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* Greed in the Dazar'alor raid was the biggest stumbling block for raids that tier. At the start of the fight the raid must split into two parts, each of which will fight a mini-boss with its own unique moveset. To complicate matters, the mini-boss is fought in a series of chambers it will move through as the fight goes on, each triggering a different set of traps which must be dealt with on top of the fight. Surviving this sequence with enough players to reach the end is the biggest challenge of the fight, made even harder on Mythic when players will randomly swap sides. The mini-bosses must die at almost the same time to avoid empowering the ''actual'' boss. Said boss is fought on a platform subject to BossArenaUrgency as he will spawn an increasing number of damaging pools as the fight progresses.
* Ashvane in the Eternal Palace is a hard gear check with a set of mechanics that will quickly overwhelm the players with damage if not handled properly. The boss has a shell which must be destroyed before her actual HP can be damaged. However throughout the fight Ashvane spawns corals which will repair the shell unless the orbs they spawn are intercepted, which causes a burst of raid-wide damage. During the shell break phase, pairs of players will randomly be set to shoot a beam between them and must coordinate in a matter of seconds to ensure this beam breaks as many corals as possible; if too many are left intact, the orb burst damage will overwhelm healers. All of this is on top of her other dangerous abilities: Whirlpools which hurtle players into the air, bubbles which will ensnare anyone near the target, and patches of damaging coral on the floor that is permanent on mythic.
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* Onyxia was pretty infamous back in the day, notably for her roar ability, which sent players running in fear, which would be bad enough of its own. Making it worse is the fact that the arena had some caves full of eggs ready to hatch into dragon whelps, and it was not unknown for players to uncontrollably run into them due to her fear spell, bringing the wrath of several dozen whelps upon the raid. Her Deep Breath was also pretty infamous, with entire raids getting wiped due to positioning mistakes.

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* Onyxia was pretty infamous back in the day, notably for her roar ability, which sent players running in fear, which would be bad enough of its own. Making it worse is the fact that the arena had some caves full of eggs ready to hatch into dragon whelps, and it was not unknown for players to uncontrollably run into them due to her fear spell, bringing the wrath of several dozen whelps upon the raid. Her Deep Breath was also pretty infamous, with entire raids getting wiped due to positioning mistakes.mistakes or because Onyxia just felt like it that particular day (there is a video online of a buggy Onyxia obliterating a raid with '''7''' Deep Breaths in quick succession).
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* Zul, Reborn is probably the most difficult boss in Uldum apart from G'huun. He has multiple types of adds, voidzones and even a dispellable debuff that will cause players to walk toward the edge and throw themselves off.
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* Kil'Jaeden is ThatOneBoss even by final boss standards. In fact, he's arguably that one boss for the entire history of the game to that point, taking the largest number of wipes to defeat on the highest difficulty of any boss for whom the number was reliably tracked. It wasn't close, either: 650 for Method's world first kill (and close to 1000 for many other high level guilds), whereas most legendarily difficult bosses like Yog 0, heroic Ragnaros, mythic Fallen Avatar (who immediately preceded him), and mythic Archimonde took more like 450-500. Nor was this massive difficulty a mythic-only phenomenon: his heroic and normal versions often gave guilds substantially more trouble than the first several bosses of the next difficulty up.
This difficulty was less a matter of having ThatOneAttack and more that nearly every one of his attacks presented a serious threat to the raid. He could rip the tanks apart with felclaws, summon frequent rains of meteors that required most of the raid to soak (and take heavy damage in the process) to avoid wiping, knock poorly-positioned players off the platform to their deaths, summon adds that did devastating raid damage (and turned the whole area into a BulletHell on mythic), gradually fill the platform with lethal beam-shooting spires, and much, much more. The darkness phase was mostly cheesed on mythic, but on lower difficulties with less prepared groups it could easily turn into a GoddamnedBoss moment as the raid frantically ran around trying to find Illidan and the adds they needed to kill to reveal the main boss.
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* Making it even worse is a mechanic where players have to dodge orbs of the 2 colours which move in lanes around the room like guitar hero notes. Though players can easily move between the lanes and entirely avoid the mechanic, collecting orbs that match their colour gives them a damage/healing boost. But as with the rest of the fight, a player grabbing the wrong colour puts a bomb on them. So if one player decides they want to buff their output but lacks the reaction to avoid the wrong orbs, the group suffers.

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* ** Making it even worse is a mechanic where players have to dodge orbs of the 2 colours which move in lanes around the room like guitar hero notes. Though players can easily move between the lanes and entirely avoid the mechanic, collecting orbs that match their colour gives them a damage/healing boost. But as with the rest of the fight, a player grabbing the wrong colour puts a bomb on them. So if one player decides they want to buff their output but lacks the reaction to avoid the wrong orbs, the group suffers.
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* Making it even worse is a mechanic where players have to dodge orbs of the 2 colours which move in lanes around the room like guitar hero notes. Though players can easily move between the lanes and entirely avoid the mechanic, collecting orbs that match their colour gives them a damage/healing boost. But as with the rest of the fight, a player grabbing the wrong colour puts a bomb on them. So if one player decides they want to buff their output but lacks the reaction to avoid the wrong orbs, the group suffers.
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** Valithria Dreamwalker also qualified as this until Patch 6.0.2, as the unique mechanic of the encounter (heal the boss to 100% while adds spawn with increasing frequency) made it impossible to complete for any class that doesn't have a healing spec. After the aforementioned patch, the door behind her is permanently open, making the fight skippable.

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** Valithria Dreamwalker also qualified as this for solo runs until Patch 6.0.2, as the unique mechanic of the encounter (heal the boss to 100% while adds spawn with increasing frequency) made it solo attempts impossible to complete for any class that doesn't have a healing spec. After the aforementioned patch, the door behind her is permanently open, making the fight skippable.
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** Valithria Dreamwalker also qualified as this until Patch 6.0.2, as the unique mechanic of the encounter (heal the boss to 100% while adds spawn with increasing frequency) made it impossible to complete for any class that doesn't have a healing spec. After the aforementioned patch, the door behind her is permanently open, making the fight skippable.
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* After MOTHER comes the Fetid Devourer, which is THE One Boss for tanks, being an extremely difficult gear check. The boss deals ''ludicrous'' physical damage on the tanks and requires them to soak Terrible Thrash every fourth hit, or else the resulting raid-wide debuff will wipe the group. This gets even worse at 50% when he gains Fetid Frenzy and starts hitting much harder than before.

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* After MOTHER comes the Fetid Devourer, which is THE One Boss for tanks, tanks on Heroic or higher, being an extremely difficult gear and health check. The boss deals ''ludicrous'' physical damage on the tanks and requires them to soak Terrible Thrash every fourth hit, or else the resulting raid-wide debuff will wipe the group. This gets even worse at 50% when he gains Fetid Frenzy and starts hitting much harder than before.
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* After MOTHER comes the Fetid Devourer, which is THE One Boss for tanks, being an extremely difficult gear check. The boss deals ''ludicrous'' physical damage on the tanks and requires them to soak Terrible Thrash every fourth hit, or else the resulting raid-wide debuff will wipe the group. This gets even worse at 50% when he gains FetidFrenzy and starts hitting much harder than before.

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* After MOTHER comes the Fetid Devourer, which is THE One Boss for tanks, being an extremely difficult gear check. The boss deals ''ludicrous'' physical damage on the tanks and requires them to soak Terrible Thrash every fourth hit, or else the resulting raid-wide debuff will wipe the group. This gets even worse at 50% when he gains FetidFrenzy Fetid Frenzy and starts hitting much harder than before.

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* MOTHER is a difficult mechanics fight that heavily relies on team coordination and interrupt skill. The ecounter requires the group to run through three rooms separated by Defense Grids that damage the whole raid when people go through them, requiring the raid to split into groups to slowly shuttle the raid through each one. At the same time adds will spawn that cast Clinging Corruption on the entire raid, doing massive damage in the process, and the adds need to be interrupted by the first group that moves through the grids. If too many people go through the Defense Grids at one time, or if the first group into each room fails a single Clinging Corruption interrupt, the raid will wipe.

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* MOTHER is a difficult strict mechanics fight that heavily relies on team coordination and interrupt skill. The ecounter requires the group to run through three rooms separated by Defense Grids that damage the whole raid when people go through them, requiring the raid to split into groups to slowly shuttle the raid through each one.one, all while wind threatens to blow players into deadly fire and lasers cut through the room. At the same time adds will spawn that cast Clinging Corruption on the entire raid, doing massive damage in the process, and the adds need to be interrupted by the first group that moves through the grids. If too many people go through the Defense Grids at one time, or if the first group going into each room fails a single Clinging Corruption interrupt, the raid will wipe.
* After MOTHER comes the Fetid Devourer, which is THE One Boss for tanks, being an extremely difficult gear check. The boss deals ''ludicrous'' physical damage on the tanks and requires them to soak Terrible Thrash every fourth hit, or else the resulting raid-wide debuff will wipe the group. This gets even worse at 50% when he gains FetidFrenzy and starts hitting much harder than before.
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\n[[folder: Battle for Azeroth]]
* MOTHER is a difficult mechanics fight that heavily relies on team coordination and interrupt skill. The ecounter requires the group to run through three rooms separated by Defense Grids that damage the whole raid when people go through them, requiring the raid to split into groups to slowly shuttle the raid through each one. At the same time adds will spawn that cast Clinging Corruption on the entire raid, doing massive damage in the process, and the adds need to be interrupted by the first group that moves through the grids. If too many people go through the Defense Grids at one time, or if the first group into each room fails a single Clinging Corruption interrupt, the raid will wipe.
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* The Nighthold. Mythic. Gul'dan. [[ArcWords You are]] [[YouAreNotReady not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks [[UpToEleven hit harder, more frequently]], and the margin for any error becomes razor thin. Twice during the encounter, he uses a wind attack designed to [[BlowYouAway sweep inattentive raiders clear off the platform]], out of reach of any resurrection spells. Cooperation between all parties involved is paramount, because if too many raiders die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid then has a limited amount of time to finish off Gul'dan [[spoiler:before [[TrueFinalBoss The Demon Within]] becomes active]]; an unforgiving encounter featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. All this while having to deal with the constant threat of [[ChestBurster shadow parasites]].

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* The Nighthold. Mythic. Gul'dan. [[ArcWords You are]] [[YouAreNotReady not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks [[UpToEleven hit harder, more frequently]], and the margin for any error becomes razor thin. Twice during the encounter, he uses a wind attack designed to [[BlowYouAway sweep inattentive raiders clear off the platform]], out of reach of any resurrection spells. Cooperation between all parties involved is paramount, because if too many raiders die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid then has a limited amount of time to finish off Gul'dan [[spoiler:before [[TrueFinalBoss before [[spoiler:[[TrueFinalBoss The Demon Within]] becomes active]]; an unforgiving encounter featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. All this while having to deal with the constant threat of [[ChestBurster shadow parasites]].
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* The Nighthold. Gul'dan. Mythic. Regardless of what you think, or what steps you actually take, [[YouAreNotReady you are not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks hit harder, more frequently, pave the area with damaging field effects, and the margin for error becomes razor thin. Cooperation between all parties involved is paramount, because if too many damage-dealers die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid has a limited amount of time to finish off Gul'dan before [[spoiler:The Demon Within]] becomes active; an incredibly tactics-sensitive boss featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. All this while having to deal with the constant threat of [[ChestBurster shadow parasites]].

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* The Nighthold. Mythic. Gul'dan. Mythic. Regardless of what you think, or what steps you actually take, [[ArcWords You are]] [[YouAreNotReady you are not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks [[UpToEleven hit harder, more frequently, pave the area with damaging field effects, frequently]], and the margin for any error becomes razor thin. Twice during the encounter, he uses a wind attack designed to [[BlowYouAway sweep inattentive raiders clear off the platform]], out of reach of any resurrection spells. Cooperation between all parties involved is paramount, because if too many damage-dealers raiders die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid then has a limited amount of time to finish off Gul'dan before [[spoiler:The [[spoiler:before [[TrueFinalBoss The Demon Within]] becomes active; active]]; an incredibly tactics-sensitive boss unforgiving encounter featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. All this while having to deal with the constant threat of [[ChestBurster shadow parasites]].
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* The Nighthold. Gul'dan. Mythic. Regardless of what you think, or what steps you actually take, [[YouAreNotReady you are not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks hit harder, more frequently, pave the area with damaging field effects, and the margin for error becomes razor thin. Cooperation between all parties involved is paramount, because if too many damage-dealers die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid has a limited amount of time to finish off Gul'dan before [[spoiler:The Demon Within]] becomes active; an incredibly tactics-sensitive boss featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. Then there are the [[ChestBurster shadow parasites]].

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* The Nighthold. Gul'dan. Mythic. Regardless of what you think, or what steps you actually take, [[YouAreNotReady you are not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks hit harder, more frequently, pave the area with damaging field effects, and the margin for error becomes razor thin. Cooperation between all parties involved is paramount, because if too many damage-dealers die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid has a limited amount of time to finish off Gul'dan before [[spoiler:The Demon Within]] becomes active; an incredibly tactics-sensitive boss featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. Then there are All this while having to deal with the constant threat of [[ChestBurster shadow parasites]].
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* The Nighthold. Gul'dan. Mythic. Regardless of what you think, or what steps you actually take, [[YouAreNotReady you are not prepared]]. To start, Gul'dan begins the encounter in his empowered "second phase" form, [[IncreasinglyLethalEnemy and it only gets worse from there]]. His attacks hit harder, more frequently, pave the area with damaging field effects, and the margin for error becomes razor thin. Cooperation between all parties involved is paramount, because if too many damage-dealers die before [[spoiler:the hidden phase]], failure is all but assured. At a tenth of Gul'dan's remaining health, Archmage Khadgar attempts to [[spoiler:return Illidan Stormrage's soul to his currently vacant imprisoned body.]] [[NiceJobBreakingItHero It doesn't work.]] The raid has a limited amount of time to finish off Gul'dan before [[spoiler:The Demon Within]] becomes active; an incredibly tactics-sensitive boss featuring at least one attack that [[TotalPartyKill guarantees a raid wipe 100% of the time]] should the raid miss the crucial moment necessary to avoid the damage. Then there are the [[ChestBurster shadow parasites]].

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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.
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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''.

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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''.

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Doesn't actually add much to compare to the final boss, some final bosses are not necessarily hard while others are.


* 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.
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Last sentence seems redundant, haven't actually heard that opinion regarding coven of shivarra.


** 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.
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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.
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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.
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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.
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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.

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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.
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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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* Star Augur Etraeus is not as hard as some of the other fights in the Nighthold, but has gained a reputation for destroying [[PickUpGroup LFR groups]] who think they can bum rush the boss thanks to one ability. In the last phase he summons a "[[EldritchAbomination Thing That Should Not Be]]", an add that does stacking raid-wide damage, and puts a 99% damage reduction buff on itself and the boss; one of the tanks needs to pull the add away from the boss to break the shield, and the raid needs burn down the add before going back to the boss. The add also casts a [[SupernaturalFearInducer raid-wide fear]] which hits all players looking at it, so if the tank holding the add doesn't turn away in time, the tank will run around in a panic, likely dragging the add right back into the boss so the shield comes back. [[FromBadToWorse And if that wasn't bad enough]], the boss summons another Thing That Should Not Be every minute. Because this relies on one person doing the right thing, it's common for a raid to fall to pieces because of the tanks not knowing the fight, or to be saved by a DPS with a [[DrawAggro Taunt]] who does.

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* Antorus, The Burning Throne contains quite possibly the most annoying and mechanic-stric boss fight in a while - the Coven of Shivarra. Not only it requires tanks to switch between two bosses every several seconds so they can actually be damaged, the bosses also have several annoying abilities, including some devastating AoE attacks, a debuff that will freeze you if you don't heal it over and a near-instant death move. The worst part about the fight are the Titans, being forced to use their power against you. Khazgaroth will quickly kill people who don't move away from his flames, Golganeth wipes groups who stand to close to each other, Norgannon can insta-kill anyone who comes near his spectral images and Aman'thul applies an increasing DoT if you don't kill his images fast enough. Groups usually keep their Bloodlust for that particular moment to avoid stacking damage too high, but this fight requires massive amounts of coordination to defeat.

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* Antorus, The Burning Throne contains quite possibly the most annoying and mechanic-stric mechanic-strict boss fight in a while - the Coven of Shivarra. Not only it requires tanks to switch between two bosses every several seconds so they can actually be damaged, the bosses also have several annoying abilities, including some devastating AoE attacks, a debuff that will freeze you if you don't heal it over and a near-instant death move. The worst part about the fight are the Titans, being forced to use their power against you. Khazgaroth will quickly kill people who don't move away from his flames, Golganeth wipes groups who stand to close to each other, Norgannon can insta-kill anyone who comes near his spectral images and Aman'thul applies an increasing DoT if you don't kill his images fast enough. Groups usually keep their Bloodlust for that particular moment to avoid stacking damage too high, but this fight requires massive amounts of coordination to defeat.


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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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* Antorus, The Burning Throne contains quite possibly the most annoying and mechanic-stric boss fight in a while - the Coven of Shivarra. Not only it requires tanks to switch between two bosses every several seconds so they can actually be damaged, the bosses also have several annoying abilities, including some devastating AoE attacks, a debuff that will freeze you if you don't heal it over and a near-instant death move. The worst part about the fight are the Titans, being forced to use their power against you. Khazgaroth will quickly kill people who don't move away from his flames, Golganeth wipes groups who stand to close to each other, Norgannon can insta-kill anyone who comes near his spectral images and Aman'thul applies an increasing DoT if you don't kill his images fast enough. Groups usually keep their Bloodlust for that particular moment to avoid stacking damage too high, but this fight requires massive amounts of coordination to defeat.
** 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 something of adding insult to injury that the bizarre pet mechanics forced on you for the fight are a joking reference to [[TheLostVikings another video game entirely]]. It was admittedly very funny, if you were one of the ones who played said game back in ''1992'' -- before much of Blizzard's audience had even been born.

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** It's something of adding insult to injury that the bizarre pet mechanics forced on you for the fight are a joking reference to [[TheLostVikings [[VideoGame/TheLostVikings another video game entirely]]. It was admittedly very funny, if you were one of the ones who played said game back in ''1992'' -- before much of Blizzard's audience had even been born.

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