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World First Race - Why is Mythic Azshara's Phase 3 So Hard? How Big Are the Nerfs?
26/07/2019 alle 04:09
Guilds are now hundreds of pulls into Mythic Azshara and they’re all now stuck at a hard roadblock in Phase 3. We discuss why Phase 3 is so hard, as well as go over today's hotfixes. They seem rather tame, but it does nerf one interaction in Phase 3 of the encounter, and there's a massive nerf coming tomorrow morning.
Phase 3 Description (Pre-Hotfix)
If you've done Heroic, you know most of the mechanics on the Phase already. There are Tidemistress adds that spawn on the Ancient Wards that will cast
Risucchio Difesa Antica
Catena di Fulmini
. However, on Mythic, there are 3 adds, one on each of the Ancient Wards. There is also a Loyal Myrmidon who melees the tank and casts
deals raid wide damage of 100k
damage on Mythic when it explodes (assuming it doesn't impact a Pillar or the Console). The only way to break the
, is to send the Loyal Myrmidon's
through it. When the shield breaks it causes
dealing more raid-wide damage. Until this phase ends, more Loyal Myrmidons will spawn periodically causing trouble if you don't cleave down the first one fast enough.
Meanwhile, on Mythic, Queen Azshara herself shoots off
during the Phase dealing Arcane damage to everyone in line-of-sight every 3 seconds. If you're hit by this, you get a stack of
increasing your Arcane damage taken. Because this was a 7-second debuff, you need to Line-of-sight two consecutive ticks to drop your debuff.
Because of the Wards mechanic, most players are at 5 to 6 stacks of
reducing their health to about 150k for non-tanks.
Lastly, Queen Azshara phases into the final phase when one of the following conditions happens.
All the Tidemistress Adds have been defeated.
2 minutes have elapsed from the start of the Phase.
Queen Azshara reaches 50% health.
When Queen Azshara phases, all remaining Tidemistresses and Myrmidons will
including their cast speed and damage by 100% and this causes a big problem...
Why is Phase 3 So Difficult?
Phase 3 has a lot of moving parts to it. Since there are three Tidemistresses, the spawn time of Loyal Myrmidons has been increased and you’ll have to deal with 3 throughout the entire Phase.
The biggest difficulty with Phase 3 is the adds
buff when Queen Azshara enters Phase 4. With a cast speed increase and damage increase of 100%, this will quickly wipe the raid if any adds are still alive for a short amount of time. This is the reason that Phase 3 is so difficult because this requires a perfect and no-add clean transition into Phase 4.
This was added to prevent the infamous Burn strategy on Heroic which was very effective as the Tidemistresses along don’t actually do much.
Currently, the most common activation of this Berserk buff is the 2-minute timer which creates a very difficult DPS check to clear the Phase. This may be a big part as to why guilds are attempting to 3 heal this encounter.
In addition, in order to have a clean transition, the Myrmidon cannot cast a single
after it gains the Berserk buff. If it gets one off, it’ll deal double damage and kill the majority of the raid.
The Extra Myrmidon
While Queen Azshara phases at 2 minutes automatically, she summons her final Myrmidon at around 1:50 into the phase. Both her final Myrmidon and her second to last one of the Phase will fire a Berserked Charged Spear at 2:10. This will kill the majority of the raid without significant cooldowns.
Thus, the second to last Myrmidon must be defeated before the phase ends AND one of the following must occur:
The Final Myrmidon must not spawn by defeating the Tidemistress’ and phasing the boss before 1:50
Defeating the final Myrmidon in 20 seconds before it casts (doesn’t seem possible)
Using a lot of defensive cooldowns to survive a single empowered
Thus, the easiest requirement probably is the first, but that requires a lot of DPS and guilds are already three healing.
Charged Spear and Arcane Vulnerability
Because of the increased spawn of Loyal Myrmidons, there’s always going to be
s going off, which, as a reminder, deals ~100k Arcane damage. However, if you’re in line-of-sight of the boss you start stacking
which increases your Arcane damage taken by 7% per stack.
Combine this with the raid’s reduced health from
and this means that if you have more than a couple stacks of Arcane Vulnerability, you risk dying when a Charged Spear explodes, especially if the spear hits a shield because there’s a bonus 30k damage.
Guilds have been handling this by keeping the raid stacked and keeping the boss out of line of sight the entire time. Even having minimal stacks of Arcane Vulnerability, there is a lot of damage in this Phase, especially for 3 healers mostly because of the constant Charged Spears. Charged Spears probably represents over 50% of the Phase on top of Queen Azshara’s Arcane Missiles and the
Dungeons and Raids
Azshara's Eternal Palace
should no longer throw his
if he is defeated just before throwing it.
Changed the magic school of
from Arcane to Nature for all difficulties.
Reduced the duration of
to 5 seconds (was 7 seconds) on Mythic difficulty.
The first change in today’s hotfix is a reduced duration of
. This makes it so that you only have to line of sight one tick of
to reset your
debuff. While not too impactful alone, we haven’t seen Phase 4, so it’s possible it will be a big deal there.
The larger change in today’s hotfix is the change to the damage type of
. Previously, the damage type was Arcane which meant it interacted with Arcane Vulnerability. Whether this was an unintended interaction or an interaction that was too difficult is hard to tell. Now the damage type is Nature, but as long as it’s not Arcane it doesn’t really matter.
is the majority of the damage in Phase 3 and it’s burst damage too. The tank that Queen Azshara is hitting will have a large number of
stacks previously causing the damage of
to be very high. Now, none of that matters as
will always deal its base damage, unless it hits a pillar. This base damage is still very high considering the health pools of this fight, but it’s not a complete requirement to have low stacks anymore.
On their own, these nerfs don’t affect the fight too much. However, when combined with tomorrow’s nerf it is a massive overall nerf to the Phase and will likely remove the roadblock.
Blizzard has also announced a nerf that will once again nerf Phase 3, scheduled for tomorrow morning. This nerf should hopefully help push guilds past the roadblock and into Phase 4.
We have a hotfix in testing that we intend to apply to change the Queen Azshara encounter tomorrow morning (PDT):
Queen Azshara’s minions now Berserk after 3 minutes in Phase 3 of the encounter on Mythic difficulty (was 2 minutes).
We’ll confirm when the hotfix is ready and going live tomorrow morning.
It should be a big day for guilds as both Limit and Method have been struggling on this phase for many many pulls. While Limit managed to defeat all 3 adds, they died shortly afterwards to the next set of
s because the boss transitioned causing the Myrmidon to become enraged and wipe the majority of the raid.
With an extra minute, guilds will be able to decide exactly when to Phase the boss by picking when to defeat the final Tidemistress. The guilds will have to balance the spawn time of the next Myrmidon and the time of the next
cast with the Tidemistress dying so that the raid does not take a Berserked Spear. This will likely be a puzzle in itself so expect some wipes due to a failed push timing.
This extra minute will also allow guilds some extra time to DPS Azshara herself as she can go as low as 50% before the final phase.
Here is one of Limit's best attempts where they get 3 adds dead but die to the Berserk-ed
casts directly after.
Limit Best Pull (3 Adds Dead)
Here is one of Limit's Best Pulls where they succesfully defeat all 3 adds.
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