Jump to content
FORUMS
Sign in to follow this  
Starym

Sepulcher of the First Ones Mythic Race to World First Summary, Day 1: 0/11

Recommended Posts

Ifs6D8b.jpg
 

The title may be a little misleading, as the way today went, it wasn't really the usual first day of a new Race to World First - more like day 8 of Heroic splits week. There were zero Mythic kills on the day that usually sees 5-7 bosses down, and there's 2 reasons for that: tier sets and Vigilant Guardian. This is probably the first modern raid to have 0 maximum difficulty kills on the first day of the race, so it's already pretty special, and we're only getting started.

The day started off promisingly enough, as the servers came online only 10 or so minutes after the announced maintenance end, but it very quickly became clear that we weren't going to be seeing the top guilds in Mythic at the start, as they immediately set up groups for Heroic split raids. What we didn't know at the time was that this, in addition to even MORE Normal split raids, was going to be their entire day. So what happened? Well nothing actually happened, as this was their plan all along. As always the race is about 1 boss and 1 boss only, so everything that happens before that Mythic Jailer fight is just preparation. And these guilds are getting REALLY prepared, spending the entire 12+ hours farming that gear.

Why??

As I mentioned above, there's 2 reasons for the giant 0/11 that we're ending the day on, but only one is relevant for the top guilds, and that's the tier sets. Due to the new loot rules (you can only loot tier if you've already had tier of a higher item level drop in that slot) and the incredible power of tier set bonuses, the only thing that mattered today, and that will matter up until either the Jailer dies or all characters needed have 4 piece bonuses, is getting those tier pieces. This is why both Liquid and BDGG went directly to Heroics, without even sniffing the first Mythic boss, since he doesn't drop tier.

Other guilds joined them very soon, due to the second reason: Vigilant Guardian was "slightly" overtuned. Many guilds actually ventured into Mythic, but after wiping on the very first boss of the raid for 15+ attempts, all of them decided it simply wasn't worth it and went to heroic instead.

Here's an attempt at Mythic Vigilant Guardian by dino nuggies:


So what happened the entire day?

I'm tempted to say "well, nothing...", but that wouldn't be true. We did see the Jailer Normal get killed and the... controversial cutscene that goes with it, and we also saw the very first ever pulls on the three new bosses, which weren't tested on the PTR. We also saw 4 kills of both the Lords of Dread and Rygelon on Heroic, but the top guilds didn't even attempt the Jailer Heroic, as - you guessed it - he doesn't drop tier. There are probably some more reasons why they didn't even engage the endboss, but that one's No.1 on the list. You can check out the Lords of Dread and Rygelon kill videos here.

For the rest of the day, the top guilds literally ran and reran Heroics, Normals, killing the two new (and much harder) bosses on Heroic with their own characters intermixed in many, MANY configurations to get the tier pieces where they want them. And then for the past several hours, they have been slamming Anduin on mostly Normal, with Liquid doing upwards of 18 runs in 2 hours, using players from outside the guild. Logistical nightmare aside, you really have to give it to these guilds, as there isn't much out there that's more mind-numbing than doing the same boss over and over, for hours on end, without it being difficult at all, and receiving very minimal rewards at the end.

In the meantime Blizzard published hotfixes and nerfed Vigilant Guardian significantly, but even after that no one has ventured into Mythic, or at the very least hasn't killed the first boss.

Blizzard LogoHotfixes (Source)

  • Vigilant Guardian
    • Force Field now reduces damage taken by exposed core by 90% on Mythic Difficulty (was 80%).
    • Slightly lowered the spawn rate of Volatile Materium and Pre-Fabricate on Mythic difficulty.
    • Reduced the damage of Radioactive Core by 12% on Mythic difficulty.
    • Reduced the damage of Fractured Core by 15% on Mythic difficulty.

 

And so a pretty disappointing day 1 has finished in the race, and with EU day coming up, we definitely know the top guilds there will pretty much do the exact same thing - although we might be seeing a fresh faced World First or two, now that the Guardian is nerfed. 

For live 24/7 and much more in-depth coverage of the event, head on over to Raider.IO. Otherwise I'll see you around the same time tomorrow with another summary, as well as potential posts during the day... if anything at all happens!

011.jpg

Share this post


Link to post
Share on other sites

At this point we shouldn't even be mentioning that the things this game creator makes are "controversial". It's just a given.

It's like saying: some people consume oxygen while playing World of Warcraft.

It's just normal for this community and not even worth mentioning imo.

 

Share this post


Link to post
Share on other sites
6 hours ago, Prophet001 said:

At this point we shouldn't even be mentioning that the things this game creator makes are "controversial". It's just a given.

It's like saying: some people consume oxygen while playing World of Warcraft.

It's just normal for this community and not even worth mentioning imo.

 

But the cinematic was SOO... controversial...

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 Stan
      The fourth week of Season 2 is here and we're looking at the most popular specs for Mythic+.
      Earlier this week, we also looked at the Mythic+ Tier List for Week 4 of Dragonflight Season 2.
      Data Reliability
      The data used in this article is taken from BestKeystone.com, a site updated every 30 minutes, with new Keystone runs. You can join their community Discord if you would like to find out more. 
      To determine the most popular specializations this week, we will be looking at the number of runs performed by each specialization.
      This week's affixes are Fortified, Afflicted, and Raging.
      The Most Popular Healers in Mythic+
      Restoration Shaman -- 12630  (31.59%) runs Restoration Druid -- 8316  (20.8%) runs Preservation Evoker -- 5067 (12.67%) runs Holy Paladin -- 4810 (12.03%) runs Discipline Priest -- 4762 (11.91%) runs Holy Priest -- 3260 (8.15%) runs Mistweaver Monk -- 1138 (2.85%) runs
      The Most Popular Tanks in Mythic+
      Protection Paladin -- 21471 (53.65%) runs Vengeance Demon Hunter -- 6343 (15.85%) runs Blood Death Knight -- 4681 (11.7%) runs Guardian Druid -- 3392 (8.48%) runs Brewmaster Monk -- 2644 (6.61%) runs Protection Warrior -- 1491 (3.73%) runs
       
      The Most Popular DPS in Mythic+
      Shadow Priest -- 20731 (17.28%) runs Retribution Paladin -- 16359 (13.63%) runs Subtlety Rogue -- 12307 (10.26%) runs Fury Warrior -- 8858 (7.38%) runs Balance Druid -- 8084 (6.74%) runs Enhancement Shaman -- 5936 (4.95%) runs Havoc Demon Hunter -- 5450 (4.54%) runs Devastation Evoker -- 5424 (4.52%) runs Destruction Warlock -- 5255 (4.38%) runs Frost Mage -- 5219 (4.35%) runs Beast Mastery Hunter -- 3625 (3.02%) runs Windwalker Monk -- 3413 (2.84%) runs Elemental Shaman -- 3211 (2.68%) runs Demonology Warlock -- 3019 (2.52%) runs Fire Mage -- 2792 (2.33%) runs Marksmanship Hunter -- 1971 (1.64%) runs Survival Hunter -- 1708 (1.42%) runs Frost Death Knight -- 1564 (1.3%) runs Feral Druid -- 1429 (1.19%) runs Outlaw Rogue -- 1246 (1.04%) runs Arcane Mage -- 970 (0.81%) runs Unholy Death Knight -- 704 (0.59%) runs Arms Warrior -- 554 (0.46%) runs Assassination Rogue -- 119 (0.1%) runs Affliction Warlock -- 47 (0.04%) runs
    • By Stan
      Kalimdor Cup is just the beginning. Based on datamined icons from the latest 10.1.5 PTR build, we're getting Dragonriding cups in other locations, including Outland, Pandaria, Draenor, the Shadowlands, and more.
      The latest Patch 10.1.5 build adds new calendar icons that hint at the arrival of new holidays in the form of Dragonriding Races (or cups) available in old expansion zones:
      Broken Isles (Legion)

      Draenor (Warlords of Draenor)

      Eastern Kingdoms (Vanilla)

      Great Sea Islands (Kul Tiras & Zandalar)

      Northrend (Wrath of the Lich King)

      Pandaria (Mists of Pandaria)

      Shadowlands (Shadowlands)

    • By Stan
      The no heal comp strikes again as Psy and their group cleared a Mythic +24 dungeon without a healer. Congrats!
      Placeholder for tweet 1665035696745136129 While we have no VoD of the run, the no healer comp sparked some interesting discussion on Reddit regarding current class balance. Some think off-healing needs to be nerfed, while others think the group is actively handycapping themselves by not having a healer by doing 100K less DPS when compared to a +23 run with a healer.
    • By Stan
      Rextroy discovered a completely broken and random interaction between Azerite and a Retribution Paladin talent that resulted in a +840% Movement Speed increase.
      Background Information
      This is, as stated NOT a hack, I have and will never hack ingame.
      But it is a really odd... one of THE weirdest interaction I have experienced so far ingame, because somehow the Azerite Trait "Indomitable Justice".
      Made back in Battle for Azeroth, meant to increase your damage on Judgement depending on the enemy health. Will bug out the "speed portion" of Judgment of Justice.
      Judgement of Justice is a new talent added in 10.0.7. That adds some damage to Judgment, and also your movement speed.
       
      It is most likely coded in a way so that the 10% damage bonus to Judgment, overlaps with the speed part of the talent. And Indomitable Justice, that boost the damage of Judgment, just hypercharges the talent.
      I went with a build to have access to as many Judgments as possible, and as often as possible! With a haste and speed set my speed maxed out at around 840% (You ARE able to get it higher but that requires BIS azerite pieces (ilvl wise) aswell as more base speed.
      Talking about the Azerite pieces, the speed scales with their ilvl. The best ones to get is from Eternal Palace mythic, since the ilvl will be fairly high and it has lots of potential "Indomitable Justice" drops.
      This speed is limited to content where Azerite is enabled, so you cannot use it in any "serious" PVE or PvP content!
      Please note that all the bugs have been reported and fixed before Rextroy uploaded the video.
    • By Stan
      We're comparing raid spec popularity with average overall DPS in Patch 10.1. Find out how your spec performs!
      Here's an interesting figure created by Reddit user AttitudeAdjusterSE who compared raid specialization popularity with overall DPS from Mythic difficulty parses in Patch 10.1. The data is taken from WarcraftLogs from the last two weeks. 
      Figure
      Frost Death Knight is in an interesting position. While the number of parses is minimal, their overall DPS in the highest. Frost Death Knights are followed by Devastation Evokers, Demonology Warlocks, Elemental Shamans, Affliction Warlocks, and Shadow Priests. 

      Source: Reddit
×
×
  • Create New...