Mythic Painsmith Raznal Intermission - Dodge Spikes and Spiked Balls
If you liked the Heroic Painsmith Raznal intermission, Limit had their first public attempts on Mythic Painsmith and the Mythic intermission of the fight has many differences from its heroic counterpart.
On top of all the Heroic mechanics for the phase, Mythic adds three new twists.
The big noticeable difference on the fight is Spiked Balls from previous phases showing up during it. Unlike their phase 1 counterparts, these have holes already between them, so players don't need to kill one to open a gap.
No Opening Wave
One of the final wave of spikes doesn't have an opening. This means players need to use either immunities, blinks, teleports, or fancy leaps to avoid getting 1-shotted by it. For classes without such tools, Limit has had their Warlocks set a
near the edge, so players can jump off and click the gate midair, allowing them to not get hit by the spikes in the way, as a normal gate would mean they'd get hit by the spikes.
The final flames during the intermission spawn a set of adds that needs to be killed quickly or they finish their
cast and wipe the raid.
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