History ThatOneBoss / WorldofWarcraft

7th Apr '16 4:51:50 AM shadowmanwkp
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*** Not to mention that HEROIC Ragnaros 25 man required you to run it with 3-4 healers(due to the RIDICULOUS DPS requirement), added another entirely new phase that was entirely based around RNG(who meteors would target, where roots would spawn, where fires spawn and where breaths would spawn) and if one member of your raid is out of position, you are royally screwed and wipe. Nobody on my server even got Ragnaros down before the nerf, and even after that it still took my guild quite some time before we got it down.

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*** Not to mention that HEROIC Ragnaros 25 man required you to run it with 3-4 healers(due to the RIDICULOUS DPS requirement), added another entirely new phase that was entirely based around RNG(who meteors would target, where roots would spawn, where fires spawn and where breaths would spawn) and if one member of your raid is out of position, you are royally screwed and wipe. Nobody on my server even got Ragnaros down before the nerf, and even after that it still took my guild quite some time before we got it down.
5th Feb '16 9:46:50 PM EricNeoMatrix
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** Lady Deathwhisper could have been considered this before her first phase was nerfed, as coordinating the killing of multiple waves of {{Mooks}}, some of which are immune to physical damage and some to magical, while dealing with her Mind Control ability, was tougher than even Blizzard intended. Even after the nerf, she's possibly the most difficult boss of the Storming the Citadel part of the raid.
** Blood Queen Lana'Thel turns members of the raid into vampires. They get a damage buff, but soon have to bite someone within 10 seconds or get mind-controlled. Getting the damage output to beat her enrage timer involves working out an order of who should be bitten when, then ''finding'' the right person to bite before time's up. Losing one person to mind control almost inevitably means a wipe. With 25 people, this gets... interesting.
** Professor Putricide remains the hardest wing boss thus far, with incredible raid coordination required to deal with all of his abilities, capped off with a severe time limit. Only five guilds managed to defeat him in Heroic mode prior to patch 3.3.3. It's also possibly the most annoying fight in the game for offtanks, who are isolated by being shoved into a vehicle that handles like a cow, where any of their tanking experience is useless, and are given a job where if they are slow on the mark even once the group is doomed, though it may take quite a while for that to become obvious to everyone else. And which the group can make vastly more difficult without even realizing. The fight is also a strenuous DPS race, and not only does he make adds that require the DPS' undivided attention, but in Phase 2, he throws out some of the most crippling damage-reducing debuffs in the game.
** Sindragosa. While the Lich King himself is harder, he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed even if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.
*** The real reason she's ThatOneBoss? "Suffer mortals as your pathetic magic betraaaaaaaaays you!" Not the ability this heralds, (although that's kind of annoying, too) but her ''voice.'' Having to listen to that again and again as the raid wipes...

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** *** Lady Deathwhisper could have been considered this before her first phase was nerfed, as coordinating the killing of multiple waves of {{Mooks}}, some of which are immune to physical damage and some to magical, while dealing with her Mind Control ability, was tougher than even Blizzard intended. Even after the nerf, she's possibly the most difficult boss of the Storming the Citadel part of the raid.
** *** Blood Queen Lana'Thel turns members of the raid into vampires. They get a damage buff, but soon have to bite someone within 10 seconds or get mind-controlled. Getting the damage output to beat her enrage timer involves working out an order of who should be bitten when, then ''finding'' the right person to bite before time's up. Losing one person to mind control almost inevitably means a wipe. With 25 people, this gets... interesting.
** *** Professor Putricide remains the hardest wing boss thus far, with incredible raid coordination required to deal with all of his abilities, capped off with a severe time limit. Only five guilds managed to defeat him in Heroic mode prior to patch 3.3.3. It's also possibly the most annoying fight in the game for offtanks, who are isolated by being shoved into a vehicle that handles like a cow, where any of their tanking experience is useless, and are given a job where if they are slow on the mark even once the group is doomed, though it may take quite a while for that to become obvious to everyone else. And which the group can make vastly more difficult without even realizing. The fight is also a strenuous DPS race, and not only does he make adds that require the DPS' undivided attention, but in Phase 2, he throws out some of the most crippling damage-reducing debuffs in the game.
** *** Sindragosa. While the Lich King himself is harder, he's the Final Boss and wouldn't go on this list. But Sindragosa? Oh, god. A fight that is basically built around RNG. Simply put, the mechanics of Sindragosa demand that everyone in your raid knows what their job is. Now that the Icecrown Citadel buff is up to 30%, any boss before Sindragosa can easily be killed even if people make a few mistakes. However, while learning the fight, you absolutely have to understand the mechanics; if not, you will wipe again, again, and then some more at the same point.
*** **** The real reason she's ThatOneBoss? "Suffer mortals as your pathetic magic betraaaaaaaaays you!" Not the ability this heralds, (although that's kind of annoying, too) but her ''voice.'' Having to listen to that again and again as the raid wipes...
25th Dec '15 1:51:16 PM Digsu
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* Immediately after GG Engineering comes the Dark Summoner fight, in which you must kill ghost adds in order to render the boss vulnerable. This wouldn't be so hard, but the ghosts can kill you in one hit and have a large attack range, two factors that make the fight significantly more difficult for melee classes.

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* Immediately after GG Engineering comes the Dark Summoner fight, in which you must kill ghost adds in order to render the boss vulnerable. This wouldn't be so hard, but the ghosts can kill you in one hit and have a large attack range, two factors that make the fight significantly more difficult for melee classes. To top it off, the ghosts are very hard to see ([[GuideDangit unless you turn on enemy nameplates]]), and it's entirely possible for them to spawn [[LuckBasedMission right on top of you, killing you instantly.]]
25th Dec '15 1:30:39 PM Digsu
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** Assuming they weren't this to begin with, every boss in End Time definitely became this when ''Warlords of Draenor'' introduced Timewalking: events that allow players to tackle low-level dungeons with their levels and gear scaled down accordingly. Unfortunately, initially the item level your gear scaled down to was the same for all ''Cataclysm'' era dungeons, in spite of End Time being an ''endgame'' dungeon while the rest were launch dungeons. This, combined with the fact that many players thought the Timewalking dungeons would require little strategy besides ZergRush, made End Time a pain in the rear until Blizzard hotfixed the item levels to scale to a more reasonable level.
25th Dec '15 1:17:18 PM Digsu
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*** Come ''Warlords of Draenor'', the bosses of Dragon Soul became easily soloable by max-level players... with the exception of Spine of Deathwing. With only one player present, Deathwing threatens to roll ''constantly'', requiring you to run back and forth between his left and right sides, all the while pulling off the add management necessary to clear the encounter. Stay in one place for too long and it's [[OneHitKill instant graveyard run time for you.]]
22nd Nov '15 9:36:35 PM SparksOfTheTempest
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** Shadow-Lord Iskar introduces one of the most annoying mechanics ever conceived in ''WorldOfWarcraft'': the Eye of Anzu. It deals raid-wide damage unless a party member holds it, and it can't be held for too long by a single party member or they will die. Iskar creates winds that will blow party members off the platform unless they are holding the Eye of Anzu, and as such it has to be passed from person to person so that no one flies off. Needless to say, this requires the entire raid to be on the ball so that the winds are dispelled quickly. Once the adds show up, however, things start going downhill very quickly. Three types of adds show up, and each requires a specific party member to hold the Eye at a specific time to dispel or interrupt their abilities to prevent a very quick raid wipe. The Eye of Anzu is so annoying to deal with that it's practically mandatory for the entire raid to use a specific mod to make passing the Eye easier (Iskar Assist).
17th Oct '15 9:52:58 AM SparksOfTheTempest
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** Tyrant Velhari ''seems'' easy in comparison to most of the bosses in the raid. While nearly every boss in Hellfire Citadel is a massive FlunkyBoss, Tyrant only summons one add at a time. The real problem, however, is that Tyrant is a strict gear-check boss. Phase 2 introduces an aura that lowers your maximum HP over time, to as low as 15%. If Phase 2 isn't dealt with quickly enough, the raid will wipe quickly. While you ''could'' Heroism/Bloodlust/Time Warp to make that phase a little faster, Phase 3 isn't much better, since in that phase players will gain a stacking debuff that causes them to deal and take more damage over time. Pick your poison.
** Next to Archimonde, Xhul'horac is the most chaotic fight in the entire raid. He applies debuffs on players that cause them to drop either green or purple fire on the ground that rapidly spreads. The catch is that if green and purple flames come into contact with one another, or if a player with a green debuff steps in purple fire or vice versa, it results in a massive explosion that hits the entire raid. Then there's the adds. While most bosses in Hellfire Citadel are [[FlunkyBoss Flunky Bosses]], Xhul'horac is undoubtedly the worst of them all. He summons both imps and voidwalkers, each of which can leave fire on the ground by themselves if players don't react to them quickly enough. Phase 2 is where things start to get ugly, because in that phase Xhul'horac will begin to summon voidwalkers and debuff players with purple fire, but the imps from Phase 1 that leave behind green fire are still coming! Lots and lots of explosions can result if the imps aren't dealt with quickly enough.

to:

** Tyrant Velhari ''seems'' easy in comparison to most of the bosses in the raid. While nearly every boss in Hellfire Citadel is a massive FlunkyBoss, Tyrant only summons one add at a time. The real problem, however, is that Tyrant is a strict gear-check boss. Phase 2 introduces an aura that lowers your maximum HP over time, to as low as 15%. If Phase 2 isn't dealt with quickly enough, the raid will wipe quickly.wipe. While you ''could'' Heroism/Bloodlust/Time Warp to make that phase a little faster, Phase 3 isn't much better, since in that phase players will gain a stacking debuff that causes them to deal and take more damage over time. Pick your poison.
** Next to Archimonde, Xhul'horac is the most chaotic fight in the entire raid. He applies debuffs on players that cause them to drop either green or purple fire on the ground that rapidly spreads. The catch is that if green and purple flames come into contact with one another, or if a player with a green debuff steps in purple fire or vice versa, it results in a massive explosion that hits the entire raid. Then there's the adds. While most bosses in Hellfire Citadel are [[FlunkyBoss Flunky Bosses]], Xhul'horac is undoubtedly the worst of them all. He summons both imps and voidwalkers, each of which can leave green or purple fire respectively on the ground by themselves if players don't react to them quickly enough. Phase 2 is where things start to get ugly, because in that phase Xhul'horac will begin to summon voidwalkers and debuff players with purple fire, but the imps from Phase 1 that leave behind green fire are still coming! Lots and lots of explosions can result if the imps aren't dealt with quickly enough.
17th Oct '15 9:50:52 AM SparksOfTheTempest
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* Next to Archimonde, Xhul'horac is the most chaotic fight in the entire raid. He applies debuffs on players that cause them to drop either green or purple fire on the ground that rapidly spreads. The catch is that if green and purple flames come into contact with one another, or if a player with a green debuff steps in purple fire or vice versa, it results in a massive explosion that hits the entire raid. Then there's the adds. While most bosses in Hellfire Citadel are [[FlunkyBoss Flunky Bosses]], Xhul'horac is undoubtedly the worst of them all. He summons both imps and voidwalkers, each of which can leave fire on the ground by themselves if players don't react to them quickly enough. Phase 2 is where things start to get ugly, because in that phase Xhul'horac will begin to summon voidwalkers and debuff players with purple fire, but the imps from Phase 1 that leave behind green fire are still coming! Lots and lots of explosions can result if the imps aren't dealt with quickly enough.

to:

* ** Next to Archimonde, Xhul'horac is the most chaotic fight in the entire raid. He applies debuffs on players that cause them to drop either green or purple fire on the ground that rapidly spreads. The catch is that if green and purple flames come into contact with one another, or if a player with a green debuff steps in purple fire or vice versa, it results in a massive explosion that hits the entire raid. Then there's the adds. While most bosses in Hellfire Citadel are [[FlunkyBoss Flunky Bosses]], Xhul'horac is undoubtedly the worst of them all. He summons both imps and voidwalkers, each of which can leave fire on the ground by themselves if players don't react to them quickly enough. Phase 2 is where things start to get ugly, because in that phase Xhul'horac will begin to summon voidwalkers and debuff players with purple fire, but the imps from Phase 1 that leave behind green fire are still coming! Lots and lots of explosions can result if the imps aren't dealt with quickly enough.
17th Oct '15 9:50:32 AM SparksOfTheTempest
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to:

* Next to Archimonde, Xhul'horac is the most chaotic fight in the entire raid. He applies debuffs on players that cause them to drop either green or purple fire on the ground that rapidly spreads. The catch is that if green and purple flames come into contact with one another, or if a player with a green debuff steps in purple fire or vice versa, it results in a massive explosion that hits the entire raid. Then there's the adds. While most bosses in Hellfire Citadel are [[FlunkyBoss Flunky Bosses]], Xhul'horac is undoubtedly the worst of them all. He summons both imps and voidwalkers, each of which can leave fire on the ground by themselves if players don't react to them quickly enough. Phase 2 is where things start to get ugly, because in that phase Xhul'horac will begin to summon voidwalkers and debuff players with purple fire, but the imps from Phase 1 that leave behind green fire are still coming! Lots and lots of explosions can result if the imps aren't dealt with quickly enough.
17th Oct '15 8:53:02 AM SparksOfTheTempest
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* Hellfire Citadel was full of so many of these bosses that ''the entire Normal Mode had to be toned down!'' Where to begin...
** Kilrogg Deadeye was the first real brick wall of the raid, and a shining example of just how unforgiving Hellfire Citadel could be. He shouldn't be that hard, in theory, as just about everything bad is avoidable. The problem is that ''one'' mistake can wipe the entire raid. If a Bloodthirsting Salivater gets to the fel pool, you die. If a Hulking Terror's Rending Howl doesn't get interrupted, you die. If too many people get hit by Heartseeker at once, you die. If a group misses the Visions of Death portals, you die ''slowly'', since you won't have anyone to purify the Fel Corruption, resulting in mind controlled tanks.
** Tyrant Velhari ''seems'' easy in comparison to most of the bosses in the raid. While nearly every boss in Hellfire Citadel is a massive FlunkyBoss, Tyrant only summons one add at a time. The real problem, however, is that Tyrant is a strict gear-check boss. Phase 2 introduces an aura that lowers your maximum HP over time, to as low as 15%. If Phase 2 isn't dealt with quickly enough, the raid will wipe quickly. While you ''could'' Heroism/Bloodlust/Time Warp to make that phase a little faster, Phase 3 isn't much better, since in that phase players will gain a stacking debuff that causes them to deal and take more damage over time. Pick your poison.
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