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  1. #1

    Default Shrine of the Storm

    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.
    Last edited by MiRai : 09-16-2018 at 12:14 PM Reason: Formatting - Automatic Text Color

  2. #2

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    Thanks for these write-ups!

    For shortcut:
    After you kill the Ritualist (I believe). They are purple, they will ignite the little braziers with void energy or something.
    You can at least click on those to go back and forth and skip a little part of the dungeon.

    I tried to upload a little image but it just keeps telling me upload failed with no indication why (I'm logged in)

    Personally, I'm still having trouble on Lord Stormsong. The bubbles almost always hit me before I can get away quickly enough. Then the person needing the damage seems to be slowed/stunned and I can't get through more than one bubble before it hits others. Just need more practice I guess

    Running with 4 Blood DKs and leading with Prot paladin.
    Last edited by sorrowharvester : 08-25-2018 at 03:18 PM
    Whisperwind - US - Alliance
    5x Human Death Knights - all level 120
    1x Human Paladin for LFD: 120
    Bleeding Hollow - US - Horde - [On the Bench currently]

    5x Orc Death Knights - 1 x 90 + 4 x 60s
    1x Blood Elf Paladin: Level 67 - Healer for 5 man LFD

  3. #3

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    Quote Originally Posted by sorrowharvester View Post
    Thanks for these write-ups!

    For shortcut:
    After you kill the Ritualist (I believe). They are purple, they will ignite the little braziers with void energy or something.
    You can at least click on those to go back and forth and skip a little part of the dungeon.
    Wow, I guess I love you now! Its not the shortcut I'd have liked, but yeah, you can skip a big chunk of the corpse run after Tidesage Council if you kill the trashpack on the left rather than the right.

    I took a couple of pictures for posterity, with terrible MS Paint highlights:






    For Stormsong, yeah, I can imagine it might be a bit rough if you can't dispel that slow. Have you considered switching the paladin to holy for that one fight? Won't help on Mythic+ though, I suppose, if that's your goal.

    Out of interest, If you've gotten past that... What happens when you bring 5 tanks into Vol'zith? Does everybody get shunted into the Tank Phase, and you have to deal with that before it pushes you into the squid phase? Or do three randomers get pushed into the squid phase?

    If the former, I can imagine that might cause some issues if the Sunken Denizen doesn't die quickly, as the squids in the other phase will presumably be spamming Consume Essence on the entire party, unable to be interrupted.
    Attached Images Attached Images

  4. #4

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    This dungeon has broken me. I have no desire to 5 box anymore. Shame after the upgrades. It's doable but my interest is gone. Not even Atal Dazar made me feel this way. The last boss is made in such a way that it sucks to 5 box. Especially on a caster heavy team where all 3 DPS need to be standing still to do damage. The tentacles are unending.

    I'll try to remember this in the future when I am thinking of 5 boxing 9.0. Nope. Not gonna do it again. Of course it's possible but grinding my patience down to do something the game wasn't intended for has been lost on me. I'll go back to dual boxing and breeze through this content.

    GG

  5. #5

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    My experience is on a 5x prot pala team, haven't tried switching one to healing, wont try it either... never entering this instance ever again.


    shrine

    Trash: nightmare level. too annoying to do.

    First boss is easy just avoid the charge.


    second is pretty hard to do... using a macro to rotate taunts on focus instead of main target does the trick. set focus on the dude, kill the girl, interrupt always. taunt swapping the second boss is the key here.


    the problem here is that the trash is SO frustrating.... and the bosses don't really drop anything of value.

    third boss is easy once you learn the mechanic, last boss is easy because he sends your whole party (all tanks) to the same phase and all the other phases actually do nothing until players are there to activate them. but the trash... oh god this trash is infuriating. even with aoe dispel allowing for some cheese...

  6. #6

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    Interestingly my DK / SHM / Destro * 3 had no trash problems. In fact I had zero issues until I hit the last boss of the instance. Holy shit did that rip my heart out. I tried for like 2-3 hours to get it and it just boiled down to the mobility issues of the warlock and the fact you needed interrupts in that phase. Sure I could just respec them but it agitated me so much I rage quit.

  7. #7

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    I wouldn't give up on it. I did it last night in Normal and quickly identified how ridiculous the movement required on that fight was. It really reduces the amount of options you can get on some fights. It also seems like some of the dungeons are much more difficult than others for us, with that in mind there were dungeons in Legion too that I actively avoided if I could for Mythic keys just because it wasn't worth the hassle. I'd say your team is fine if you did everything else without concern.
    The curve keeps getting higher and higher for us, but honestly playing just 1 is not even the same satisfaction.
    FFXIV - Aether - Sargatanas
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  8. #8

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    Normal and Heroic this expansion are worlds apart. I've heard people say the leap from heroic to mythic wasn't as bad as the leap from normal to heroic.

    I congratulate you on your victory but sadly this looks like another expansion where durability and mobility (read: tank groups) are key to victory. That comp bores me to tears.

  9. #9
    U JELLY?! Toned's Avatar
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    Default

    Quote Originally Posted by MadMilitia View Post
    Normal and Heroic this expansion are worlds apart. I've heard people say the leap from heroic to mythic wasn't as bad as the leap from normal to heroic.

    I congratulate you on your victory but sadly this looks like another expansion where durability and mobility (read: tank groups) are key to victory. That comp bores me to tears.
    Try 3x BM? Full dps rotation on the move? Mix in with druid for full healing on the move?
    Try affliction where you can at least get some dots stacked up and dance around until your Healer/Tank get through their phase to come in and help?
    I will agree the last boss in this zone is a PITA


  10. #10
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    Quote Originally Posted by MadMilitia View Post
    Interestingly my DK / SHM / Destro * 3 had no trash problems. In fact I had zero issues until I hit the last boss of the instance. Holy shit did that rip my heart out. I tried for like 2-3 hours to get it and it just boiled down to the mobility issues of the warlock and the fact you needed interrupts in that phase. Sure I could just respec them but it agitated me so much I rage quit.
    Play from the lock perspective: dps down adds, and use a felhunter to interrupt squids?


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