Complexity Limit's First Day on Mythic Stone Legion Generals
Complexity Limit was the first guild to down Mythic Sludgefist this morning and they spent the rest of the day on Mythic Stone Legion Generals. We talk about Complexity Limit's progress day so far, including some of the bugs they've ran into and why this boss is so difficult.
Complexity Limit's Best Mythic Stone Legion Generals Pull - Day 1
What are the Difficulties on the Boss?
Stone Legion Generals is a complex encounter, with many moving parts. With many
buffing the damage of this encounter, Blizzard was sure to make this a worthy penultimate fight for Castle Nathria.
Overall, this boss has a high overall DPS check, requires high burst damage to execute adds, good timing on when you kill adds, good defensive cooldown management, positioning and more.
The Mythic Adds
First off are the 3 types of adds on Mythic difficulty. Each type of add can be very deadly:
While alive, the
adding another source of
meaning more damage. However, at 30% health, these will cast
summoning winds that try to push players off the platform. These winds will multiply their strength for each
below 30% health meaning that you want to stagger them.
reaches 20% health, it will cast
absorbing a large amount of damage. This needs to be broken before the add can finish its 4 second cast, killing the raid, so the raid needs to focus the shield down.
reaches 30% health, it casts
, absorbing 20% healing per stack, but unlike the dungeon journal says, stacks to 5 -- this means that until the Goliath dies, the raid will be unable to be healed entirely.
are dangerous while they remain alive, while the
doesn't have any extra mechanics. However, since they all need to burned down at low health quickly, they need to kill these in a staggered order.
's shield is pretty massive and you only have 4 seconds to burn through it, meaning that it may require cooldowns to do so.
While you can essentially push
to low health at any time as long as it's staggered, the
will prevent healers from healing the raid after 5 seconds of being under 30% until the Goliath dies. It's important that this mechanic doesn't line up with really any other mechanic on the fight, or else someone is at risk of dying.
Notable Bugs / Unfair Mechanics
Throughout the day, Complexity Limit ran into multiple bugs and unfair mechanics. Here's a clip of Limit Maximum talking about it.
The Wicked Blade changes were noted in
today's hotfix notes
, but it's unclear whether or not the other mechanics were fixed.
The Mythic Intermission
Once you get to 50% health on one of the bosses, they become immune to damage, just like on Normal and Heroic. However, on Mythic difficulty whenever you carry an
, you take passive ticking damage, but when you return the orb to
is triggered within 45 yards. This means that you really only want one person returning an Orb at a time, with the rest of the raid away from
. Unfortunately, this puts the raid close to the balcony and little room to stand whenever an Orb is returned.
This means that you'll want to time your Orb runners to time their deposits, to avoid any overlaps with Add executes, or the
from General Kaal.
Throughout the entire day, Complexity Limit tried multiple different compositions, trying out 4 healing versus 5 healing and what DPS to bring. In the end they settled on this composition, but that doesn't mean they won't change again tomorrow!
2 Tanks: A Protection Warrior and Vengeance Demon Hunter.
5 Healers: 2 Restoration Shaman, 2 Holy Paladin, 1 Discipline Priest
7 Melee DPS: 4 Unholy Death Knight, 1 Windwalker Monk, 2 Arms Warrior
6 Ranged DPS: 4 Hunters, 1 Mage, 1 Warlock
This is the higher number of melee that we've seen in a progression boss so far in Mythic Castle Nathria with the
number of melee DPS actually being higher than the number of ranged DPS
Of particular note are the Arms Warriors. While we've seen Complexity Limit use one Arms Warrior in the past, this is the first time we've seen two Arms Warriors. Why Arms Warrior? Since all the adds need to be killed very very quickly at low health, Arms Warrior with
will be doing massive damage to help break through the
's shield, stop the healing reduction from the
and stop the winds from
. They also have
which will do high damage to one shield every 3 minutes.
Unholy DKs have also been a DPS powerhouse throughout the entire Castle Nathria tier, but they do more than just high damage. Since the Stone Legion Generals encounter does so much damage, the damage reduction of
is very valuable. They also have an execute with
to help group up the adds quickly. Overall Unholy DKs are amazing for this encounter.
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