citadel Raid cache.

Battlegrounds

During the Battlegrounds Bonus Event, you’ll earn triple Honor points from random Battlegrounds. Completing the event quest by winning a few random Battlegrounds awards 500 Conquest Points, which do not count toward the weekly Conquest cap.

Arena Skirmishes

You’ll earn triple Honor points from random Arena Skirmish matches during this event. A quest to win several random Arena Skirmish matches will award 500 Conquest Points, which do not count toward the weekly Conquest cap.

Apexis

If you’re trying to stock up on Apexis Crystals, you’ll be able to gain triple the amount from eligible creatures during this Bonus Event. Completing three area assault objectives during the event awards a sizable amount of Oil to fuel new Naval Missions as a part of your Shipyard. (More information on this new resource will be covered in a future Shipyards and Naval Missions preview.)

Pet Battles

During Pet Battle Bonus Events, you’ll be able to take your pets out for a little exercise and earn triple pet experience from battles. Winning five PvP Pet Battles as a part of a quest during the event awards the player with an Ultimate Battle-Training Stone that instantly levels a pet to 25.

 


 

Adventure Guide

Patch 6.2 also introduces the Adventure Guide, which acts as a landing page of sorts for our other in-game Journals, and makes it easier than ever to find content and activities that are relevant to your character.

…the Adventure Guide, which acts as a landing page of sorts for our other in-game Journals…

The Adventure Guide suggests content based on a number of factors, such as character level, item level, quest progress, achievements, and more. The Guide is fully interactive, allowing players to accept relevant quests or search for a group via Group Finder with a single click.



 

More Patch 6.2 Info

You can help test our new Bonus Events and the Adventure Guide on the Patch 6.2 PTR. Note that availability to test this content may be limited to certain time frames. Learn more about the upcoming Patch 6.2 and how to participate on the PTR in the 6.2 PTR Patch Notes.

WoW Subscribers Number Dropped to 7.1 Million, 6.1.2 Hotfixes: May 5

WoW Subscribers Number Dropped to 7.1 Million

The Q1 2015 Investor’s call took place last night and it revealed that at the end of March, WoW’s subscriber numbers had dropped to 7.1 Million players! This is a drop of 2.9 Million players since the end of 2014!

6.1.2 Hotfixes: May 5

Quote from: Blizzard
6.1.2 Hotfixes: May 5

Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.1.2. Hotfixes are updates made on our end without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require the realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.

The latest batch of hotfixes are listed below. Previous hotfixes will be compiled by category to provide a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.1.2.

Tags may be added to some hotfixes to denote a special condition.

  • [Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
  • [Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.

Patch 6.1.2 Information


May 5

Raids and Dungeons

Blackrock Foundry

  • The Blast Furnace
    • Additional Bellows Operators should no longer incorrectly spawn after the fight has transitioned into Phase 2.

Bug Fixes

Achievements

  • Patrol Mission Specialist: Fixed an issue where characters were not receiving credit for completing the achievement.