Mythic Eternal Palace Review by Sanghelios from Limit
Mythic Eternal Palace is a very enjoyable raid with some very unique bosses. In this article, Sanghelios from Limit gives a review of the raid and goes over his overall thoughts on Mythic Eternal Palace, how tight he felt the composition requirements are in the raid and a boss by boss review, which includes some interesting things that they discovered while progressing on each boss.
About the Author
I'm Sanghelios (a.k.a. "Sang"), I started playing World of Warcraft during the Cataclysm expansion with my group of friends that are big fans of the Halo franchise like myself, hence my name. While I can multi-class, I've always had the most fun playing a Balance Druid and have been attached to my druid since I started playing.
Through all my time playing this game, I have had fun being a collector of mounts and performing difficult tasks and achievements within the game, both solo and group challenges.
I started semi-hardcore raiding at the very start of Mists of Pandaria in a guild called "Exiled Legion" on Doomhammer-US (later Zul'jin-US), and raided there until the guild died before killing
. I'd go on to join the guild "Might" on Zul'jin-US to continue raiding 9-12 hours a week.
I joined "Limit" shortly after their World 2nd finish of
. I primarily played a Balance Druid for progression of
, and played an Elemental Shaman for
. Pushing for World First was a side of raiding I had never experienced before, and after having done it with the Limit boys, it has been the most fun experience I have ever had.
The following is my opinions on the latest raid,
, and by no means represent the opinions of anyone else in Limit.
Overall Thoughts on the Raid
I've enjoyed this raid a lot, and many parts of it. I enjoy the layout of the raid, each boss area felt different from the next. The scenery of the raid was great, especially the underwater areas,
's platform and
's platform. The in-game music, while many never turn it on, is good. I've really enjoyed the recent step to have music change and be unique when engaging certain bosses in the raid. The bosses themselves are appealing and showcasing many unique models. And the difficulty of the raid was at a level that I'd be spending a decent amount of time in the raid.
overall I'd say to be a much more difficult raid than
. It did a much better job at having a difficulty curve that provided challenging bosses about halfway through the raid. I do still love Battle of Dazar'alor for its unique and creative encounters, but difficulty tuning wise, Eternal Palace has it beat by a long shot.
With Battle of Dazar'alor being what many top guilds consider a "1 boss raid", there was definitely concern and hope that Azshara's Eternal Palace would be different. When we first got to start testing the raid on Mythic, this concern got a little bigger, as many of the encounters were actually pretty simple. During raid testing, we actually managed to kill 5/8 of the bosses during Mythic testing including Queen's Court. Granted some of these encounters during testing did not end up working the exact same when they made it to live servers.
Despite the testing, the raid turned out really good I believe.
's difficulty was spot on (with the exception of a few bugs), proving to be a small mid-raid wall that stumped us for some time, but it wasn't impossible. Already, after our first raid day ended, we were 3/8 and stuck on Ashvane, but close to a kill. Compared to Battle of Dazar'alor, we were 7/9 on
on our first day and a best pull of 40% in Phase 2 by the end of the day.
And even better, it wasn't just Ashvane to provide a challenge, as the bosses immediately after it took some pulls too. Queen's Court would be the only disappointment, but even then, it took us more pulls for that boss than any boss in BoD except for Stormwall Blockade and
by far is a huge highlight to the raid for me. I think everything about the boss was perfectly tuned to push guilds on execution, damage, and healing. It had no breaking bugs, nothing felt overtuned and nothing felt undertuned.
With the exception of
, I felt that all the bosses are killable with any reasonable raid composition.
Out of the first 4 bosses,
seemed more challenging towards melee when it comes to spreading out and dodging
when doing 3 shield cycles was required early on, a 3rd tank helped ease the healing requirement by having most Waterlogged stacks put on a 3rd tank and sacrificed, instead of the damage of those stacks being split among the raid. Now with Ashvane able to be 2 cycled, guilds are able to use a more standard raid comp of 2 tanks to kill this boss.
is made significantly easier with classes that have high single target damage while also having high cleave damage. The biggest class offender here is Fire Mage's
being able to spread off the boss to all the adds while still avoiding
works similar where there are a lot of adds that need to die in a timely manner but high damage on the boss is required as well.
Queen's Court on the other hand has the problem of being a spread 2 target encounter with bosses that don't share health and a tight enrage timer. At times, even if executing the encounter near perfect, you would hit the enrage or be very close to if you had a lot of classes that weren't competitive with Warlocks, Shadow Priests and Moonkins on spread 2 target damage. This is a similar problem with
except those bosses could be stacked and it was easy for melee roles to swap between the two bosses if necessary. Queen's Court the bosses can never be within 21 yards of each other and both bosses of the Queen's Court have many mechanics such as
that force melee off of
I'm excited to see some strong class diversity in the Eternal Palace, and how overall, just having 1-2 of every class available to you has many advantages in a lot of these encounters.
alone almost every class provides something useful. Shaman's
for movement in Phase 3 and 4, Druid's off-healing during
and fast movement, Priest's
targets, Paladins for
adds in Phase 2 and I could go on.
Role specific however, Brewmaster Monks are dominantly better than all the other tanks for this raid, and the healer scene seems to be very lacking of Restoration Shamans and Mistweaver Monks.
Being among the first to reach a boss, sometimes those guilds will encounter bugs or tuning issues with the boss that can lead to lost progress. For the most part, most hotfixes for the first 7 bosses were well timed and swift to have minimal impact.
was the first to have several bugs. The first was the 3rd Hardened Carapace was the same strength as the 2nd Hardened Carapace, leading to believe that the boss should be a quick kill, but almost immediately this was hotfixed so the 3rd Hardened Carapace was much stronger than the 2nd. The worst of the bugs were the underground Rippling Wave bubbles that would almost always end pulls in a wipe, as there is no way to soak them and no way to tell when they will hit the boss. This bug existed for several hours before a fix was made.
Orgozoa originally spawned a ton of adds early on when guilds got to the boss, and was later changed to spawn a bit fewer after a few hours.
ability on the Queen's Court has had many strange interactions and has gone through many changes from PTR to Live. Method and Limit both would reach this boss with a bugged version of
. At this state, if a player targeted by Frenetic Charge got far enough away from the point where Silivaz would hit the player, the targeted player would take no damage, but instead the damage event would happen around the player currently tanking Silivaz. This is clearly not the intended way the ability should work, but no hotfix was made until after both Method and Limit killed Queen's Court. At the time, they were the only guilds on that boss, so with the hotfix occurring after both kills, no guild had to relearn how to deal with the charge. While I do not know if the hotfix timing was timed for that reason, I believe it to be the best timing compared to most other options.
Queen Azshara's Hotfixes
did not have many bugs, but it definitely had some poor tuning. There were some major hotfixes to the encounter, and they were put in while the top guilds were still working on the boss. Just about all of these hotfixes were good changes, but the timing of these hotfixes were awful, and I personally feel they ruin the integrity and fun of the race.
The lifespan of this boss saw 3 major hotfixes that all were good for the boss in the long term, but had varying degrees of negatively impacting the race due to their timing and the hard work guilds put in in their attempt to achieve world first.
The 1st is the nerf to the duration of Arcane Vulnerability on all non-tank players in Line of Sight of the boss from 7 seconds down to 5 seconds. This change was a large quality of life and general improvement to the gameplay of the encounter. The timing of this change was fine as it really had no impact on guild's strategy or progression on the encounter. It made the boss a little easier, but kept the difficulty very well intact.
The 2nd hotfix is the change to the amount of time players have to complete Phase 3 of the encounter before the adds enraged and Phase 4 begins. This hotfix was again, most likely necessary as the difficulty of Phase 3 pre-nerf is mountains above Phase 1, 2, and even Phase 4. It is a huge shame when an overtuned phase like this appears on the end boss, as the end boss is only ever internally tested by Blizzard. It comes down to the first guild to reach it to provide the public test to the boss. It takes many many pulls trying to get through the wall before Blizzard has enough data to determine if changes need to be made, or if its just an execution problem. Unfortunately it took us 3 days of being stuck on that phase for it to be changed, essentially wasting hundreds of pulls. While again, I think the change was good, but I would have really loved to see the post-nerf version of Phase 3 implemented BEFORE guilds get to the boss, or at least the change to happen as soon as possible. Overall, my opinion is that this hotfix either needed to happen before guilds reached the boss or as soon as possible after, or should not happen at all until after the race, as pre-nerf Phase 3 was possible to complete, but extremely hard. This hotfix was definitely harmful to the race's integrity.
The 3rd hotfix is the nerf to Azshara's
, so that she drained Ancient Wards and energized her Ward of Power for less. This nerf was a very very large nerf to the encounter, but its timing was okay. The main impact of this nerf affects the total time you have to kill the boss before you inevitebly
, as the Ancient Wards over the course of the fight are drained faster than players can ever energize them. It was mathed out before nerf, that you would
shortly after the 3rd
is discharged, as every
. This hotfix came shortly after the nerf to Phase 3 of the encounter however, so guilds were still not at this point of the fight for it to have an impact. However, as the math was known, it did effect pre-preparation that guilds had for it, such as going to extra stacks of
in the earlier phases to keep up with the pre-nerf version of
. Overall if this nerf had not happened, the encounter would have been a lot harder, but still in the realm of possibility.
Boss by Boss Thoughts
- Boss (1/8)
is a really good first-boss, definitely harder than any first-boss (excluding
) this expansion. Mechanics were relevant and engaging. I felt I had to pay attention to my debuff and the other players around me, and deciding on when to reset stacks but not to reset too many players stacks at the same time. Boss HP was enough to make it not a total pushover and die in under 2 minutes. There is some argument that Sivara is the hardest boss among the first 3 bosses. I can agree on this, but I believe the issue to be that
is too easy of a boss, rather than Sivara being too hard of a boss. I'd love to continue to see first bosses around this difficulty.
- Boss (2 or 3/8)
felt lacking 1-2 mechanics. The boss can be summarized by simply dodging tornadoes and spliting up to defeat the 2 adds at 100 boss energy. One thing I would have liked to see is for
to persist the entire encounter or until triggered and for there to be more of them in different patterns. Also, as this fight is a mimic of
dungeon, perhaps the AoE split damage circle,
, could have been added to this boss as well, to force players to have to maneuver through tornadoes and bombs to stack up and split the damage.
- Boss (2 or 3/8)
I can't criticize too hard for being a very unique encounter trying to provide underwater combat. I originally said that a boss like this, will either be very easy, or bugged and be very hard. Surprisingly, it was neither and pretty well tuned for an introductory boss. There are some annoyances such as being unable to get a food buff without the use of a toy, or trying to place ground effects and spread/stack in 3D space, but overall it was a pretty good boss. Unique encounters such as this need to exist so bosses don't feel the same as previous bosses in raids. I would have liked the boss to move around a little more, even if it had to be scripted movement, just a little more visual appeal besides just hitting the head of a fish sticking out of a cave.
- Boss (4/8)
is a really good boss, and a bit of a surprise in difficulty jump from the previous bosses. Damage mattered the entire fight, instead of just when the
was destroyed. I think Ashvane's difficulty is pretty well set for the halfway boss. There is a large difficulty spike from this boss to the previous bosses though but I think its the 2nd and 3rd boss being a bit too easy at fault here. Also with more gear, raids are able to 2 cycle the boss, which makes the overall fight immensely easier.
- Boss (5/8)
A bit less exciting of a boss for me, as constant add-cleave encounters are boring to me. While tuned to be a challenging, this boss felt mostly about single targeting the boss while maintaining high enough cleave to keep the
under control. The adds didn't feel very dangerous unless you let them overwhelm you. The gauntlet run is a bit fun and unique. Overall would have liked to see the 2nd phase of the encounter be a lot different from the 1st phase, but it ended up being Phase 1, but with even more adds into the mix.
- Boss (6/8)
Queen's Court is a pretty fun fight, but I felt the main difficulty step this fight took from Heroic to Mythic was just making the enrage timer tight (7 minutes and 30 seconds). Honestly would have liked to see something a bit extra, such as a little twist to each decree. Have
mark certain players that MUST stand in formation. Have
also make some players have to stack together. Have
require the past 3 spells to be different from each other or have players incur an encore, so they must cast the same spell in succession. Have
create many hazards players must avoid to make it a bit more challenging to avoid the healing absorb. It might sound like a lot but I feel the 3rd to last boss needs more than just a relevant enrage timer.
- Boss (7/8)
was probobly one of my favorite bosses to progress on. It was well tuned and required very clean movement and execution to kill. Only thing I dislike is how some mechanics have really poor timings, all based on when you push the boss under certain health thresholds. Sometimes you could have
making it very difficult to get into the circles to Delirium realm without being hit by the tentacles. Other than that, I love the
mechanic, having to split the raid up to defeat the
only attackable while in
only attackable by the few players in the
was fun. Also dealing with the
s so you can still enter and exit the
s under control and resetting stacks of
all at the same time kept things interesting.
It was quite fun to have found out how to skip the
s spawning between the 1st and 2nd
by joking around on our earlier pulls. When we got past the first Psychotic Split, we'd sometimes get summoners to spawn and sometimes we wouldn't. We thought it a bug and reported it to Blizzard, only to get the response that it was not a bug. This left us to find out exactly what caused it. On an early pull, we had a player die in Phase 1, get a battle res, and then take it in Phase 2 after the raid was dragged into the
. This left the ressed player in Reality, phased from everybody else. Then that pull, about 30 seconds into Phase 2, we got a wave of summoners to spawn we'd never seen before. This lead us to the idea that summoners only spawn if there is a living player in the Reality phase. Sure enough, that was exactly how it worked.
- Boss (8/8)
I was really dissapointed that the dungeon journal hints that
could have up to 3 Decrees, and thinking of the possibilities to prepare for. However, this was never the case. It still says up to 3 decrees, but this never happens.
The only new comination in Mythic is
, which is a bit fun to watch. Even without the presence of a 3 decree combination, these intermissions are really hard and require a high amount of coordination, although this is mostly handled by a weak aura to tell you where to go.
's last phase is really fun, however I honestly would have liked to see the mythic
line-of-sight mechanic removed entirely and instead for the
to play a more dominant role in the encounter.
is just a beam that appears and splits the room for a couple seconds then goes away. After the initial feel of, "Oh cool, new mechanic", it almost felt non-existant and not really a fight changer. However, if
spawned at the beginning of each phase and persisted the entire phase, I feel that would make some interesting interactions. Have the beam spawn immediately and rotate around throughout phase 1 while also having
enrage if they cross the beam. The beam would despawn temporarily for
intermission phases. In phase 2 again have the beam persist and rotate. In phase 3, have the
permanently split the room in 3. One section for each add so the raid has to split into 3 groups to kill all 3 adds and having tanks taunt across the
and Azshara at times to break
and drain certain wards. Lastly, have the
in phase 4 activate as a result of a
cast and have it rotate around faster each new
I do think that
is a very difficult fight as is, but I do think most of that difficulty comes from only Phase 3 of the encounter and the fight as a whole feels a bit too similar to its Heroic version.
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