History ThatOneBoss / WorldOfWarcraft

17th Jun '18 9:08:27 PM Valiona
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** Hyrja is likely the most dangerous boss in Halls of Valor. Her Eye of the Storm and Arcing Bolt abilities are gradually empowered the longer she stays on the left side of the room, and her Sanctify and Expel Light increase in damage in the same way the longer she stays on the right side. Eye of the Storm deals aoe damage overtime for around 5 seconds, and she immediately follows it up with an Arcing Bolt which can easily finish off players that haven't been kept topped off.

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** Hyrja is likely the most dangerous boss in Halls of Valor. Her Eye of the Storm and Arcing Bolt abilities are gradually empowered the longer she stays on the left side of the room, and her Sanctify and Expel Light increase in damage in the same way the longer she stays on the right side. Eye of the Storm deals aoe damage overtime over time for around 5 seconds, and she immediately follows it up with an Arcing Bolt which can easily finish off players that haven't been kept topped off.



** Oh boy, [[ThatOneLevel Seat of the Triumvirate]]. While Zuraal the Ascended is comparatively easy, the rest of the bosses can even give a coordinated group a run for their money. Saprish fights alongside his pets, Shadewing and Darkfang. Shadewing periodically leaps to the furthest player and attempts to cast [[MakeMeWannaShout Dread Screech]], which disorientates all players and can quickly lead to a wipe if not interrupted. Saprish himself places traps all over the floor, which can be difficult see. This fight is [[UptoEleven turned up to 11]] if Necrotic is the level 2 affix, as it can make dropping stacks for the tank extremely difficult.

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** Oh boy, [[ThatOneLevel Seat of the Triumvirate]]. While Zuraal the Ascended is comparatively easy, the rest of the bosses can even give a coordinated group a run for their money. money.
*** [[WolfpackBoss
Saprish fights alongside his pets, Shadewing and Darkfang.Darkfang]]. Shadewing periodically leaps to the furthest player and attempts to cast [[MakeMeWannaShout Dread Screech]], which disorientates all players and can quickly lead to a wipe if not interrupted. Saprish himself places traps all over the floor, which can be difficult see. This fight is [[UptoEleven turned up to 11]] if Necrotic is the level 2 affix, as it can make dropping stacks for the tank extremely difficult.





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\n* While not as difficult as the Coven, Aggramar can be fairly challenging, especially on Heroic. At 80% and 40% health, he summons six adds that do massive raid-wide damage if they reach him. On Normal, it's a simple matter of killing them before they reach him, but on Heroic and above, they eventually resurrect after being killed, and after reaching him, put a DOT on players. It's very difficult to survive two reaching the boss in rapid succession without use of healing cooldowns, thus forcing you to let them reach him in a highly controlled manner, lest you wipe.
22nd May '18 1:24:37 AM SMS360
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* Also from Antorus, there's the sixth boss, Imonar the Soulhunter. His abilities aren't too bad provided that the raid handles them intelligently, but he has two transition phases in which the raid must cross a [[Death Course trap-infested bridge]], full of hazards that can severely damage individuals and raids. It gets especially hard on Mythic, when the traps are deadlier, winds are blowing during the bridge phases, and you have to cross the bridge ''four times''.


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* Also from Antorus, there's the sixth boss, Imonar the Soulhunter. His abilities aren't too bad provided that the raid handles them intelligently, but he has two transition phases in which the raid must cross a [[Death Course [[DeathCourse trap-infested bridge]], full of hazards that can severely damage individuals and raids. It gets especially hard on Mythic, when the traps are deadlier, winds are blowing during the bridge phases, and you have to cross the bridge ''four times''.

22nd May '18 1:24:00 AM SMS360
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* Also from Antorus, there's the sixth boss, Imonar the Soulhunter. His abilities aren't too bad provided that the raid handles them intelligently, but he has two transition phases in which the raid must cross a trap-infested bridge, full of hazards that can severely damage individuals and raids. It gets especially hard on Mythic, when the traps are deadlier, winds are blowing during the bridge phases, and you have to cross the bridge ''four times''.


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* Also from Antorus, there's the sixth boss, Imonar the Soulhunter. His abilities aren't too bad provided that the raid handles them intelligently, but he has two transition phases in which the raid must cross a [[Death Course trap-infested bridge, bridge]], full of hazards that can severely damage individuals and raids. It gets especially hard on Mythic, when the traps are deadlier, winds are blowing during the bridge phases, and you have to cross the bridge ''four times''.

19th May '18 12:11:36 PM Knack
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* Cenarius is easily the most difficult boss of the Emerald Nightmare, simply because of the sheer amount of mechanics that need to be addressed. If a Twisted Sister gets off too many casts of Scorned Touch, you die. If a dragon gets off too many AOE casts, you die. If you're not paying attention to your Nightmare Corruption and don't get into the green pools before the damage become unhealable, you die. If you don't have the DPS and the kiting skills to kill the boss in Phase 3 when he starts covering the entire arena in a deadly void zone, you die. If not enough Brambles are cleared, you'll die as your entire raid gets caught in them while dealing with everything else. Xavius, the next (and final) boss of the instance, is a BreatherBoss by comparison.

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* Cenarius is easily the most difficult boss of the Emerald Nightmare, simply because of the sheer amount of mechanics that need to be addressed. If a Twisted Sister gets off too many casts of Scorned Touch, you die. If a dragon gets off too many AOE casts, you die. If you're not paying attention to your Nightmare Corruption and don't get into the green pools before the damage become unhealable, you die. If you don't have the DPS and the kiting skills to kill the boss in Phase 3 when he starts covering the entire arena in a deadly void zone, you die. If not enough Brambles are cleared, you'll die as your entire raid gets caught in them while dealing with everything else. Xavius, the next (and final) boss of the instance, is a BreatherBoss by comparison.
19th May '18 12:07:06 PM Knack
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** It's even worse on Heroic mode, where it becomes sort of a LuckBasedMission - if the RNG hates you, it can make the Coven use an ability that requires you to be in one spot to avoid dying while ALSO spawning a Titan add that can kill you regardless (such as standing in white circles to avoid Storm of Darkness, but immediately after, the raid dies to Golganneth's Fury). Many people agree that if you can defeat the Coven of Shivarra, the final boss is a cakewalk.

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** It's even worse on Heroic mode, where it becomes sort of a LuckBasedMission - if the RNG hates you, it can make the Coven use an ability that requires you to be in one spot to avoid dying while ALSO spawning a Titan add that can kill you regardless (such as standing in white circles to avoid Storm of Darkness, but immediately after, the raid dies to Golganneth's Fury). Many people agree that if you can defeat the Coven of Shivarra, the final boss is a cakewalk.
18th May '18 9:00:49 AM SMS360
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*** The last boss, L'ura, begins the fight by shielding itself and having a single Rift Warden fight the group. These adds spawn Fragments of Despair, which must be stood in by at least one player or the whole group explodes. Killing the Rift Warden gives the group a chance to attack L'ura, who drops the shield and takes increased damage for around 10 seconds. Afterwards, two Rift Wardens spawn and the group must defeat them to progress into phase 2. In phase 2, L'ura becomes active, and the main danger of the fight becomes the ever increasing aoe damage the group constantly takes. With grievous and tyrannical, this phase can be incredibly taxing for healers.
18th May '18 8:54:43 AM SMS360
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** Oh boy, [[ThatOneLevel Seat of the Triumvirate]]. While Zuraal the Ascended is comparatively easy, the rest of the bosses can even give a coordinated group a run for their money. Saprish fights alongside his pets, Shadewing and Darkfang. Shadewing periodically leaps to the furthest player and attempts to cast [[MakeMeWannaShout Dread Screech]], which disorientates all players and can quickly lead to a wipe if not interrupted. Saprish himself places traps all over the floor, which can be difficult see. This fight is [[UptoEleven turned up to 11]] if Necrotic is the level 2 affix, as it can make dropping stacks for the tank extremely difficult.
*** Viceroy Nezhar has a wide variety of dangerous abilities. He periodically summons tentacles that deal high single target damage to random players, attempts to push the group back while [[TheWallsAreClosingIn shadows expand inwards to the centre from the walls]], turning this into a TimeLimitBoss, and attempts to fear all players similarly to Shadewing's Screech. On top of this, the group must save burst dps and at least one interrupt for Eternal Twilight; two adds will place a shield around the Viceroy as he begins to cast a spell that will oneshot the group if not interrupted.
18th May '18 8:35:44 AM SMS360
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** Shade of Medivh requires a mix of high dps, high healing and excellent coordination on higher keystone levels. Frostbite hits players hard and keeps them stunned until another player gets target by Inferno Bolt and gets them hit by it too. Inferno Bolt itself deals fairly high damage overtime, and Piercing Missiles hits the tank hard and if fully channelled, causes the tank to take additional damage from the next cast. Even more dangerous are his three ultimate abilities; Flame Wreath targets two players and places a ring around them. These players take high damage for 20 seconds, and [[ExplosiveStupidity accidentally stepping outside the ring instantly kills the group.]] Ceaseless Winter will make quick work of players unless they keep moving, and Guardian's Image summons three arcane birds that deal increasing aoe damage to all group members until killed. The difficulty of this boss can greatly fluctuate based on the amount of interrupts you have, your group composition, and luck.
** Viz'aduum the Watcher is the last boss of Karazhan, and is difficult to match. [[SequentialBoss The fight has three phases]], the first of which isn't so bad due to how much room the group has to work with. Players must avoid swirlies on the ground and not stand in front of him when he casts Disintegration. The most dangerous mechanic at this point is Chaotic Shadows, which deals ticking damage to one player and once it expires or is dispelled, sends deadly orbs in multiple directions. Upon reaching 66% health, the boss retreats to a ship and the players must follow him through a portal, then avoid being hit by Disintegration on the way back to him. Here, the group has much less room to work with, and Chaotic Shadows affects two players, up from one. At 33%, he retreats to his last ship, and the group must now fight through a load of adds. On this final platform, Chaotic Shadows targets three players, meaning the group must stay sharp and manage their space well.
18th May '18 8:17:23 AM SMS360
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** Shade of Xavius has a wide variety of abilities that single out a player and deal significant damage or affect them in other ways. Nightmare Bolt hits hard and pacifies the player for a while unless they're standing close to another player. Conversely, Growing Paranoia will fear the target if they stand close to anybody else. Feed on the Weak is a very strong channelled spell that demands strong single target healing. At 50% health, Xavius casts Apocalyptic Nightmare which players will need defensives to survive at higher keystone levels. From here on out,[[TurnsRed the fight becomes significantly more dangerous]], as players will now need to avoid swirlies on the ground, as well keep Xavius from being hit by them; any time he stands in a swirlie, he gains a stacking damage buff. This causes Nightmare Bolt and Feed on the Weak to become potential oneshots (if they weren't already).
** [[WolfpackBoss Moroes fights alongside his dinner quests]], who all have a variety of dangerous abilities, such as a spinning axe that deals strong aoe damage to those too close, a mana drain that stuns your healer and depletes them entirely of mana if the whole cast goes through, and a frontal aoe that comes fast and has the potential to oneshot. The catch is that these dinner guests can be CC'ed before pulling Moroes, and can be CC'ed until Moroes reaches 60% and frees them. Therefore, the key to defeating him is to CC his guests and deal with them in a controlled fashion. Don't take too long however; Moroes periodically applies stacks of Garrote on random players, which causes them to take bleed damage for the rest of the encounter.
** Harbaron can be difficult on a similar vein to Hymdall - the majority of deaths will be from his [[SinisterScythe scythe attack]] that becomes lethal at higher keystone levels. It becomes a hectic fight when you also have to deal with his adds - one of which who will aoe the whole group if not interrupted, and the Fragments that stun and deal high single target damage to a player.
18th May '18 7:57:58 AM SMS360
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* On the dungeon end of things, Cordana Felsong in the Vault of the Wardens isn't necessarily that bad, but if the group you're with doesn't know how to use Elune's Light, you're [[{{Unwinnable}} SOL]]. If you've got an organized group she's pretty trivial, but if there's one thing pick-up groups of random players struggle with, it's mechanics they can't just DPS through.

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* On Due to the dungeon end DynamicDifficulty nature of things, Mythic+ dungeons, almost all bosses have the potential to qualify as this. Some reach this point on far lower levels than others however.
**
Cordana Felsong in the Vault of the Wardens isn't necessarily that bad, but if the group you're with doesn't know how to use Elune's Light, you're [[{{Unwinnable}} SOL]]. If you've got an organized group she's pretty trivial, but if there's one thing pick-up groups of random players struggle with, it's mechanics they can't just DPS through.


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** Hymdall is mostly an awareness check. His Bloodletting Sweep will likely oneshot any non-tank players who find themselves in front of him, and his Storm Breath will certainly oneshot non-tanks. In addition to this, his Horn of Valor deals high aoe damage to all players, and standing in his whirling blade will kill you in seconds.
** Hyrja is likely the most dangerous boss in Halls of Valor. Her Eye of the Storm and Arcing Bolt abilities are gradually empowered the longer she stays on the left side of the room, and her Sanctify and Expel Light increase in damage in the same way the longer she stays on the right side. Eye of the Storm deals aoe damage overtime for around 5 seconds, and she immediately follows it up with an Arcing Bolt which can easily finish off players that haven't been kept topped off.
** The Wrath of Azshara in Eye of Azshara can be dangerous due to the sheer amount of spells you need to avoid, especially considering taking damage from a spell increases the magic damage of that school you take for the rest of the fight, and that the damage from Crushing Depths is split between all players, meaning it becomes more lethal with more group members that die. It's especially dangerous if the level 2 affix is Grievous, as is makes the already high healing requirement even more demanding.
** Talixae Flamewreath is dangerous for two reasons; [[FlunkyBoss the imp adds she continuously spawns]] and the ever increasing aoe damage she puts out. The former is likely to cause more danger if you lack the CC, damage, or both required to deal with them safely.
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