Vlad

Garothi Worldbreaker

Sign in to follow this  

5 posts in this topic

This thread is for comments about our Garothi Worldbreaker guide.

Share this post


Link to post
Share on other sites

I like how this fight sound harder than the Normal and Heroic fight which was pretty ez. Hope bosses gets harder and harder mechanicaly and give us a proper beat trough the progression

Edited by Nidzex

Share this post


Link to post
Share on other sites
19 hours ago, Nidzex said:

I like how this fight sound harder than the Normal and Heroic fight which was pretty ez. Hope bosses gets harder and harder mechanicaly and give us a proper beat trough the progression

Hehe.. Harder... xD

  • Confused 1

Share this post


Link to post
Share on other sites
On 12/5/2017 at 1:06 AM, Nidzex said:

I like how this fight sound harder than the Normal and Heroic fight which was pretty ez. Hope bosses gets harder and harder mechanicaly and give us a proper beat trough the progression

Eh, seems like Mythic was just as much of a pushover for the first few. Argus is looking good so far, though.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By joat
      Who We Are
      Tequila Sundown is a mythic raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of three within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.
      We are always looking to add players with a friendly personality and lots of passion for the game. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      6/8H, 8/8N Uldir.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid. We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders. You must be able to take constructive criticism and have ownership over your level of play, and be willing to put in the effort to be a contribution to the team.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for farming the previous raid difficulty.

      Recruitment Needs
      DPS - want to add a mythic capable ranged DPS
      Interested? Next steps: 
      Please check out our team's wiki on the <Karma Horde> subreddit.
      Read the Guild Code of Conduct
      Complete and submit a New Raider Application
      Join the guild's Discord server
      Add the Raid Leaders on bnet:  joat#1832 & lambkill#1856  
      Looking forward to hearing from you!
    • By Vlad
      This thread is for comments about our Zek'voz raid guide.
    • By Starym
      We already got some details about tomorrow's upcoming Azerite trait changes, but the notes have been updated and we're getting even more! With additional DPS focused changes and some actual class and spell tweaking in addition to the Azerite trait changes, this is turning into a pretty major class balance pass, with a whooping 46 new trait tweaks:
      Azerite Traits (source)
      With scheduled maintenance this week, we intend to make some targeted adjustments to Azerite Traits:

      All Classes (Healer) Ephemeral Recovery mana increased by 15%. (Healer) Savior trigger threshold increased to 50% health (was 35%).
      Death Knight (Blood/Unholy) Bone Spike Graveyard: damage increased by 100%. (Unholy) Festering Doom: damage increased by 25%.
      Demon Hunter (Havoc) Eyes of Rage: damage increased by 20%. (Havoc) Furious Gaze: Haste increased by 40% and duration increased to 12 sec. (Havoc) Revolving Blades: damage reduced by 35%. (Havoc) Thirsting Blades: damage increased by 70%. (Vengeance) Revel in Pain : absorption increased by 20%.
      Druid (Balance, Guardian, Restoration) Craggy Bark : absorption increased by 15%. (Balance) Dawning Sun: damage increased by 40%. (Balance) Streaking Stars: damage reduced by 40%. (Balance) Sunblaze: damage increased by 35% (unchanged in PvP). (Feral) Iron Jaws: damage increased by 66% (unchanged in PvP). The benefit of having multiple copies of this trait active is reduced. (Guardian) Gory Regeneration : healing increase increased by 15%. (Guardian, Feral) Masterful Instincts : bonuses increased by 10%.
      Hunter (Beast Mastery, Marksmanship) Rapid Reload: damage increased by 25% and tooltip corrected to say "more than 2 targets." (Beast Mastery) Pack Alpha: damage increased by 60% (unchanged in PvP). (Beast Mastery) Dance of Death: Agility increased by 20%. (Marksmanship) Unerring Vision: Critical Strike increased by 100%. (Marksmanship) Focused Fire: damage increased by 30%. (Survival) Blur of Talons: Agility increased by 65%. (Survival) Up Close And Personal: Damage increased by 40%.
      Mage (Arcane) Galvanizing Spark: damage reduced by 30% (unchanged in PvP). (Arcane) Explosive Echo: damage reduced by 35%. (Frost) Frigid Grasp: Intellect increased by 100%. (Frost) Packed Ice: Damage increased by 120% (+45% if used with Splitting Ice). Reduced by 50% against players. (Frost) Glacial Assault: Chance to activate increased to 20%.
      Monk (Mistweaver) Burst of Life : healing increased by 20%. (Windwalker) Open Palm Strikes: damage increased by 60% (unchanged in PvP).
      Paladin (Protection) Dauntless Divinity : block increased by 20%. (Protection) Judicious Defense: absorption increased by 10%. (Retribution) Divine Right: Strength increased by 40%, duration increased to 15 sec. (Retribution) Expurgation: damage increased by 15%.
      Priest (Discipline, Shadow) Depth of the Shadows : healing increased by 20%. (Holy) Blessed Sanctuary : bonus increased by 10%. (Holy) Permeating Glow : bonus increased by 15%. (Shadow) Spiteful Apparitions: damage bonus increased by 75% when the Auspicious Spirits talent is not selected. (Shadow) Searing Dialogue: damage increased by 150%.
      Rogue (Assassination, Subtlety) Sharpened Blades: damage reduced by 30% (unchanged in PvP). The benefit of having multiple copies of this trait active is reduced. (Assassination) Poisoned Wire: Critical Strike increased by 50%. (Outlaw) Brigand's Blitz: Haste increased by 50%. (Subtlety) Blade In The Shadows: damage reduced by 25%. (Subtlety) The First Dance: Now grants 2 stacks of the Critical Strike bonus when activated. Critical Strike bonus reduced by 25%.
      Shaman (Enhancement) Strength of Earth: damage increased by 60%. (Enhancement) Roiling Storm: damage increased by 100% (unchanged in PvP). (Restoration) Soothing Waters : healing increased by 10%
      Warrior (Arms) Executioner's Precision: damage increased by 75% (unchanged in PvP). (Arms) Test of Might: Strength reduced by 15%. (Fury) Reckless Flurry: damage reduced by 25%. (Fury) Bloodcraze: Critical Strike increased by 100%. (Protection) Reinforced Plating : Strength increased by 10%.
      Warlock (Affliction) Dreadful Calling: damage increased by 30%. (Demonology) Forbidden Knowledge: damage increased by 35% (unchanged in PvP). The benefit of having multiple copies of this trait active is reduced. (Demonology) Umbral Blaze: damage increased by 20%. (Demonology) Explosive Potential: duration increased to 15 sec. (Destruction) Accelerant: duration increased to 12 sec. (Destruction) Crashing Chaos: damage reduced by 30% (unchanged in PvP). (Destruction) Rolling Havoc: duration increased to 15 sec.

      Alongside these changes, we plan to increase the damage output of a few affected specs: Arcane Mage: all damage increased by 3%. Balance Druid: Starsurge and Starfall damage increased by 15%. Destruction Warlock: Incinerate, Conflagrate, and Immolate damage increased by 10%. Fury Warrior: all damage increased by 6%.
      You'll see the final adjustments in our hotfixes update post on Tuesday.
    • By Starym
      There are some big changes coming to taunts on the 8.1 PTR which players noticed and talked about them on the forums, and today we're getting some official info on the matter. The changes are related to the threat bonus after using taunts and some of them that had players worried are only related to tooltip text, so the extra threat is not actually being removed, but it is getting reduced. The intention seems to be to keep the actual taunt gameplay pretty much the same as it is now so it's slightly weird this is even being tinkered with. In any case check out the full explanation:
      Taunt (source)
      Sorry for the delay in responding to this; I wanted to make sure I had all my info 100% correct before I said anything, rather than risk giving you incorrect or incomplete info.
      So first off: the threat bonus from using taunts is not being removed. That's a tooltip change that was made entirely for consistency; every taunt increases threat generation while it's active, but it was only mentioned in the tooltip for a few of them for some reason. So that's just basic housekeeping.
      However, separate from the tooltip change, we are going to experiment a little with reducing how big the threat bonus is on the 8.1 PTR. Currently, it's pretty massive, which is a holdover from when it was first added in Mists of Pandaria. Remember, back then active tanks were dealing huge amounts of damage (and thus, threat) due to the Vengeance mechanic, and so the offtank needed a huge threat boost to be able to keep aggro through tank swaps. That mechanic hasn't existed for a few expansions now.
      Nowadays, in BFA, threat is once again something tanks need to keep in mind, and that massive bonus opens us up to all sorts of wacky issues as DPS (both from tanks and from damage dealers) increases. As one example, there's a risk that we end up in a situation where certain tanks need to use their taunt on cooldown as part of their single target rotation. That would be bad for several fairly obvious reasons.
      So, we're going to try it with a lower bonus on the PTR and see what happens. Our expectation is that there is no tangible effect on your gameplay; you still use taunts exactly how you do now, and they have the same result.