Horrific Vision of Stormwind Madnesses for the Week of February 4th
The Horrific Vision of Stormwind returns this week with new Madnesses. Leaden Foot is up as a base madness for the Lost Zones and can be very difficult to deal with. In this article, we'll go over this week's Madnesses, including for the dual Madnesses for the Mask of the Pained, and give tips and tricks for each zone.
Tainted Area - Promised Power
Each week, the negative affixes affecting players inside Horrific Visions change. The base Madness in this week's Tainted Area (Easy Area) is
- Periodically summons a zone of power. Standing in it grants N'Zoth's gift, increasing damage by 25%. Failing to stand there reduces damage done by 10%.
You won't be spending too much time with this madness, except when you're fighting Alleria.
Depending if you're melee or ranged, you'll probably love or hate this madness. Because Alleria spends most of her time casting, unless she is line-of-sighted, ranged will have significantly more uptime on
and can actually benefit from the damage increase. Melee on the other hand will likely have full uptime on the -10% damage done debuff.
Corrupted Areas - Scorched Feet (aka Hot Foot)
The base Madness in this week's Corrupted Areas (Medium Area) is
- While moving, you sometimes leap over imaginary fiery hazards.
Hot Foot is everyone's favorite affix right? Right??? This annoying affix is present in every Corrupted Area this week and some of the most common Hot Foot issues are:
Leaping into a new set of mobs at low sanity and being unable to drop an orb.
Leaping into a new set of mobs that you are unprepared for.
Leaping into dangerous mechanics.
Leaping out of the arena when fighting
Try to stay far away from areas that you don't want to leap to and don't worry about the fire that lingers behind. It doesn't drain sanity and doesn't do too much damage either.
Lost Areas - Leaden Foot
The base Madness in this week's Lost Areas (Hard Area) is
- While in combat, you quickly tire of movement and must rest often.
Since this is the first time that
is active as a base affix, I'm going to go over the details.
While in combat, when you move, you very quickly start stacking a debuff called
about every quarter of a second.
This debuff slows your movement speed by 5% per stack, stacks to 18 (90% slow) and has an infinite duration.
When you stop moving, you very quickly start losing stacks.
If you drop combat, you lose all stacks
The optimal way to deal with Leaden Foot is to stutterstep and never get above 10 stacks. If you try to panic move above 10, you'll move slower and slower until you can't move anyways and take longer and longer to reset down to 0 stacks.
How to Deal with Leaden Foot
Here are some basic tricks to deal with Leaden Foot:
Abilities that remove slows will remove all stacks of Leaden Foot such as
If you have a single mob in combat, it will be really difficult to chain it into another group because of Leaden Foot. Focus on finishing the group then moving on if you need to travel a long distance.
There are a lot of ways that Leaden Foot will suck this week. You'll have to watch out most in the Mage Quarter.
When fighting the
, he will constantly throw puddles under your feet.
It's important to stutterstep to dodge these - move out of the swirl, then stop moving to reset Leaden Foot before the next Swirly comes in. If you strafe the entire time, you'll eventually go immobile and take the sanity damage.
When fighting Magister Umbric, he will constantly teleport across the room to channel
. Use movement abilities to get to him.
If you're solo, you're going to have to cross the room to stop him. If you don't have a clear for Leaden Foot or movement abilities, I would recommend running to 6-8 stacks, then resetting and repeat until you get to him.
If you're in a group, he will always teleport to the far side. If your Tank does not move from the starting location after Umbric teleports away, have someone else interrupt Umbric's Frozen Storm and he'll run back to the Tank and always teleport back to the same side.
When fighting Magister Umbric, if you miss a
, you will become a sheep and wander. This stacks Leaden Foot to the max of 18 stacks for when you become unsheeped forcing you to stand still before you can move again.
Lastly, when traversing the Mage Quarter in general, there are many patrols and cysts that will get you in combat. The second you get in combat, Leaden Foot will start to stack when you move. Mage Quarter will likely take even longer than before because of this, so make sure to allot enough time.
Mask of the Pained Madnesses
is a modifier that adds 25% health and damage to all creatures and a second madness to all zones. It is obtained from completing the
objective in the Horrific Vision of Stormwind.
Horrific Vision Mask Information
These are the dual Madness combinations for the week of February 4th, 2020.
The Tainted and Corrupted Area 2nd Madness are not very dangerous and easy to deal with.
doesn't really do much of anything and
walks very slow, has a tiny hitbox and even if you get hit, you only get stunned for 4 seconds.
However, let's talk about this brutal combination in the Lost Areas.
Mask of the Pained Lost Areas - Split Personality + Leaden Foot
I already mentioned how brutal Leaden Foot is above and Split Personality on top of that is very close to evil.
At a baseline, if you are in combat and get hit by Split Personality, you will wander and stack up Leaden Foot to the full 18 stacks. This means that you'll wander in your spot for 4 seconds getting hit by whatever is under you, then have to stand still to drop Leaden Foot before you can actually move.
If this happens to you on Umbric's transition phase, that fight is going to take a lot longer and you're going to lose a lot of Sanity.
Similarly, if you get hit by Split Personality on the
, you're going to lose a lot of sanity from getting hit by his Swirlies.
Most of the Issues will likely come from the Mage Quarter, as this Lost Zone requires much more movement than Old Town.
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