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** Meanwhile, all the while you're directing your Pit Lord around the battlefield, keeping an eye on Kanrethad's nuke timers and a finger on the interrupt button, being ready to bolt for cover on a dime, pumping out massive AOE damage to kill the literally dozens of imps, pumping out massive burst damage to kill the felhunters before they can free your pit lord, cleansing yourself of the DoT, and being fast as a snake on the target switching and various crowd control mechanics, you have to manage, you ALSO have to maintain an extremely high output of DPS on Kanrethad himself, because if you don't kill him within a certain time frame, you automatically die from his Curse of Doom spell.

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** Meanwhile, all the while you're directing your Pit Lord around the battlefield, keeping an eye on Kanrethad's nuke timers and a finger on the interrupt button, being ready to bolt for cover on a dime, pumping out massive AOE [=AoE=] damage to kill the literally dozens of imps, pumping out massive burst damage to kill the felhunters before they can free your pit lord, cleansing yourself of the DoT, and being fast as a snake on the target switching and various crowd control mechanics, you have to manage, you ALSO have to maintain an extremely high output of DPS on Kanrethad himself, because if you don't kill him within a certain time frame, you automatically die from his Curse of Doom spell.



* 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.

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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 [=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.



** 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 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.

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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 [=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 [=AoE=] damage 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.



** 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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** Talixae Flamewreath is dangerous for two reasons; [[FlunkyBoss the imp adds she continuously spawns]] and the ever increasing aoe [=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.



** [[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.
** 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.

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** [[WolfpackBoss Moroes fights alongside his dinner quests]], who all have a variety of dangerous abilities, such as a spinning axe that deals strong aoe [=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 [=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 [=AoE=] the whole group if not interrupted, and the Fragments that stun and deal high single target damage to a player.
** 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 [=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.



*** 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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*** 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 [=AoE=] damage the group constantly takes. With grievous and tyrannical, this phase can be incredibly taxing for healers.



* Antorus, The Burning Throne contains quite possibly the most annoying and 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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* Antorus, The Burning Throne contains quite possibly the most annoying and 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 [=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.



* De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE ''all while he is busy doing his mechanics and gainin energy to re-do the AOE again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game to effectively demand a strict comp and punish you if you don't burn him fast enough.

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* De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE [=AoE=] damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE [=AoE=] ''all while he is busy doing his mechanics and gainin energy to re-do the AOE [=AoE=] again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE [=AoE=] damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game to effectively demand a strict comp and punish you if you don't burn him fast enough.
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* Raszagath is both ThatOneBoss and the BestBossEver for the fact that even on the lowest tier(s) of difficulty, a few players can ''easily'' screw over the ''entire'' raid. Tanks have to constantly juggle her aggro with each other and she can instantly blow you off the arena. If players aren't able to position an attack that places a hazard (which will keep them from flying off) in the right place, everyone will go ''flying''. What's more, she will do this multiple times and even start using a breath attack during a [[FlunkyBoss flunky stage]] where there's almost no particle effects on the floor until it's too late and the player's already dead.

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* Raszagath Raszageth is both ThatOneBoss and the BestBossEver for the fact that even on the lowest tier(s) of difficulty, a few players can ''easily'' screw over the ''entire'' raid. Tanks have to constantly juggle her aggro with each other and she can instantly blow you off the arena. If players aren't able to position an attack that places a hazard (which will keep them from flying off) in the right place, everyone will go ''flying''. What's more, she will do this multiple times and even start using a breath attack during a [[FlunkyBoss flunky stage]] where there's almost no particle effects on the floor until it's too late and the player's already dead.
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Misuse; That One Boss and Superboss are mutually exclusive, because That One Boss is only for mandatory bosses


* Netherspite (technically a BonusBoss, although this could be said of at least half the bosses in Karazhan), is of the "one stupid mistake can wipe the raid" variety. His mechanics require rotating players through a series of beams, a mistake with any one of which can result in the wrong person tanking or taking damage and completely wreck the plan.
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'''REMINDER''': Hard modes, being optional, count as {{Bonus Boss}}es.

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'''REMINDER''': Hard modes, being optional, count as {{Bonus {{Optional Boss}}es.



*** [[WolfpackBoss 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 gets even worse if Necrotic is the level 2 affix, as it can make dropping stacks for the tank extremely difficult.

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*** [[WolfpackBoss Saprish fights alongside his pets, Shadewing and Darkfang]]. Shadewing periodically leaps to the furthest player and attempts to cast [[MakeMeWannaShout [[MakeSomeNoise 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 gets even worse if Necrotic is the level 2 affix, as it can make dropping stacks for the tank extremely difficult.
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* Khajin the Unyielding in Hall of Infusion seems like pretty simple fight. The fight starts with her surrounded by frozen blocks, which she'll create more of throughout the fight. These blocks are the only way to block her lethal Hailstorm attack, but with a catch; each block can only take 1 hit from Hailstorm before becoming cracked, and cracked blocks will explode when hit with another cast of Hailstorm, usually instantly killing whoever was hiding behind it. It's already a challenging and position dependent fight, but on Mythic she takes a major turn for the frustrating by adding Frost Cyclone to a mix, a line attack that does massive damage, knockback, ''and'' cracks any blocks it hits. Not only is Khajin easily capable of killing anyone in a bad position in an instant, but if Frost Cyclone ends up in a bad place, it can also crack the most accessible ice blocks. All but ensuring that Hailstorm will then kill most of the group.
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[[folder: Dragonflight]]
* The Primal Council is a quadra-boss. All four must die at roughly the same time - something most people are fairly used to in this game. However, what makes them easily wipe-able is the fact that two attack(s) they do require players to watch the field and apply ElementalRockPaperScissors: Earth spires must be "placed" at a decent spot so that players can easily run over and remove a lightning debuff that spreads to others. (Even when it gets removed) Then players have to know to stay out of a lava field... but run into it when a blizzard is summoned or else they become a HumanPopsicle (Which players have to pop) and constantly manage dealing with [[GeoEffects lava damage or frost damage]]. Ordinarily a GoddamnBoss but players can ''easily'' end up getting killed or screw over the raid and make the fight more difficult.
* Raszagath is both ThatOneBoss and the BestBossEver for the fact that even on the lowest tier(s) of difficulty, a few players can ''easily'' screw over the ''entire'' raid. Tanks have to constantly juggle her aggro with each other and she can instantly blow you off the arena. If players aren't able to position an attack that places a hazard (which will keep them from flying off) in the right place, everyone will go ''flying''. What's more, she will do this multiple times and even start using a breath attack during a [[FlunkyBoss flunky stage]] where there's almost no particle effects on the floor until it's too late and the player's already dead.
[[/folder]]
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* Warbringer O'mrogg in Shattered Halls is a two-headed ogre that occasionally chooses to attack a random player other than the tank, and can't be taunted. Bring a bunch of cloth-wearers in there and prepare to get squished.

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* Warbringer O'mrogg in Shattered Halls is a two-headed ogre that occasionally chooses to attack a random player other than the tank, and can't be taunted. Bring a bunch of cloth-wearers in there and prepare to get squished.squashed.

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*** [[WolfpackBoss 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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*** [[WolfpackBoss 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]] gets even worse if Necrotic is the level 2 affix, as it can make dropping stacks for the tank extremely difficult.



* 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 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. 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]], 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 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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* Devourer of Souls in the Forge of Souls is another recent addition that can be a nasty surprise for players used to the relatively easy launch dungeons. He has a hard hitting, fast spell that should be interrupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health. Groups often die to Mirrored Soul, which results in the person being targeted taking damage when the Devourer of Souls does; if the healer dies, the rest of the group soon follows.

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* Devourer of Souls in the Forge of Souls is another recent addition in Patch 3.3.0 that can be a nasty surprise for players used to the relatively easy launch dungeons. He has a hard hitting, fast spell that should be interrupted as often as possible, hard to see area effects and several nasty special abilities that require the whole group to react accordingly. One of them almost always kills the player it aims for, but fortunately its usually only used once at low health. Groups often die to Mirrored Soul, which results in the person being targeted taking damage when the Devourer of Souls does; if the healer dies, the rest of the group soon follows.



* Lord Godfrey is only moderately difficult as a Heroic boss at level 85, but when players go through normal Shadowfang Keep in their late teens and 20s, his abilities (summoning adds, placing a DOT on random people with Cursed Bullet, and a frontal cone [=AoE=] that almost certainly kills those standing in it) are considerably more complex than most other boss fights around that level, even compared to many of the other new bosses in Deadmines and Shadowfang Keep, who do not have their most deadly abilities in Normal. Cursed Bullet is especially difficult, since your party will likely be unable to interrupt or remove the curse like a level 85 group can.

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* Lord Godfrey is only moderately difficult as a Heroic boss at level 85, but when players go through normal Shadowfang Keep in their late teens and 20s, his abilities (summoning adds, placing a DOT on random people with Cursed Bullet, and a frontal cone [=AoE=] that almost certainly kills those standing in it) are considerably more complex than most other boss fights around that level, even compared to many of the other new bosses in the revamped Deadmines and Shadowfang Keep, who do not have their most deadly abilities in Normal. Cursed Bullet is especially difficult, since your party will likely be unable to interrupt or remove the curse like a level 85 group can.



* Oondasta, one of the new world bosses, seems to be designed to be That One Boss by Blizzard. Not only does he have a tank swap mechanic combined with an immunity to taunt, a Frill Blast that kills non-tanks, a chain-lightning Spiritfire Beam that kills its victims after the first few hits, and a devastating raid wide [=AoE=] Piercing Roar, but he also has a soft enrage mechanic that gradually increases his damage. Graveyard zerging only gets you so far when eventually, even Piercing Roar can one-shot you. Relatively soon after he came out, Blizzard decided to ''cut his health in half'', but even so, he still typically requires ''multiple full raid groups'' to defeat.

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* Oondasta, one of the new world bosses, bosses in Patch 5.2.0, seems to be designed to be That One Boss by Blizzard. Not only does he have a tank swap mechanic combined with an immunity to taunt, a Frill Blast that kills non-tanks, a chain-lightning Spiritfire Beam that kills its victims after the first few hits, and a devastating raid wide [=AoE=] Piercing Roar, but he also has a soft enrage mechanic that gradually increases his damage. Graveyard zerging only gets you so far when eventually, even Piercing Roar can one-shot you. Relatively soon after he came out, Blizzard decided to ''cut his health in half'', but even so, he still typically requires ''multiple full raid groups'' to defeat.
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* Anduin Wrynn from Sepulcher of the First Ones is pretty much the hardest boss in the entire raid. His main mechanic is Kingsmourne Hungers, where the raid gets split in half, one half still fighting Anduin, while the other is trasported inside Kingsmourne, where they need to deal with the enemies to strengthen Anduin's willpower, in order to get a damage/damage resistance buff during the intermission. If his willpower is not at least 90%? The raid wipes to sheer damage. He also constantly spams a stacking raid-wide [=DoT=] that is only cleared out during intermissions, where it's replaced by a different, stronger, [=DoT=] (which puts constant pressure on healers). Among other notable mechanics are Befouled Barrier (creates a zone that absorbs all healing in it until it exhausts, explodes with raid-wiping power if not exhausted), Blasphemy (where each raid member gets marked with one of two marks that explode with enough power to kill whoever they are on upon expiration or if two same marks touch, two opposite marks remove both), Grim Reflections (summons three copies that cast Psychic Terror that fears and [=DoTs=] the entire raid if not kicked/crowd controlled/killed, even one such cast succeding is enough for a wipe, and they become practically unkillable if they survive to the intermission), Wicked Star (Projectiles that deal damage and inflict Silence on whoever they hit on the way, before flying back to the boss for a potential second hit) and Hopelessness (like Blasphemy, except there is only one kind of mark that has to be removed by entering a specific area, and that also applies a short duration, stacking [=DoT=] upon removal). Even on Normal, the sheer amount of mechanics people have to pay attention to in order to not kill themselves or even the entire raid, combined with the length of the fight (it can easily last over 10 minutes) makes Anduin the one boss that walls just about every group.
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**Thankfully, Hakkar finally got nerfed to a much more reasonable state in 9.1. Now he stops doing mechanics other than launching easy to dodge missiles when his barrier is up and doesn't gain energy until the barrier is broken, allowing you to catch your breath and preventing the fight from dragging for too long.
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* De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE ''all while he is busy doing his mechanics and againin energy to re-do the shield mechanic again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game to effectively demand a strict comp and punish you if you don't burn him fast enough.

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* De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE ''all while he is busy doing his mechanics and againin gainin energy to re-do the shield mechanic AOE again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game to effectively demand a strict comp and punish you if you don't burn him fast enough.
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** Really, the entire of Sanguine Depths could quality if we speak about the bosses. Kryxis is a pretty crude Tankbuster(High tank damage) and a nightmare to heal when the orb phase starts, as it requires soaking to prevent boss from healing, while each soak done deals a LOT of group damage. Inquisitor can potentially melt a player in seconds on tyrannical weeks with his castigate casts, which targets a random player and deals a high amount of burst damage over several seconds, so much that its advised to bring a hunter purely to abuse feing death to interrupt castigate chanel(and thus negate the damage entirely) and spare some mana from healer.

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** Really, the entire of Sanguine Depths could quality if we speak about the bosses. Kryxis is a pretty crude Tankbuster(High tank damage) and a nightmare to heal when the orb phase starts, as it requires soaking to prevent boss from healing, while each soak done deals a LOT of group damage. Inquisitor can potentially melt a player in seconds on tyrannical weeks with his castigate casts, which targets a random player and deals a high amount of burst damage over several seconds, so much that its advised to bring a hunter purely to abuse feing death to interrupt castigate chanel(and channel(and thus negate the damage entirely) and spare some mana from healer.
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* De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE ''all while he is busy doing his mechanics and againin energy to re-do the shield mechanic again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game who to effectively demand a strict comp and punish you if you don't burn him fast enough.

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* De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE ''all while he is busy doing his mechanics and againin energy to re-do the shield mechanic again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game who to effectively demand a strict comp and punish you if you don't burn him fast enough.
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**Really, the entire of Sanguine Depths could quality if we speak about the bosses. Kryxis is a pretty crude Tankbuster(High tank damage) and a nightmare to heal when the orb phase starts, as it requires soaking to prevent boss from healing, while each soak done deals a LOT of group damage. Inquisitor can potentially melt a player in seconds on tyrannical weeks with his castigate casts, which targets a random player and deals a high amount of burst damage over several seconds, so much that its advised to bring a hunter purely to abuse feing death to interrupt castigate chanel(and thus negate the damage entirely) and spare some mana from healer.
*De Other Side in terms of bosses, have Hakkar and Dealer Xy'era. Even on non-tyrannical weeks, this bosses are basically the roadblocks of the whole dungeon. Xy'era is a massive healer strain and high-damage boss, to the point he got some hefty nerfs and is still a pretty unforgiving boss in general and a pretty gruelling one whenever grievous affix is active. And lets not start with Hakkar, which is known as the real roadblock/run killer of the dungeon for a very good reason. Hakkar summons snakes and will regulary summon more as the fight goes on, and each time he hits 100 energy, he deals large AOE damage to the whole group and gains a damage absorb that grows bigger if he successfully dealt damage with the 100 energy AOE ''all while he is busy doing his mechanics and againin energy to re-do the shield mechanic again''. It's a fight that pretty much boils down to "Have a comp with good damage-reduction/absorbs/inmunities, burn Hakkar down and pray you kill him before adds overwhelm you or you take too long. It's entirely possible if you run the wrong comp or you allow a new shield to happen before you broke old one (which can totally happen if your comp lacks the tools to deal with the adds, who detonates and add up to his already large shield if they live when Hakkar hits 100 energy, or don't have a way to keep the shield absorb low by reducing/negating AOE damage) to fail the timer of the dungeon. He is one of the very few dungeon bosses in the whole game who to effectively demand a strict comp and punish you if you don't burn him fast enough.
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* Margrave Stradama in Plaguefall is designed as a healing check boss by virtue of her powerful and steadily-ramping disease damage debuff that she applies at certain points in the fight. This means that your healer will constantly be stressed out to hell trying to heal if you don't have anything to dispel the debuff, and woe be to any brave healer that attempts to do this dungeon on a Grievous week. In addition to that, she has an annoying interval phase in which she spawns near-lethal tentacles around her at random, necessitating you move quickly to avoid getting hit. This is even worse for classes with near-to-no mobility, such as priests and paladins.
* General Kaal's gauntlet in Sanguine Depths is this by the sheer amount of mobs you have to go through just to get to her. To wit -- her fight is designed with two phases: A gauntlet-style chasing phase where you try to burn down Kaal as fast as possible while going through several packs of mobs and a pair of gargons that keep spawning no matter where you are in the gauntlet, and a second phase in which you're fighting Kaal in a small, open ledge overlooking the anima vortex Denathrius created. In all phases of the entire fight, you have to use Zr'ali's ''Shining Radiance'' to avoid massive damage in the first phase, and getting blown off the ledge in the second phase, and in the second phase of the fight, you'll be dealing with periodic [=AoE=] bleeds that you need to separate yourself from the group from, lest you cause your poor healer to short-circuit from the amount of stacking damage you'll take. All the while, Kaal will occasionally summon three shades of herself cleaving everybody in the way for massive damage unless you dodge them, and since all three shades cover the entire area of the ledge, have fun trying to dance around that ''AND'' the [=AoE=] bleed while not straying too far from the person holding Zr'ali so that you won't get punted off the ledge.
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[[folder: Shadowlands]]
* Sludgefist in Castle Nathria qualifies. While he is, on the surface, a gear check boss on par with Patchwerk, his abilities make the fight quite hard. First, he possesses a "Hateful Strike"-esque ability, inflicting his melee damage on the tank and another target in melee range. Second, he regularily stomps the ground, inflicting enough damage to kill any player in a 20-yard radius around him. After his stomps, debris rains down from above, stunning anyone it lands on and leaving a damaging zone behind. Third, every minute or so, he fixates the tank and charges towards them after four seconds. If this charge doesn't hit one of the four columns in the room, all raid members suffer a debuff that will kill them in seconds. Oh, and the stomps mentioned above can also destroy the columns if it hits them. Lastly, starting on normal difficulty, the boss chains together players for a minute, making them take lethal damage if the chains are broken if the players move too far apart while trying to dodge his other abilities. Even one death early on can mean failing to meet the damage requirement even if everyone is geared adequately.
[[/folder]]
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Surprised G'huun is not here.

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* Speaking of the devil, G'huun himself is a brutal fight where the group has to essentially split into three. One has to HoldTheLine against increasingly huge number of flunkies. Not to mention that when said flunkies die, they spawn two ChestBurster Spawns that ''multiply'' unless they are quickly dealt with, and can easily spiral out of control. Meanwhile, the other two teams have to carry orbs to charge the reactor to actually reveal G'huun and, on Mythic, the two orbs have to be inserted simultaneously. Three times, with characters who carried the orb before being ineligible for it, necessitating the rotation. And this is only the ''[[OhCrap first]]'' phase.
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* Vexiona is [[SurpriseDifficulty harder than she looks]] that truly requires the raid to watch where they're damaging. Like many other bosses in Ny'alotha, she summons [[FlunkyBoss flunkies]] which have to be taken care of... one of which is a [[EliteMook miniboss in itself]] that will wreck the party. All while she summons a lot of bombs that will cause the area to get covered in damaging-things that the party has to handle. What's more, Vexiona takes flight and will deep breath onto the raid - causing 1/3rd of the area to receive near instant-death. The only way to tell where she'll fire is to literally tilt your camera, something most players aren't used to doing.
* N'zoth the corrupter is considered to be one of the hardest raid bosses ever - if only a few people don't know what they're doing, even early on, the entire raid can be wiped. He is basically a FinalExamBoss, combining the sanity of the previous phase (Along with Yogg'saron and even the corrupted Taran Zhu from Mists of Pandaria), requiring the kiting of Deathwing's back, add management of many other bosses, and even watching the direction he'll pull you towards harmful GeoEffects.
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Uldum to Uldir


* 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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* Zul, Reborn is probably the most difficult boss in Uldum Uldir 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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