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More Nighthold!

  • ryanjepson8
  • Jan 28, 2017
  • 5 min read

Usually I start these posts with some sort of guild drama or event that occurred prior to the run, but this time, there was no such thing. At 7:50pm, Raiders were invited and at 8pm, we started the raid. Boring. So, where did I leave off last time? Ah yes, we were on Star Augur.

Star Augur Etreaus

Side note: as we speak, this boss appears to be the wall for every world first competing guild and upon downing it on Heroic, I can sort of see why. The third phase of of the fight requires some solid DPS, and I can imagine that on Mythic, people don't have the gear required to meet the DPS check of that phase. How does it work exactly? Well, shortly after the phase hits, an add spawns. This has to be DPSed down ASAP, after which you focus on the boss. Shortly after that, another add will spawn. This one you ignore and just focus on the boss. The add casts a spell that does increased damage on every cast. After about the 4th or so cast, it'll wipe the raid, so DPS has to be extremely high to get the boss down before this happens.

Here's some of the other mechanics:

  • First phase, separate raid into 4 groups. Mark areas on the ground.

  • One group stacks in one spot, rest of raid in other spot. This is to absorb some mechanic I can't quite recall.

  • When Group gets hit by said mechanic, they swap out raid spot with another group.

  • Second phase, boss will target people with a fel thing that will make them drop crap on the ground. Stutter-step to avoid hurting yourself if you get it.

  • Occasionally he'll do a fel explosion. Everyone needs to run to the edges of room to minimise damage.

  • Third phase is detailed above. The spell that the add casts will stun you if you're looking at him, so look away when he casts.

Took us a few tries to get that last phase down, and we briefly considered using Vantus Runes, but decided against it. A pretty cool fight though. And again, absolutely gorgeous boss room. That puts us at 6/10!

High Botanist Tel'arn

So, I had a bit of a better idea of what was going on in the fight compared to on Normal where we pretty much just ignored the mechanics. Was expecting a pretty tough one considering I didn't really know what the hell was going on when we did it then, but believe or not, this was a one shot. And I ran it with the wrong build. Note for future reference, don't go straight AoE spec for this fight. I don't believe there was anything extra to this fight compared to the normal version either.

  • Split ranged into two on each side of the room to make sure solar collapse and the void circly thing don't hit the whole raid.

  • DPS down adds ASAP (since when don't you down adds ASAP in any fight?) when they appear. Try not to get hit by them.

  • He splits on second phase. 3 orbs appear. DPS first one down quickly, then have ranged get second. Let third on explode on its own.

  • Continue to take care of adds.

  • He splits into 3. Spores appear and seem to follow played similar to Cenarius brambles. Avoid.

Pretty sure that was it. It doesn't sound too bad, and honestly, it really wasn't. Was pretty happy with our effort on this one.

Tichondrius

Again, I was expecting a pretty difficult fight for this one, and again, it wasn't too bad. We did wipe once on it, but we didn't even come close to hitting enrage like we did in normal. Sort of strange actually. At least I think I ran with the right bloody build on this fight though. Pretty enjoyable using Dragon's Breath with the helm during the add phases.

  • As far as I can tell, the strategy was pretty much the same for normal with Carrion Plague and all that. Stay in the left side of the room to stop it spreading if you have it.

  • Adds spawn next to boss at certain points. You can pretty much cleave these down.

  • Pillars spawn at some point and you have to get behind them. If to many people are behind one, it will collapse.

  • Large circle thing will appear under two players. One stays still and has ranged run to them. The other runs to melee. Seems to be some sort of explosion thing where you need to spread the damage.

  • Boss will vanish and bats will appear in in creasing numbers. DPS them down. Beam also appears randomly, avoid it as it does pretty decent damage.

Not too bad if you're co-ordinated and have the DPS required. I can see why this might be difficult for some guilds that maybe aren't quite as geared up though. Oh, and I got my 2nd Tier piece! So far, so good though. At this point, I'm thinking may even down Gul'dan tonight!

Grand Magistrix Elisande

Or not. God, the difficulty really jumped since the last boss. This boss is worlds apart from the Normal edition, which seems to be missing pretty much half of the mechanics. For example, the ring mechanic that occurs just once on Normal, now appears regularly on Heroic. This alone makes the fight a lot more difficult. Hell, it's worlds apart from any of the other bosses in Heroic, actually. I'd have thought that this would be the real wall in Mythic based on this fight alone, but we'll see. As I write this, only two guilds in the world have managed to get up to Elisande.

  • Two adds spawn, pink and blue. Once blue is killed, a dome appears that will slow everyone who touches it. The pink add provides a fast dome on death.

  • The boss also targets ranged and drops large circles on the ground that cause heavy damage. Make sure these drop on the sides of domes and not in front on them.

  • At regular intervals, rings will come in from the edges of the room. They do heavy damage. The blue dome slows theses rings and the pink speeds them up. You need to position as such that the rings hit these domes and provide a gap for the raid to run through.

  • Every second ring phase provides you with only a blue add.

  • After the fourth ring phase, adds stop spawning, so you have push the boss into the next phase before this happens.

That's just the first phase of the fight! As you can see already, this is a bloody long fight. Once you get the boss down to ten percent, she'll rewind time and get all of her health back. Here's the second phase:

  • ALL mechanics from first phase still occur.

  • In addition, the boss will cast beams from herself. Arrows indicate the direction of these beams. Try your best to avoid them.

  • Orbs drop from the sky. They must all be absorbed otherwise they'll hit the raid for heavy damage.

One thing that's great as a mage is that you can just blink through the rings, so it wasn't as panicky for me as it would've been for other members of the raid. Anyways, after 15 or so tries, we couldn't get past phase 2. We got very close, but not quite there. I'm not sure what to expect from the third and final phase, but it shouldn't be too bad since we're saving hero for that phase and can just burn her down... right?

Next time: Elisande hopefully dies!

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