Archimonde Heroic felled

Archimonde heroic is a difficult fight, and like a few in Hellfire citadel that difficulty is ramped up considerably for raid sizes near to 10 as certain abilities seem not to be designed for 10 man groups. In addition to the abilities we had learnt in normal mode we had a few new abilities to deal with from phase 2 onwards - and the abilities in the final phase make the encounter VERY hectic. It took a good few weeks for us to learn the fight and in recent weeks we were beginning to see lots of sub 20% attempts, but wihtout really feeling we were getting closer. A midweek discussion in guild yielded some new things to try, and on our first try of the night we managed to get him to 6% - we followed this up with another sub 10% try despite a few deaths - the next try he went down with only storm dying!

Not. Even. Worthy.

While we found this boss quite straightforward on normal mode, Velhari on heroic is really about maximising each of the three distinct phases - In phase one we changed things so that we were all a lot closer to the boss, meaning less running to get away from the cone of fire. In phase two we assigned just a couple of DPS to the add and had everyone else on the boss to speed up that phase as much as was possible, in the final phase we got people to focus on positioning so that we had room to kite. These changes seemed to work well and it did not take us long to get a kill

There is no Dana.... Only Xhul!

Xhul'horac is a very challenging encounter, we knew this from our kill on normal mode! - In heroic there is a very high DPS requirement, there is also a strong requirement to move correctly as a team, to interrupt and also to deal with the other abilities like the singularities and the voidies in a coordinated manner. However in heroic mode it is very noticeable the damage coming from the explosion caused by mixing the two colours (or "crossing the streams" to continue the ghostbusters analogy) is exceedingly severe - whilst it's not "total protonic reversal" - two of these happening close together can easily lead to deaths and from phase 3 onwards controlling when this happens is very hard. In the end we changed tactics from our normal and shifted our heroism to phase 3 - once we did that and shortened that phase we were able to get the kill

Orb-ital Motion

Iskar is a tough boss to learn, and its very easy to wipe the raid or kill other team-mates with a single mistake. We took a while to get him down first time on normal mode, and even though there were very few significant changes needed to our tactics for heroic mode, we learnt this fight can go south rapidly. A lot of the encounter involves using the orb correctly - to remove the winds debuff, to remove the healing debuff and also to interrupt or cleanse add abilities. There are so many "fun" ways to wipe on this fight and we must have experienced them all. Notably this fight has a few pretty big turning points when adds appear (tip: don't have the winds debuffs up then!) and also a pretty big hump at the start of the third add phase - once we managed to blast past that part of the third add phase we had a kill as the enrage was no issue - though it was a admittedly more than a bit untidy


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