February 14, 2017, 12:10:26 PM by Yllanis | Views: 265 | Comments: 6







It's been a bit quieter on the front page for a couple weeks, but we've been making steady progress in Mythic Nighthold.

On Mythic, Skorpyron is now an actual boss fight. His exoskeleton cycles between different colors, and he spawns a new type of add. Overall, while the DPS and healing requirements are higher, the fight is still rather easy and is a good first boss in the beautiful new raid.

Chronomatic Anomaly is a whole other beast. The order of the fast and slow phases are different than on the other difficulties, and he will spawn two adds instead of one. This means that we needed to carefully split the raid to send enough people to kill the second add while still pumping a lot of damage on the boss. A lot of guilds opted for a burn strat around the 3rd add phase, while we went for the more controlle...
January 15, 2017, 12:28:46 AM by Yllanis | Views: 163 | Comments: 0



After getting past Odyn, the next target was Guarm. On Mythic, this fight is very similar to the normal and heroic version. The main difference comes from the foams, a new debuff that has to be dispelled (and passed to) someone who already has a matching color from the breath. If you fail to do so, the penalty is death.

To deal with this, after trying a couple different approaches, we decided to go with a static marker for the melee group, and to adjust the positioning of the ranged groups based on the last breath. A nifty immune trick with ice blocks was also used to get us past the parts of the fight where the timing was thigher. Props to the heal team for a very fast reaction time on all those key dispels.

With this kill and the release of Nighthold next week, we officially end the tier at 9/10, a very strong showing considering how few guilds got past Helya. We're excited to see new bosses next week!
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January 05, 2017, 11:28:33 AM by Yllanis | Views: 191 | Comments: 1



On our first raid night after the holiday break, we managed to get down to business and convinced Odyn to let us head towards Helheim. This is definitively the hardest fight that we've beat so far this expansion, just in term of damage and healing requirements.

The fight is actually pretty similar to the heroic version; the only added mechanic is that raiders have to be empowered by the runes around the room to survive Odyn's Unerring Blast. In the first two phases, it is very similar to the encounter in Halls of Valor where everyone gets a marker over his head and has to run to the right spot. In the last phase, this requires adjusting stack points as we move around the room, moving markers mid-fight. The sheer amount of abilities that Odyn has when combined with Hyrja and Hymdall gives the fight the allure of a frantic dance where you can never rest, making it very easy to fall behind if just a couple players get stun...
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