Blackwing Lair Changes on Classic Season of Mastery PTR
Blizzard recently updated the
Classic Season of Mastery Public Test Realm
with new mechanics for Blackwing Lair Bosses.
Only Razoregore, Vaelestrasz, Firemaw, and Chromaggus have been updated
as of right now. Last night, a raid group organized by Tmugsy <IDES> of Jom Gobbar defeated all 4 of the new bosses. Below is a summary of the new boss mechanics --
Warcraft Logs - Razorgore, Vael Warcraft Logs - Firemaw, Chromaggus Warcraft Logs - Chromaggus kill
First thing you'll notice is a large egg in the center of the room. This egg can not be broken by mind controlling Razorgore, it seems to break on its own after enough eggs are destroyed. When this egg breaks open, an Unstable Chromatic Drake will spawn that casts many abilities and needs to be off tanked.
Many of the
Breath related spells that were datamined
come from the new Unstable Chromatic Drake enemy. The Unstable Drake will spit out random effects on the map, a trail of fire deals damage to all players AND NPCs standing over it. The green smog travels around the room and will put players to sleep. The frost traps will slow players and dal damage over time. And the gold areas will give players a movement and casting haste effect.
For this encounter, our raid group off tanked the Unstable Chromatic Drake away from the raid and focus fired Razorgore down.
Weakauras Addon was causing major framerate issues. It was disabled after Vael. (also language warning)
First thing you'll notice is that Vaelestrasz starts with 60% health now, which means the fight will naturally be much longer.
Burning Adrrenaline has been completely re-worked. Now, the effect is a stacking debuff, giving you more and more haste and damage, while dealing more and more damage over time. Until you eventually die and explode. One really interesting thing that happened during our encounter, Burning Adrenaline hit the main tank, meaning we were able to keep healing through the debuff. By the end, our main tank had 390% Haste and 390% bonus damage. Threat and damage were no longer an issue and we actually one shot the boss.
Weakauras Addon was causing major framerate issues. It was disabled after this fight (also language warning)
First thing you'll notice, Firemaw has a lightning shield! Next thing you'll probably notice is that your entire raid is dead. This fight is much more difficult than anything else so far, because there will be two debuffs the raid needs to watch out for, the regular fire debuff and a brand new lightning debuff.
Each time your health lowers from damage, you'll gain a stack of Static Electricity. Once you have 10 or more Static electricity debuffs and are within 10-15 yards of another player, you will unload the debuff as a Chain Lightning effect, hitting all your nearby players. It also seems like if you take damage next to other players, you will gain extra debuffs, so if you are alone in the room and take damage, you receive 1 lightning debuff. If you take damage within 10-15 yards of 2 other players, you receive 3 debuffs.
In our first few attempts, we wore heavy Fire resistance (to basically ignore the fire related debuff mechanics while we figured out the lightning debuff). As we progressed, it became more and more clear that melee damage dealers are the issue. If there are too many melee damage dealers on the boss (near the tank) they will keep unloading the lightning effect and end up killing the tank.
The best way to kill this boss would probably be to bring 0 melee damage dealers and just have your range spread out enough that you don't gain bonus static debuffs and if someone unloads lightning, it won't chain to a bunch of players.
Firemaw deals a lot more raid damage in Season of Mastery (also language warning)
Okay, forget what I said about Firemaw, this is the hardest boss now. There is a lot going on.
First things first, Chromaggus does not only do two random breaths. He does all of them in a random order now. Second, the walls do not line of sight it... and the breath is 360 degrees.
Whenever a debuff in the raid is cleansed, an effect will happen on the battlefield. If the green debuff is removed, a poison cloud spits on the ground. If the bronze debuff is removed, a firework goes off and stuns random players nearby. If the red debuff is removed, a patch of fire spawns. And if the blue debuff is removed,
an ice block will spit on the ground
. Standing behind the ice block, you will gain a buff "hiding behind an ice block". This is the only way to line of sight Chromaggus breath effects.
But there is an issue. The ice blocks have a very short duration before they despawn. So, to properly deal with each breath effect, Healers in the raid need to carefully time the blue dispel so that they spit out ice blocks right before a breath, allowing the raid to hide and avoid breath effects. If you dispel too many, there might not be enough ice blocks for the following breath (because it is somewhat RNG when blue effects go out on the raid).
Our raid group did not clear Chromaggus, but after 7 wipes, and only 36 players in mostly broken gear, we did get the boss to 40%. It is a very doable encounter, but it is quite difficult and very, very consumable heavy. Basically, pre-pop every greater protection pot in the game!
After going in on a second day of testing, the raid group did kill Chromaggus in
quite an epic battle
. Amazing fight!
Chromaggus might be one of the best Classic boss encounters to date. Not exaggerating (also language warning)
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