Showing posts with label bastion of twilight. Show all posts
Showing posts with label bastion of twilight. Show all posts

Thursday, March 12, 2015

4.30. Two Birds One Stone

"Cho'gall"
Artwork by Oliver Krings

World of ExcelCraft

Team OverKill

Raid Times:
- Fridays: 9:00pm (tentative)
- Saturdays: 6:00pm - 1:00am

Tactician: Zedman

Zed's filled 25 since coming on board, late Wrath. Can't commit to a full-time schedule, the wife/kid thing is standing in the way of that. Perma-filler has value, but not if he's leading a team the same night as progression.

25-Man Risks:

Eternaal: Has been showing regularly, but get the vibe that he comes and goes as he pleases. Most likely going to stick to his pal Dexi. He's also pushing Zedman to add a third night on the roster, which means he wants hardcore 10 progression -- safest bet will be not to count on him for many more 25s. High risk.
Makiazo: It was my understanding that Mak wanted to be a part of progression. Not sure what's up here. Going to have to meet with him.

---

Juicebox Bandits
Raid Times:
- Tuesday: 7:00pm - 10:00pm
- Thursday: 7:00pm - 10:00pm

Tactician: Cheeseus

Fine with him back in the guild, he's apologized profusely for any damage caused via Eh Team. What's done is done. As long as he stays the fuck away from the 25-Man, there'll be no issues. Those in JBB do not appear to possess they same drive to manipulate loot as Crasian did. Told Cheeseus to push JBB for achievements, but to respectfully keep them behind 25 as much as possible. No poaching.

25-Man Risks:
Gunsmokeco: I think he's struggling to make up for the Eh Team shit, follows the same logic as why he chose to step down as healing lead in Cata. I don't believe he's going to shaft me, but will keep an eye on it.
Teras: He's helping with the 25 here and there on Horateus, but his loyalty is always going to be to Falnerashe, so wherever she goes, he'll follow.

Larada: He goes where progression goes. Hasn't given me any indication that’s changing, not in several years, at least. EDIT: My god, Larada, how many teams do you plan to join???
Bulwinkul: Not particularly keen on him hanging with his old Eh Team buds, but without Crasian fueling the loot fire, should be ok. If he goes off on another drunken tirade and targets Falnerashe like he did Lexxii, if Teras is privvy, I can count on both of them leaving the guild. As such, noting as high risk.
---

Team H.A.M.

Raid Times:
- Tuesday: 7:30pm - 11:00pm
- Thursday: 7:30pm - 11:00pm
Tactician: Raziei

A la Zedman, Razzy's always been a perma-filler. "Hard As a Motherfucker"? Really, Raz? Really?
25-Man Risks:
Tastyslug: Larada's alt. Pretty sure he is on every 10-Man team now.
Palmabomb: Hellspectral's alt. Hasn't passed out mid-raid for many months. Doesn't mean it won’t happen, but he's been proving to be a changed (read: sober) dude. Low risk.
Jlo: Neps's alt. Hasn't missed a raid since 40-Man Naxx. I expect it would take an act of God to keep him from 25-Man. Low risk.

Gunsmokeco: Isn't he in JBB? Need to chat with him about this.


---

No Rush No Flyers
Leader: Bovie

I have faith that Bovie will not sink the ship. Very clearly defined team rules, raid times, and brings old-school knowledge from TBC.
Raid Times:
- Tuesdays: 8:00pm - 10:00pm
- Wednesdays: 8:00pm - 10:00pm
25-Man Risks:
Borken: Love him. He’s adorable. Wish his Shaman could fill the 25 more. Otherwise, no risk.

Larada: If NRNF accidentally runs the wrong instance, he's hosed for progression (but can't the same be said for any of these teams that run early week?) Also indicates he's on multiple teams. Need to straighten this out with him, marking as high risk until then.
Klocka: alt of Sir Klocker. Like Neps, will take an act of God for him to sabotage the 25-Man. Low risk.
Tantaria: alt of McFlurrie. Sadly, McFlurrie's stepped out of progression, but does not risk the 25.
---

Recovering Raidaholics
Tactician: Joredin

Joredin's old-school DoD. Is one of the reasons Tactician exists. He'll not jeopardize the 25-Man, nor will the likes of anyone on this team (Rebornbendar, Goreden, Breginna, etc...all good people).

Raid Times:
- Tuesdays: 8:00pm - 11:00pm
- Thursdays: 8:00pm - 11:00pm
25-Man Risks:
(none)

---

I clicked into the spreadsheet cell just below Recovering Raidaholics, and typed a new team name.

Herp Derp

Without filling out any additional info, I selected the entire row of cells and painted them all red.

Giving one final glance to the empty leader column of the freshly created blood-red row, I sighed, then closed the spreadsheet to get it out of my sight. The clock on the desktop reminded me of how much time I'd spent editing the document: nearly an hour.

You’re not going to be unemployed forever. How do you expect to keep this up?

Technically, I was playing World of Warcraft...

...but I wouldn't exactly call this "playing".

The 25-Man Progression Team defeats Nefarian,
Blackwing Descent

Corruption From Within

February 27th's prospects brightened. Blain had lobbied for a third tank for some time. In a surprise move, we were offered up a helping hand by none other than Drecca; he'd recently completed the leveling (and moderate gearing) of a second paladin, aptly named Dreccax. This alt was free from the shackles of the 10/25 shared raid locks in Cataclysm. Blain put Soot and I back on tanking Nefarian and Onyxia, while a class with a different kit could field Nef’s adds. I took absolutely no offense to it. I'd strip Mature to the nude and die in the first three seconds if it meant a guaranteed a kill.

Hopefully it wouldn't come to that.

---

Back into phase three, once more. Instead of struggling with constructs off by myself at the far side of the arena, I was toe-to-talon with Nef, barely able to make out what was happening. Animations and spell effects filled every exposed inch of the screen. Drecca had the adds well under control, his timing swift, his moves surgical. When the raid's health dropped dangerously low in the last few minutes of the fight, Drecca's Divine Guardian softened the blow just enough to squeeze out those last remaining bits of damage we so desperately needed. The great dragon roared and slumped to the ground by our hand...for the 2nd time.

Excited cheers of relief filled Vent. Finally. What a rush it was to be able to put the dragon to bed. Three weekends of work on a single boss was going to take some getting used to -- we had Wrath to thank for that. And this was only normal mode! 

I whispered to Blain, inquiring what possible nightmares the heroic version of this encounter might contain. His research told the tale of Geddon-inspired living bombs, mind controlled players that shouldn't interrupt their hypnosis, and players purposefully leaping off of the pillars, back into the lava, lest they wipe the raid. We were going to have to build this team up further if we expected a fighting chance.

The adrenaline finally subsided, and we snapped our screenshots. Blain snapped us back to reality, the blood elf rogue vanishing through Goldenrod's freshly spawned portal.

"Hurry up, people. Get over to BoT."

---

Cho'gall proudly wore the mutations of an old god's redesign: dozens of independently blinking eyes protruded from the hideously deformed ogre's body. Before his transformation, a mere grotesque ogre might only invoke disgust. Gazing at Cho'gall now could unhinge the mind.

The two-headed ogre harnessed both fire and shadow in his assault. Flame's Orders infused the massive Twilight's Hammer with fiery strikes, complemented by pools of lava throughout the throne room. Shadow's Orders blanketed us with AoE shadow damage, cascading across the team. Tank swapping was non-negotiable: Cho'gall's Fury debilitated the current tank, suffering a 20% increase in damage, forcing them out of the line of fire.

Conversion hit multiple raiders at once, enslaving them and boosting the damage they turned back on us. I'd interrupt a group with Arcane Torrent, Mangetsu handled the next group with Shadowfury, Bulwinkul used Warstomp, and so on. Blain positioned melee tightly in a moon shape along Cho'gall's backside, with ranged not too far away, so that any players targeted for conversion could be handled with a single AoE interrupt or stun, while out-of-range stragglers were dispatched swiftly.

Cho'gall made it clear he would not be insignificant. We also had to deal with a corrupting adherent -- a sort of mini-Vezax from Ulduar. Adherents lobbed shadowy missiles at the group while blasting us with Depravity, more shadow AoE damage. The tank afflicted with Cho'gall's Fury pulled the adherent away from his master, and Jungard took a team to break off and bring it down fast -- tank switching complicated this part of the fight far more than was necessary.

The 25-Man Progression Team defeats Cho'gall,
Bastion of Twilight

Naked Lunch

Adherents were a problem either dead or alive; Cho'gall's Fester Blood saw to that. A living adherent with festering blood violently sprayed shadow damage and spewed corruption until our own blood turned. The festering blood of a dead adherent, however, manifested as black globules of sludge bursting from the body, slowly creeping towards Cho'gall, laying down a thick, gelatinous trail of corruption in their wake.

Jungard once again led the task force against this Blood of the Old God, joined by Hellspectral and Bulwinkul. Hellspectral unleashed a freezing barrage of Howling Blasts on the black blood, while Jungard danced and wove between the globules, cleaving them apart while avoiding the corruption. From afar, Bulwinkul summoned the power of night and day, raining stars down and igniting the blood with the fury of the sun. For precious extra seconds, Mangetsu tossed Shadowfury their way. The creeping blood stopped dead in its tracks while Hellspectral's Death and Decay ate through the blood like acid.

Throughout this ordeal, every player in the raid had an additional responsibility: each managed their own corruption bar, which grew with every mistake made and every bit of damage soaked. The bleakness of the situation grew with the corruption, compounding upon itself. Our strengths soon turned to liabilities; spraying one another amid bouts of projectile vomiting, causing our targets to gain corruption, inevitably leading to the expulsion of more stomach contents. Players quickly learned to spin, and face away from one another, if they felt another wave of nausea coming in.

When Cho'gall reached 25% health, the final test began. Purple smoke filled the room and tentacles burst forth from the violet mist, a solitary eyeball atop each one, quickly focusing its hypnotic glare onto a member of the raid. Tentacles required immediate attention; the most effective killing strategy for them was one Blain had employed countless times before. One player was designated the MA or "Main Assist", and all damage was focused on to that person's target.

Cho'gall's Fury continued during this final burn, as did shadow damage and pools of flame. Increasing rates of corruption caused even the sharpest of players to become violently ill. Some were quick to face away, sending chunks of half-digested food out towards the emptiness of the purple mist. Others remained overwhelmed, struggling to cognitively process so many moving parts of the encounter simulatenously -- and they doused us with their lunch. We learned very quickly that even after getting a solid handle on phase one, the transition, and eventual digestion of phase two, the encounter could spiral out of control well before Cho'gall was in danger of dying.

With a half-dozen significant attempts on our belt, the clock ticked towards 7:00pm, signifying the final minutes of the raid. There was an overwhelming vibe of gusto and tenacity not felt in weeks. Blain and I agreed, one more attempt for the night...the famous last pull.

It all came together on that last attempt of the night. The great two-headed ogre fell to the ground, dead. His dozens of eyes gazed no more.

February 27th was a glorious day for Descendants of Draenor, with not one, but two entire instances cleared. The heroic road ahead would test us like we had not seen since our earliest days. The 25-Man progression team stepped up and demonstrated exceptional focus and skill that Sunday. I was proud of their dedication to the guild they called home, despite the incredibly steep shift in raid difficulty -- something we could all agree on.

All...but one.

Thursday, March 5, 2015

4.29. Chasing Cho'gall

"Valiona and Theralion"
Artist Unknown

Double Dragon

Valiona and Theralion berated each other as we entered the room, petty children squabbling over which of them was the favored child.

"Oh, hey. Look at that. Two dragons. Been awhile since we've killed any of those." Sarge's wisecrack reeked with sarcasm.

There was no shortage of internet dragons to slay in Cataclysm: Slabhide in the Stonecore, Altairus in the Vortex Pinnacle, Nef, Ony, and Atramedes in Blackwing Descent, and now these two incorrigible brats. By the expansion's end, four more dragons would make themselves known; two would escape our wrath. Of those two, one lay hidden beneath us, far away from prying eyes, yet close enough to maintain a watchful eye over her babies. Mommy Dearest.

Theralion took flight while Valiona remained on the ground in the initial moments of the encounter, the first mechanic kicking in almost immediately. Hellspectral was hit with Blackout.

"Group on tail," Blain called out.

The only way to mitigate its impact was to have additional players soak the explosion. Healers with lightning-fast reflexes were no good to us if they had itchy trigger fingers; dispelling Blackout before allowing a moment to collapse at Valiona's tail guaranteed the death of the afflicted.

Physica snuffed Blackout from Hellspectral, a diluted blast barely registered amongst melee. Blain ordered everyone to spread back out. From above, Theralion pummeled the raid with Twilight Blast. A violet shower rained down near Goldenrod and Ignismortis. Keeping in close proximity only worsened things for the healers.

Valiona inhaled, and a frontal blast of shadow flame poured out of the drake's lungs for a solid five seconds. Blain directed the raid to seek cover, well out of the way of Devouring Flame. I watched as the goblins of the roster rocket-jumped to safety towards her tail.

After bouncing between Blackout and Devouring Flame twice, swirling spirals began to appear on the floor. Players began to spread out, dodging the impending Dazzling Destruction. Traipsing across a vortex would shift them into an alternate plane -- a blurred dimension filled with hypnotic lights...unstable bombs, ready to explode at a touch. Shifted players dashed for portal exits around the perimeter of the room, prepping for the dragons to exchange places.

With Valiona aloft, mechanics changed. She debuffed players at random with Twilight Meteorite, a six-second explosion which split its damage between players, akin to her brother's Blackout. Meanwhile, a freshly grounded Theralion turned to players at random, painting the ground with a violet disc of Fabulous Flames. Mangetsu was struck with Engulfing Magic, exponentially increasing the potency of his Unstable Affliction, but at a cost. Each tick on the dragons mirrored its effect as an explosion of AoE bursting out of the warlock, forcing Mang to exit raid cluster via his demonic gateway, lest he kill us with his own power.

As we re-approached the transition between dragons, a length-wise third of the room was covered in Valiona's flickering purple flame: Deep Breath. And, just like her brother's Dazzling Destruction, anyone touching this strip of fire would shift into the "twilight zone", immediately seeking an exit while avoiding the pulsing glow of shadow bombs. Blain called out the shift, and players haphazardly learned their compass positions.

The 25-Man progression team was in a constant state of movement. Collapsing, expanding, getting into the group, moving away from the group. Avoiding spirals of fire, dodging strips of fire. I never budged from my chair, yet was somehow exhausted by the time both dragons collapsed. The Vial of Stolen Memories dropped -- another step up I could have gained in dealing with Nefarian's unforgiving constructs. Instead, I passed. Our newest tank, Soot, won the bid. Better to spread the love, I reasoned, than to pour all the guild's hopes and dreams into a spazz.

Willy sneaks in a quick nap between pulls,
Bastion of Twlight

Ascension

The raid trekked deeper into the Bastion of Twilight, down staircases and through long corridors, navigating dense packs of trash until eventually arriving at a large chamber lined with steps in its four corners. Upon these steps stood four individuals, barely exhibiting any semblance of mortal humanity they once clung to. They were all draped in the same, crudely patched robes. Each wore a belt adorned with the symbol of the Twilight Hammer cult: Cho'gall's unmistakable mace from which the cult took its name.  Their helmets resembled the squid-like merciless ones, flayed open, webbing between each tentacle spread wide, forming a protective shell.

The only difference between these four creatures appeared in what "skin" remained exposed: their arms and legs told the story of complete and total elemental assimilation. Feludius glowed eerily blue, water pouring out and downward, while cracks in Ignacious' skin burned red hot. A silver wind wrapped itself around Arion's mid-section, forever encircling his upper torso. Terrastra was muted by comparison. Hard-edged cracks of stone lined his appendages, speaking for an otherwise lack of flamboyancy shared by the others. They evolved beyond mere shamanistic control of the elements. They had become the very elements themselves.

This was the Ascendant Council. We spent the remainder of the raid locked in that sanctum, and wasted no time getting started.

Ignacious and Feludius attacked first, marking the beginning of phase one. We engaged as Arion and Terrastra watched in silence. Ignacious was tanked on the steps near his starting point. Jemb and Littlebear kept their distance from Feludius, issuing Kill Commands from afar, taking care to avoid Glaciate, a blast of AoE frost damage that diminished in intensity at range. Meanwhile, Ignacious bore the weight of DoD's melee -- Blain, Jungard, Bonechatters, Sarge, Hellspectral. They unleashed Hell, watching for the impending Aegis of Flame. Once Ignacious' shield went up, ranged switched, cooldowns popped, and the 25-Man team burned through it to interrupt Rising Flame -- pulsating flame bursting forth, scorching the room and all members therein.

It wasn't long before we grasped the gimmick: Ignacious and Feludius debuffed two players, one with Burning Blood, the other with Heart of Ice, respectively. To the afflicted, these debuffs were barely even noticeable, but when turned against the bosses themselves, the debuffs were the key to victory. The player with Burning Blood moved to the ranged group, enhancing the casters with fire damage. Feludius wasn't pleased. Likewise, the player with Heart of Ice rushed to join melee, applying frozen attacks en masse with every swing they took.

Ignacious leapt at the healers and smashing into the ground, then resumed his position following the impact, a long trail of flames left in his wake. In a rare moment for World of Warcraft, we actually chose to stand in the fire: they negated Feludius' waterlogged debuff, the result of a water bomb that could decrease a player's movement (at best), or leave them stranded in a block of ice if struck with Glaciate.

Phase two. Ignacious and Feludius took a back seat while Arion and Terrastra tagged in. Arion's constant teleportation rendered melee useless, so the casters turned their attention to him, leaving melee to focus on Terrastra. Throughout this phase, Gravity Wells and Call Winds would appear randomly in the room: zones of energy that granted buffs to anyone crossing them. Again, we used these two council members' abilities against one another: Call Winds levitated players, allowing us to avoid the full brunt of Terrastra's Quake. Conversely, the Gravity Well's "Grounded" buff granted us similar protection against Arion's Thundershock.

Arion also liked to choose three players at random, converting them into Lightning Rods. Rods were indicated by a tell-tale yellow arrow, as if to say "Pay attention, folks: this person is about to kill everyone in the raid". The Rods had to bolt from the group, moving as far away as possible, pressing up against a wall if necessary, to avoid Arion's Chain Lightning. It was a far more dangerous version of what a shaman hurled: Arion's chain lightning bounced to as many nearby players as it needed to. One poorly positioned Lightning Rod could instantly wipe the entire raid. Playing with blinders wasn't an option. Every member of the 25-Man raid had to be actively engaged, observing surroundings, noting constant changes in positioning, never ignoring their own buffs and debuffs.

Mature poses beside the 25-Man healing officer, Lexxii,
Bastion of Twilight

Elementium, My Dear

The ascendant council required self-discipline and communication. We couldn't just burn the bosses down independently. If either Ignacious or Feludius hit 25% health, phase two was immediately triggered, locking their health bars at whatever they happened to be. The same applied to Arion and Terrastra in phase two. The final, third phase of the encounter was where our skill (or lack thereof) would either benefit or handicap us.

At the start of phase three, the entire raid was locked into position, frozen for a moment. The twenty-five of us watched as the four council members slowly walked towards one another, dissipating into their corporeal elements, then reforming into a single Elementium Monstrosity. This final creature, an aggregate of all four ascendants, inherited their remaining health pools. Four council members, all at 25% health, would have been ideal. But mistakes could lead two council members to end their phase with more than 25%, compounding your problems in phase three -- it was simply more health to burn through, dragging the fight out longer, increasing the opportunity to wipe.

Chaos ensued. We spent the last two hours that Sunday, chiseling away at the multitude of raid mechanics. The first phase was textbook and out of our way in a matter of only a few pulls -- phase two was the nightmare. With the madness of Arion's teleportation and Terrastra's constant Eruption spiking players out of the ground, there was little time left to contemplate subtle visual differences between Gravity Well and Call Winds. The two spell effects were nearly identical at a glance, and as a result, players were caught Grounded just prior to Quake. Likewise, some accidentally levitated prior to Thundershock, and the mixed groans of surprise and disappointment in Vent were a constant reminder of the cost of such oversight.

What set of attempts would be complete without the occasional raid wipe, thanks to a Lightning Rod that happened to be moving through life in a permanent haze? Friendly fire ended more than one attempt due to some players being spaced out, but lingering adrenaline from Halfus and Twin Dragons was the fuel that kept the raid running back with unending enthusiasm. It wasn't Nef...but it was something.

The famous last pull of the evening brought all the moving parts together. Ignacious and Feludius converted at a solid 25% each. Few deaths were logged when Arion and Terrastra took the stage. The Elementium Monstrosity converged before us. Bloodlust filled our characters with rage, and the 25-Man team opened up with a barrage. Soot and I traded off, measuring a kite path, moving only as needed. Too fast would handicap melee, the shining star of the 25-Man progression team, but too slow would force Pools of Ice to grow unchecked beneath our feet. Seeds of Lava exploded out of the boss, showering the raid with fireworks. Players at random were encased in a bubble, levitating high above the sanctum, only to be crushed as the Monstrosity telekinetically slammed them to the ground. I breathed, watching for cooldowns, trying not to let the spazz break free.

Bolts of lightning chained across the group, striking more with each flare. The raid team began to collapse under the weight of the boss and the combined elemental forces that were raking across our backs. Casters collapsed. Healers crumbled. Melee began to fall like flies being swatted. We stuck to the plan, Soot and I burning through whatever survivability remained. With our last bits of dark energy, we pulled two armies of mindless, salivating ghouls from the ground, claws outstretched. They leapt toward the boss, gnashing at anything they considered flesh. And as the raid came down to its last remaining living players, the Elementium Monstrosity cried out in the impossibility of our power. His helmet fell to the ground; no other trace of the council remained.

---

The decision to shift to Bastion of Twilight on the weekend of Feb 13 proved to be the right one. We knocked out three new bosses, putting DoD at 8/12 for Tier 11 across all three raids. Thanks to Blizzard breaking out the starting raids into three separate instances, DoD gained flexibility in how it was able to overcome obstacles without stagnating in progression. I was grateful for that flexibility...until I came to loathe it.

Thursday, February 26, 2015

4.28. To Breach a Bastion

DoD wipes during an attempt
on the Nefarian encounter,
Blackwing Descent

100 Meter Lavastroke

"Our pillar needs help, down an interrupter."

"Which pillar?"

"Jungard's going. Blain's next."

"Just the next person's name, please. Cut the chatter."

"Insayno has this."

"WHICH PILLAR?"

"EAST!"

"East pillar."

"Raina's next."

"Raina's DEAD, already requested help!"

"I can get over there. Zedman can get over there."

"Calm down. Just everybody relax."

"Boney, you’re up, by the way."

"You'll be dead before you reach it."

"Too late, he's already in the lava."

"Heh, we got ourselves a fucking Michael Phelps here."

"Get a shield on him or something, Christ."

"Wow."

"Chatter down, please. Waiting for Electrocute."

"I think he’s going to make it."

"Can you get this next one?"

"I got it, I got it."

"He's almost here."

"Slow down. SLOW. DOWN. Let’s get everybody up before 70%, please."

"DPS off."

"...aaand, he's up."

"I don't believe it. Zedman is now at east pillar."

"Welcome. And you’re next."

"Are we clear?"

"Jungard, next."

"Hit mine, you're up Mature."

"Top everyone off, we're pushing Electrocute now."

Nefarian rattled, hovering far above us. Forks of electricity pierced the room, striking every living member of the raid. Healers bathed each pillar in light once Electrocute had passed. Panic turned to relief, and doubt reformed as confidence. We burned the Chromatic Prototypes, now able to stay ahead of the three minute timer, and watched as the lava began to drain from the room.

You’re up, Mature.

I beelined to the north pillar, targeting a gigantic pile of bones. Moments later, Nefarian exhaled, and a bright Shadowblaze Spark smashed into the floor next to me. Bones re-animated into constructs, tearing and clawing as they came to life. Upgrades were sparse since starting Tier 11 -- I rested hope on Throngus' Finger and Symbiotic Worm, the best two trinkets I'd been able to procure. With Death and Decay encircling the feet of the bone constructs, I pulled them away from the north pillar, out of the flame, and prepared to do my dance.

The path took me along the outside ring of Nefarian's arena, moving clockwise from noon to five: this delayed the amount of time the room was filled with flame. I kept them moving long enough to begin to collapse, their life energy draining as the blue flame snuffed out. But within moments of the constructs coming apart, another Shadowblaze Spark began the cycle anew.

I continued along the ring until I approached the south-eastern pillar, calling out for extra heals in the moments I'd be out of line-of-sight. This is where things consistently fell apart. Go behind the pillar, risk death, but give the raid extra time to DPS Nefarian? Or cut my path short, and cross the center of the arena? This was a safer bet for my own survivability, but accelerated the spread of blue flame -- an encroaching threat that reduced mobility, strained healers, and allowed for the occasional construct to take a pot shot at a raider.

I spiked wildly, healers struggled to keep me topped off, but I couldn't reach for a cooldown. All cooldowns had to be ready for Electrocutes, now striking us at a rate of one every 10% of Nefarian's health devoured. The spikes were too much for me to bear. I had to cut across. The blue flame was not burning out of the construct's eyes. Too many mistakes. Too much back-pedaling, not enough side-strafing (a faster way for a tank to kite). I zig-zagged through the middle, attempting to avoid the burning blue areas now painted in giant patches across the room. Constructs were getting away from me. Healers were dying. DPS was dying. I was dying.

I was dead.

Zedman's clutch lava bath had been in vain. We exited Blackwing Descent that night, our second full night of attempts on Nefarian, empty handed.

DoD kills Nefarian to earn a legacy
raid achievement and guild xp,
Blackwing Lair

An Undetectable Breaking Point


After two weekends of unsuccessful attempts on Nefarian, I worried about morale. In the days of Blackwing Lair, it wasn't unheard of to sink nearly all the raid weekends into one boss, pull after relentless pull. I was reminded of this fact frequently: every wipe in Blackwing Descent forced us back to the summoning stone perched atop Nefarian's old balcony, an outlook across the entirety of the Burning Steppes. It was hard to believe how fast six years had gotten away from me.

Running back, attempt after attempt, Kerulak resumed his position, while Annihilation and Ater prepared the warriors for their shout rotation, tiny bits of aggro that collected the Chromatic Drakonids. Dalans, Kadrok, Haribo, Klocker and I stood with the other healers and DPS in a tight clump, measuring our heals carefully, keeping people topped off, while casters like Turtleman and melee like Blain ripped minions to shreds. And oh, the screams that filled Teamspeak in those days, when bosses took months, not days, to complete.

I remember Ater's early concern with morale when we'd stagnated on a boss for six weeks. Six weeks! Raiders were made of sturdier stuff back then...they had no choice. The only way to shed the weak was by slaying internet dragons. You persevered because you were a bat-shit, crazy, out-of-your-mind kind of gamer, the only type of person who would be online this late in the evening on a Friday night, glued to pixels instead of a social life.

...except that this was social. Just an unconventional kind of sociality. There were thirty-nine other living breathing humans making this god damn raid work. Strategizing, coordinating, working out the kinks. Internet dragons weren't being slain in a vacuum.

As the memory of my shaman's ghost melted away, replaced by my death knight, few of those original faces remained: Blain, Sir Klocker, Turtleman, to name a few. Old-school raiders that knew what it meant to face a challenge and not give up just because they weren't seeing fancy loot. But so many of these faces were new, and how many of them were from Wrath era? How many had never experienced the suffering of weeks and weeks of work on a boss like Kael'thas, and felt the adrenaline rush through the veins of forty people screaming at the top of their lungs when a boss finally crashed to the ground? Screaming amid the knowledge that they were of a very select few on the server that were able to pull off such a feat?

Vets like Dalans and Annihilation and Haribo and Ater were being replaced with fresh faces like Dewgyd and Aetherknight and Rainaterror and Hygia. A raid comprised of leaders had morphed into one of followers. Boosts in morale wouldn't grow out of thin air. They had to want it. In Wrath, the shinies were perpetually dangling in front of their faces. Cataclysm, by contrast, was more like the days of yore: brutal, terrifying, and asking raiders to sacrifice of themselves in much greater quantities...but without the accompanying rewards.

DoD tore through raids in Wrath of the Lich King at such an alarming rate, that whenever progress stagnated like this, even just for a couple of weekends, I grew somber as I contemplated the current lineup:

How many more wipes before they start to consider a 10-Man?


DoD continues to refine Halfus Wyrmbreaker,
Bastion of Twilight

Wrangling The Wyrmbreaker

I didn't have to pitch a raid shift to Blain for the third week of attempts -- the line-up dictated it. Horateus, a paladin tank that Teras offered to us for a few weeks, was unavailable. The death knights acquiesced; Insayno, Soot and I all knew the limitations of our toolkit as they pertained to the off-tank portion of Nefarian's third phase. Rather than waste everyone's time on an encounter we were ill-equipped to refine, Blain directed us to Bastion of Twilight, with the hopes of making some...any...kind of progress there.

Halfus Wyrmbreaker was first up on our tour through the starfish-shaped citadel, floating high above the Twilight Highlands. We reached the Bastion via a portal nestled amongst dark violet spirals of architecture that twisted skyward like a pit of sacrificial daggers. Inside, deep purples and cobalt blues painted a glowing path down corridors which lead to the awaiting encounters.

The giant ettin stood on an exposed platform, a two headed bi-pedal monstrosity wielding a glowing mace. Narrow red slits in eyeholes darted around the room, casing for any unexpected sound or movement in the rookery. Near the edge of the exposed room flew a horrifically enlarged and mutated version of a proto-drake: Wyrmbreaker's pet proto-behemoth. Three drakes stood at attention around the perimeter of Halfus' platform. Two more lay chained, health bars indicating that they were in no shape to fight.

The encounter required us to have a tank pull the ettin while three members of raid all spoke to a drake, causing them to join the encounter. Each drake provided both a buff and a debuff to Wyrmbreaker (or his Proto-Behemoth) and with each drake we slew, Halfus would buckle, taking additional damage.

The trick with Halfus was to walk that ever increasing fine line of what your raid could dish out vs. what you could withstand. Either we released more drakes, increasing the risk levied on the raid, but ultimately earning a payoff in the form of increased damage. Or, leave drakes alone, potentially improving raid survivability, but handicapping our ability to finish him off before Wyrmbreaker the returned the favor.

Never mind the fact that the drakes changed from week to week, randomizing the encounter further.

We coughed and sputtered on an initial few attempts, but before long, found our groove. Drakes were pulled, separated, and burned. The ettin roared, knocking the melee back in a disorienting attempt to prevent us from interrupting his Shadow Nova. Goldenrod kept a close eye on the impending cast, counterspelling it before it blasted the entire raid with damage. Before we knew it, the two headed creature crashed to the ground in a heap.

Progress had resumed. And the raid evening was still young.