Jump to content
FORUMS
Sign in to follow this  
Starym

Eternal Palace Race Day 4: Za'qul (Almost) Going Down

Recommended Posts

gW2XSui.jpg
 

Another big day in the race as a couple of guilds caught up to the very top, and plenty caught up on the earlier bosses, but the headline is Za'qul (very, very barely) lives! We've had some major progress on the penultimate boss of the raid, with Limit getting so close to the kill they could taste it.

The day started pretty standard for a Friday, with very slow going on progress for Za'qul and Method slowly learning the fight and what strats and comps to use, not really getting too far ahead of the previous day (36%) in regards to actual boss hp. Meanwhile we had a lot of guilds with a lot of catching up to do, with only Method and Limit having gotten past Orgozoa and Queen's Court.

This time Pieces did come through on their reputation and were the first non Method/Limit guild to break through that 5/8 barrier and downed Orgozoa World 3rd, EU 2nd. The next kill on the jellyfish was both expected and unexpected, as Aversion once again followed Pieces with only an hour and a half delay and grabbed the 4th kill, very impressively. That 5/8 very suddenly went from 0 to 3 guilds, as Ji Tian Hong grabbed that Asia 1st and World 5th, showing the power of the Asia server guilds once they caught up to their massive 2 day disadvantage.

zaqul-banner-09-07-19-05-20-49-0.png

We then had an interesting development in Limit's Za'qul progress, not necessarily in terms of how far along they got, as they were only 1.2% better than the previous day's best, but their GM and raid leader Max benched himself. Max continued raid leading from the bench, watching the new tank Darkee's PoV and calling all the shots, coach-style, basically becoming the 21st raider. Check out the video of this best try at the time with the very interesting dynamic of Max's raid leading:

Pieces were the next to make waves as they took 6 hours on Queen's Court to down her, finally joining Method and Limit on 6/8 and grabbing that World 3rd, EU 2nd on another boss. We then had a visit from best name ever contenders FatSharkYes as they moved to 5/8 and got the Orgozoa World 6th and EU 4th, followed by AFK R on 8/Asia 2nd and Club Camel on 9/US/OC 2nd!

Around 2:30 AM CEST it was looking like Limit had gotten both their strat and composition down and were comfortable with the execution part as well, as they moved the boss down a pretty big chunk from their previous best try, landing on 20%. The next 3.5 or so hours were filled with constant progression and lower boss hp, from 12% to 8, etc, with it all culminating in a 1.3% pull at 6AM:

This try was amazingly close and you can see the frustration on Max's face, but this made Limit determined to get the kill before they went to sleep, which they usually do around 8-9AM CEST. The next 2 hours went by with several sub-10% tries, with a 6% one being the closest, at least until the next HUGE disappointment. At 7:50AM Limit managed ti beat their previous best, which you'd think would mean they killed it, but no, they got the boss down to 0.9% before wiping.! They also reached around 170 pulls compared to Method's 106 and compared to Limit's Lady Ashvane at around 80. Unfortunately, all their post 0.9% effort was for naught as they didn't manage to get that kill by 9AM when they finally decided it wasn't worth pushing any further and went to sleep. Method will start raiding soon and pushing onward from the 27% best that they stopped at before bed. Whether Limit's new tries will give an advantage to Method in the form of using the same comp and strategy remains to be seen, as it all depends on which classes and specs are properly geared and whether a guild can even execute the other's strats properly depending on that. And just before we finish, let's take a look at the last few minutes of that heartbreaking 0.9%/2 Million HP try:

Limit are actually still going at it, so if you're interested definitely visit Max's stream and get into the crazyness live! In case they do get before they go sleep, we'll make a new post, as Za'qul deserves it (not to mention our first peek at Mythic Azshara)!

All in all, it was an incredibly exciting day (or, more specifically, night) as progress on Za'qul was truly great, with it going down very quickly at first, then a little slower towards the 30% mark, and finally being stuck in the 20-30% range as many, many strategies were tried out, only to finally become very killable once Limit found their winning strat. Whether Method can push forward while Limit sleep, as Limit did when Method slept remains to be seen, or more specifically, can they actually go that 1 very small step further and actually get the kill. The race is really heating up and the top two guilds are incredibly close to both each other and the kill, with Queen Azshara awaiting them beyond the 7/8 barrier.

IWm00Ek.jpg?1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
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 Starym
      As 9.0.5 approaches, we wanted to take a look at just how many players were playing which specs in Mythic Castle Nathria before the patch changes hit. We made some charts for the Warcraft Logs numbers and will be doing them by role, starting with DPS. All of the stats below are based on the past 2 weeks of raids. 
      While we know what the biggest DPS performers are from our weekly check-ins with the Nathria logs, the actual number of players in the raid by spec are close, but look a little different. The most interesting/jarring fact of all on the DPS side is that 4 specs take up more than half of the entire Mythic population:

      Those last few stripes that are so tiny are Frost DK, Assassination, Demonology, Arcane and, of course Survival at the very end. Source: Warcraft Logs.
      The fact that Marksmanship, Fire, Balance and Affliction take up 51% of all DPS specs in Mythic Nathria is a little mind-boggling, especially since performance-wise, those specs don't really stand out that much (aside from Balance, who has reigned supreme for a long time now). Shadow is a particularly interesting case, as it's been at or near the top of the DPS rankings for a long time (it's currently in 3rd spot), and yet its numbers here are pretty low.
      Now let's take a look at the tanks and healers, as their numbers are even more distorted, with some extremely dominant specs. For tanks, Vengenance's domination won't surprise anyone, as it's been the go-to spec for basically all of Shadowlands:

      Source: Warcraft Logs.
      In comparison to the DPS role values, 2 tank specs hold 62% of the population, and 3 come up to 74%.
      We see an extremely similar situation for healers, with 2 specs holding 55%, with the bottom two barely breaking 15%.

      Source: Warcraft Logs.
      The biggest takeaway here is in the DPS department, where the numbers don't necessarily conform to the DPS rankings, although the specs that have been generally in the top for a longer time are more represented, as you'd imagine. The dominance of so few specs, however, is a little staggering, especially when looking at tanks and healers.  We can only hope 9.0.5 and its later hotfixes can address these specs, so perhaps some significant buffs would help there.
    • By Starym
      The Mythic+ premade group finder gets a lot of use, and the more frustrated players get with it, the weirder the descriptions of the groups get, so we're taking a look at the funny, creepy and one truly perfect one.
      The first one we're taking a look at is your basic reverse psychology move, with some interesting math on top:

      Found by: NORATHEDESTROYER.
      Then we're on to something similar, although a little weirder, with this (hopefully) satiric post:

      Found by: Dasquare22.
      And now here's something... new, really weird and pretty creepy (with the added bonus of many boost group reports in the chat log, which has become a default part of the premade group finding experience):

      Found by: Galind_Halithel.
      This next one isn't really about the description, but two of the groups on the list, and the piece is titled "Ships in the night":

      Found by: AKeeneyedguy.
      But we saved the best for last, with probably the most accurate description and the most successful way to find good group members:

      Found by: sentenza63.

      You've probably/definitely run across some similarly hilarious or weird ones in your time with the group finder, so post them below if you remember what they said!
    • By Stan
      The third Torghast bonus event will become available next week. It's called Unbridled Darkness and turns your screen pitch black for short periods of time.
      Essentially, your first Anima Power grants you a vial of darkness that you can activate. Using it turns your screen completely dark every 5 kills, and you cannot see your surroundings. While under this effect, your damage, healing, and movement speed are increased. The effect dissipates after you kill more than 5 enemies. It is important to note that you cannot enter or leave the darkness manually.
      This is how it looks like in the game when you don't see a thing. For that reason, Unbridled Darkness is also referred to as "Demon Hunter Simulator."

      Here are some spells associated with the event:
      Uncontrolled Darkness - Darkness envelops you every 5 kills, causing you to be completely unable to view your surroundings. While under this effect, your damage and healing done is increased by 150% and your movement speed in increased by 50%. This effect is only removed when you kill 5 more enemies. You will NOT be able to enter or leave the darkness manually. Darkness Rising - Darkness envelops you every 5 kills, causing you to be completely unable to view your surroundings. While under this effect, your damage and healing done is increased by 150% and your movement speed in increased by 50%. This effect is only removed when you kill 5 more enemies. You will NOT be able to enter or leave the darkness manually. Darkness Fading - Darkness envelops you every 5 kills, causing you to be completely unable to view your surroundings. While under this effect, your damage and healing done is increased by 150% and your movement speed in increased by 50%. This effect is only removed when you kill 5 more enemies. You will NOT be able to enter or leave the darkness manually. Vial of Unbridled Darkness - Release the darkness for 15 sec, causing you to be completely unable to view your surroundings. While under this effect, your damage and healing done is increased by 75% and your movement speed in increased by 30%. 90 sec cooldown. Flask of Unbridled Darkness - Release the darkness for 30 sec, causing you to be completely unable to view your surroundings. While under this effect, your damage and healing done is increased by 75% and your movement speed in increased by 30%. 60 sec cooldown. Certain Anima Powers empower Unbridled Darkness in various ways, and we list them all below.
      Unbridled Darkness Anima Powers
      Censer of Suffocating Shadows - While under the effects of Unbridled Darkness, release a wave of magic every 1 sec, inflicting [ 100% of Spell Power ] Shadow damage to enemies within 10 yds. Tollar's Dancing Garments - While under the effects of Unbridled Darkness, you have 25% increased dodge chance. Form of Darkness - While under the effects of Unbridled Darkness, killing an enemy unit extends its duration by 5 sec. Unbridled Darkness is automatically removed from you while out of combat. Wild Flail of Tollar - While under the effects of Unbridled Darkness, you lash out at the nearest enemy OR player within 5 yds every 2 sec, inflicting [ 400% of Spell Power ] Shadow damage. Globule of Cloying Darkness - While under the effects of Unbridled Darkness, you have 20% increased mastery and 20% increased critical strike chance. Tollar's Hidden Flask of Fortification - While under the effects of Unbridled Darkness, your maximum health is increased by 40%. Weight of Darkness - While under the effects of Unbridled Darkness, you gather 100% increased Phantasma. Sands of Desperation - While under the effects of Unbridled Darkness, your time flows 30% faster. Oddly Intangible Key - While under the effects of Unbridled Darkness, you take 30% less damage from area of effect attacks. Tollar's Willful Blinder - The duration of your Unbridled Darkness is increased by 5 sec. Huddled Carvings - Your damage done is increased by 100% if you and an ally within 5 yds are both under the effects of Unbridled Darkness. Harvester of Shadows - If you and an ally within 5 yds are both under the effects of Unbridled Darkness, you heal for 15% of your maximum health every 1 sec. Writhing Shadow-Tendrils - While under the effects of Unbridled Darkness, your attacks have a chance to cause a dark explosion and inflict [ 200% of Spell Power ] Shadow damage as well as blind enemies within 5 yds of your target for 6 sec. The bonus event does not offer any special rewards, and you can opt out of it by selecting an Anima Power unrelated to Unbridled Darkness at the beginning of each run.
    • By Stan
      For some odd reason, a player received a Corrupted Item from the Stockades while leveling, even though the system has been removed from the game in the Shadowlands pre-patch.
      Argoniek received a Corrupted Item (Standard Issue Prisoner Shoes) while leveling their character through a dungeon, which is weird, as Corrupted Items never dropped for low-level characters in the first place. Here's an image the player shared on Reddit.

      Fortunately, the item lacked any Corrupted Effects, according to the player. Just imagine the chaos that would ensue with Corruption Effects on leveling gear!
      Card
      Source: Reddit
    • By Starym
      With Mythic+ becoming much more relevant and presumably many more players heading in/returning to the dungeons next week with patch 9.0.5, this video going through some important interrupts for all the Shadowlands dungeons is especially useful!
      Interrupting is one of those anger and conflict-breeding things in dungeons, as fights often break out over a player or players (usually DPS) not doing enough of it, and then because of that there can be many spammed interrupts on 1 ability in response, so it's especially important to know what spells and abilities should be focused on. Tactyks goes through all 8 dungeons and said key interrupt targets:   If you want to prepare for next week's Valor Point system and new gear grind even more, you can also check out our Mythic+ dungeon rankings, weekly routes and specific class tips as well.
×
×
  • Create New...