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Vlad

Eye of Azshara Mythic

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This thread is for comments about our Eye of Azshara Mythic+ dungeon guide.

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There is actually another route. I didn't read the whole guide (so don't judge me if I'm wrong) but you can actually do serpentrix second to avoid having seagulls and the wind won't appear during the fight. I don't know if this matters in terms of saving time but it can be super clutch when you accidently forgot to clear a seagull or just need the extra control over your movement In the fight with serpentrix

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3 hours ago, JaySnix said:

There is actually another route. I didn't read the whole guide (so don't judge me if I'm wrong) but you can actually do serpentrix second to avoid having seagulls and the wind won't appear during the fight. I don't know if this matters in terms of saving time but it can be super clutch when you accidently forgot to clear a seagull or just need the extra control over your movement In the fight with serpentrix

I imagine it probably would take longer, given the additional run time. Not that much longer admittedly, but I've had a few times where I am in a position of clearing M+ with less than 5 seconds to go.

Will see what Wordup says about this!

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Doing Serpentrix 2nd does not work. There are no seagulls before the pull, but they will then appear during the fight.

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15 hours ago, Guest Veleo said:

Doing Serpentrix 2nd does not work. There are no seagulls before the pull, but they will then appear during the fight.

Thanks for confirming this. 

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On 24/09/2016 at 10:02 AM, JaySnix said:

There is actually another route. I didn't read the whole guide (so don't judge me if I'm wrong) but you can actually do serpentrix second to avoid having seagulls and the wind won't appear during the fight. I don't know if this matters in terms of saving time but it can be super clutch when you accidently forgot to clear a seagull or just need the extra control over your movement In the fight with serpentrix

That is an option to bypass the winds, but you'll waste a lot of time looping back around to do Hatecoil, and then looping back around again to move back to Deepbeard, which seems like a lot to reduce a mechanic that is not exceptionally punishing.

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To add to the Serpentrix second thing:

If you do that, you get the wind mechanic during the Lady Hatecoil encounter. And since you need to stay on the small sand areas, the wind is much more deadly in this fight. So I wouldn't really recommend doing Serpentrix second.

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10 minutes ago, Marston said:

To add to the Serpentrix second thing:

If you do that, you get the wind mechanic during the Lady Hatecoil encounter. And since you need to stay on the small sand areas, the wind is much more deadly in this fight. So I wouldn't really recommend doing Serpentrix second.

Thanks for adding this. Good to know! Also, welcome to the forums :)

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On 2016. 09. 26. at 1:43 AM, Blainie said:

Thanks for adding this. Good to know! Also, welcome to the forums :)

That is just bullshit, serpentrix is much harder with winds, and not having seagulls makes clearing so much easier and even the whole fight without wind is muxh smoother. You always want to go serpentrix second on higher mythic levels, as it might take away a few seonds regarding the clearing time, but a death on serpentrix takes away way more than that.

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On 10/11/2016 at 0:05 PM, Guest Hergendy said:

That is just bullshit, serpentrix is much harder with winds, and not having seagulls makes clearing so much easier and even the whole fight without wind is muxh smoother. You always want to go serpentrix second on higher mythic levels, as it might take away a few seonds regarding the clearing time, but a death on serpentrix takes away way more than that.

Isn't the wind on Hatecoil much more punishing? How does it interact with the mobs that slow you when they explode? Could you be pushed off the platforms into the stun?

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On 10/15/2016 at 1:08 AM, Guest Ari said:

The First trait is Level 4

Passing it on to Wordup, thanks.

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Just wiped 3 times on Deepbeard +12 key. Bolstering Overflowing Tyrannical.

What our problem appeared to be was the huge amount of Quake placement later on in the fight. At the start, theres few "Quake Locations", but by about 50% or under, theres no room at all around Deepbeard to move due to quake. We all had to completely stop DPS to avoid this. 

When me and the other DPS advised to the tank to, at 50%, move the boss to a clear part of the room, he raged at us. Saying no, never move the boss. Theres some "Huge aoe spell" that restricts him from doing so. If this is Ground Slam, how does that in the slightest restrict him from moving the boss to a clear part of the room?

 

Anyways, whats you guy's opinions on moving Deepbeard on high level keys to avoid completely covering him with Quake Locations?

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On 2/10/2017 at 1:06 AM, Iose said:

Anyways, whats you guy's opinions on moving Deepbeard on high level keys to avoid completely covering him with Quake Locations?

Definitely go for it. I'm not aware of any "major AoE" spells that are triggered by moving him. It sounds like your tank just didn't want to move him!

Just get him to move the boss and you'll find it far simpler.

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