RedSorc
08-19-2018, 09:37 PM
To try and stimulate some discussion of trinity comp strategies, here are my notes from my initial Mythic +0 run of Shrine of the Storm. I use a blood dk/resto druid/BM Hunterx3 composition.
The trash in here is nasty, with lots of potential to get out of control and wipe. This is going to be particularly painful on Mythic+ as,until you take on the final boss, there are NO checkpoints, so if you wipe on the trash before Lord Stormsong (not impossible!), you have to run all the way through THE ENTIRE DUNGEON. Getting good at the trash is going to be critical for getting good times for mythic+. I compare it to Lower Karazhan in Legion: when I tried to rush and take risky trash pulls, I almost always paid for it. In both LKara and SotS, there is densely packed trash with patrollers, that have abilities that require movement meaning its really easy to aggro something accidentally. By pulling the trash into safe locations and methodically eliminating them bit by bit, it'll probably be faster overall.
Aqu'sirr: Easy. The Choking Brine debuff is difficult to manage if you stack the entire party... but it actually doesn't really do very much damage. On Mythic +0, it does about 9000 damage per 2 seconds. Compare this to Rixxa in Motherlode, whose chemical burn ability is balanced around the idea that you will not be able to dispel it (as it applies to two characters)so it MUST be able to be healed through, which does 14000 per 2 seconds. So...I don't even bother dispelling it and just throw a regrowth on the character that gets it. Otherwise, all the abilities are very easy to dodge. The undertow knockback is crazy weak: if the team is following the tank, sometimes I didn't even notice it happen because the character just autorun back into position.Just be careful not to accidentally run anybody off the platform: its very small.
When the boss splits into three, bloodlust might be an idea if the keystone is high enough, but the images don't seem to have huge amounts of HP. Another thing to be careful of is not to accidentally have any of your ranged characters aggro the trash pack immediately after the boss during the intermission. When there's nothing to target, if you are spamming and a camera is pointed funny, the galecallers are actually VERY close to the boss fight location and its possible to pull them.
Trash before Tidesage Council: The really key one to take steady is the pack inside the little corner-cave that contains the mob that casts etch. You MUST stand the person being etched in the rune he puts on the floor: I found it easier to put the entire party in the rune rather than react to the spell cast. If that means some mobs end up taking reduced damage, sure; the etch WILL kill somebody. Particularly nasty, as there's an avoidable trash pack in that room that is very easy to aggro during this already difficult pack: I recommend pulling them back.
Tidesage Council: Having a Blood DK tank helps massively here, as it basically neuters hindering cleave. The changes to the encounter from heroic to mythic are subtle: Slicing Blast increases damage taken by 15% rather than 10% in Mythic vs Heroic. Doesn't sound like a big deal: In practice it makes the fight MUCH harder. Whereas before the fight was manageable, now the damage stacks up very quickly. A team with a Shaman healer is going to find this encounter MUCH easier: The extra short cooldown interrupt will massively help. With my composition, even with three ranged interrupts, it was difficult to keep the damage down. You have to reset the stacks using the runes: if that means that you accidentally have the boss taking less damage, so be it.Otherwise, this is a pretty straightforward encounter: nuke down the Galecaller first before the Slicing Blast stacks get out of control (probably with bloodlust on high keys!), and then Brother Ironhull is a joke. I'm surprised they didn't add some sort of enrage to the other boss when one boss dies to stop it becoming a death spiral, but I'll take it.
Trash after Tidesage Council: For the mobs that summon all the void tentacles with the stacking damage, if you stun the summoners during the cast, they never cast it again and the tentacles don't spawn. Difficult to pull off on both, easy to pull off on one of them to stop half of them spawning.Sadly, this doesn't work on the mobs that summon the big tentacles on the bridge.
Lord Stormsong: Reasonably easy with a mobile composition. Have everybody follow the tank. Run away when the orbs are spawned and kite them. When someone begins to be mind controlled, manually control them and have them run through the orbs, it takes 4 hits to take enough damage to remove the mind control. Then, have them rejoin the others. As the fight progresses, you'll have more and more orbs following you: If this gets too much, you can turtle a hunter and pop a bunch, making sure to leave enough up to remove the mindcontrol. If the mind control goes through, its almost certainly a wipe.
Vol'zith the Whisperer: Party split in two in different phases? A multiboxers worst nightmare. At least you are all in the same area:if you tell a character to follow another, he'll do so, even we the other character is in a different phase. I use this to my advantage. When the phase shift happens, I switch to a hunter and have the team follow him. I then burst down the squids one by one, carefully managing interrupts as late on through the cast as possible. All the while, I have half an eye on the shadow of the Sunken Denizen chasing the tank, and kite him away. Once both squids are down,the hunters join the healer and the tank, probably in desperate need of some healing, and it becomes trivial to kite and take down the Sunken Denizen.
When all the adds are dead, you do NOT have to interrupt the boss right away. As far as I am aware, there is nothing bad happening the longer he channels once all the adds are dead. Take the time to regroup, top off the entire group, combat rez anybody that died in the carnage, perhaps even wait for dps cooldowns (it'll waste time, but not as much time as having to do another add phase if it makes the difference!).
Killing the manifestations of the deep is pretty important:You do not want to have to do several add phases, and each one that hits the boss reduces the amount of dps time you have in the neutral phase. Also worth mentioning: I stay mobile throughout the entire fight, both phases, to constantly dodge the tentacles.
The trash in here is nasty, with lots of potential to get out of control and wipe. This is going to be particularly painful on Mythic+ as,until you take on the final boss, there are NO checkpoints, so if you wipe on the trash before Lord Stormsong (not impossible!), you have to run all the way through THE ENTIRE DUNGEON. Getting good at the trash is going to be critical for getting good times for mythic+. I compare it to Lower Karazhan in Legion: when I tried to rush and take risky trash pulls, I almost always paid for it. In both LKara and SotS, there is densely packed trash with patrollers, that have abilities that require movement meaning its really easy to aggro something accidentally. By pulling the trash into safe locations and methodically eliminating them bit by bit, it'll probably be faster overall.
Aqu'sirr: Easy. The Choking Brine debuff is difficult to manage if you stack the entire party... but it actually doesn't really do very much damage. On Mythic +0, it does about 9000 damage per 2 seconds. Compare this to Rixxa in Motherlode, whose chemical burn ability is balanced around the idea that you will not be able to dispel it (as it applies to two characters)so it MUST be able to be healed through, which does 14000 per 2 seconds. So...I don't even bother dispelling it and just throw a regrowth on the character that gets it. Otherwise, all the abilities are very easy to dodge. The undertow knockback is crazy weak: if the team is following the tank, sometimes I didn't even notice it happen because the character just autorun back into position.Just be careful not to accidentally run anybody off the platform: its very small.
When the boss splits into three, bloodlust might be an idea if the keystone is high enough, but the images don't seem to have huge amounts of HP. Another thing to be careful of is not to accidentally have any of your ranged characters aggro the trash pack immediately after the boss during the intermission. When there's nothing to target, if you are spamming and a camera is pointed funny, the galecallers are actually VERY close to the boss fight location and its possible to pull them.
Trash before Tidesage Council: The really key one to take steady is the pack inside the little corner-cave that contains the mob that casts etch. You MUST stand the person being etched in the rune he puts on the floor: I found it easier to put the entire party in the rune rather than react to the spell cast. If that means some mobs end up taking reduced damage, sure; the etch WILL kill somebody. Particularly nasty, as there's an avoidable trash pack in that room that is very easy to aggro during this already difficult pack: I recommend pulling them back.
Tidesage Council: Having a Blood DK tank helps massively here, as it basically neuters hindering cleave. The changes to the encounter from heroic to mythic are subtle: Slicing Blast increases damage taken by 15% rather than 10% in Mythic vs Heroic. Doesn't sound like a big deal: In practice it makes the fight MUCH harder. Whereas before the fight was manageable, now the damage stacks up very quickly. A team with a Shaman healer is going to find this encounter MUCH easier: The extra short cooldown interrupt will massively help. With my composition, even with three ranged interrupts, it was difficult to keep the damage down. You have to reset the stacks using the runes: if that means that you accidentally have the boss taking less damage, so be it.Otherwise, this is a pretty straightforward encounter: nuke down the Galecaller first before the Slicing Blast stacks get out of control (probably with bloodlust on high keys!), and then Brother Ironhull is a joke. I'm surprised they didn't add some sort of enrage to the other boss when one boss dies to stop it becoming a death spiral, but I'll take it.
Trash after Tidesage Council: For the mobs that summon all the void tentacles with the stacking damage, if you stun the summoners during the cast, they never cast it again and the tentacles don't spawn. Difficult to pull off on both, easy to pull off on one of them to stop half of them spawning.Sadly, this doesn't work on the mobs that summon the big tentacles on the bridge.
Lord Stormsong: Reasonably easy with a mobile composition. Have everybody follow the tank. Run away when the orbs are spawned and kite them. When someone begins to be mind controlled, manually control them and have them run through the orbs, it takes 4 hits to take enough damage to remove the mind control. Then, have them rejoin the others. As the fight progresses, you'll have more and more orbs following you: If this gets too much, you can turtle a hunter and pop a bunch, making sure to leave enough up to remove the mindcontrol. If the mind control goes through, its almost certainly a wipe.
Vol'zith the Whisperer: Party split in two in different phases? A multiboxers worst nightmare. At least you are all in the same area:if you tell a character to follow another, he'll do so, even we the other character is in a different phase. I use this to my advantage. When the phase shift happens, I switch to a hunter and have the team follow him. I then burst down the squids one by one, carefully managing interrupts as late on through the cast as possible. All the while, I have half an eye on the shadow of the Sunken Denizen chasing the tank, and kite him away. Once both squids are down,the hunters join the healer and the tank, probably in desperate need of some healing, and it becomes trivial to kite and take down the Sunken Denizen.
When all the adds are dead, you do NOT have to interrupt the boss right away. As far as I am aware, there is nothing bad happening the longer he channels once all the adds are dead. Take the time to regroup, top off the entire group, combat rez anybody that died in the carnage, perhaps even wait for dps cooldowns (it'll waste time, but not as much time as having to do another add phase if it makes the difference!).
Killing the manifestations of the deep is pretty important:You do not want to have to do several add phases, and each one that hits the boss reduces the amount of dps time you have in the neutral phase. Also worth mentioning: I stay mobile throughout the entire fight, both phases, to constantly dodge the tentacles.