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Sepulcher of the First Ones Mythic RWF Summary, Day 10: Anduin Nerfs, Sub 10%

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We skipped a day in the Sepulcher Race to World First, but not much happened yesterday anyway, with Skyline having gotten past the crab and grabbed the World 4th, but today was pretty different. And although we didn't quite get a new World First, we got a whole lot of Anduin action, both of the progress and the tuning variety, as well as a fair amount of crab bashing!

The day started with Echo finishing up their re-clear, taking a bit longer than Liquid on Halondrus specifically, after a pretty smooth clear from the day before. They spent a lot of their day not on Anduin progress, however, but on some more splits, probably also looking forward to ending their gearing process for the week and being able to focus on proper progression only - as well as expecting a nerf or nerfs on Anduin. They did manage to get the boss down to 60% after 71 pulls in total, so it's not like they completely bailed on progress for the day. And they were certainly right, as the nerfs did come, and in two waves, as Blizzard tuned down Mythic Anduin quite a bit during the day:

Blizzard LogoAnduin Nerfs (Source)

  • Remorseless Winter damage reduced by 20% on Mythic difficulty.
  • Anduin's Hope health reduced by 15% on Mythic difficulty.
  • Anduin's Despair health reduced by 15% on Mythic difficulty.
  • Increased the amount of time it takes for Remnant of a Fallen King to reach maximum energy by an additional 2 seconds on Mythic difficulty.
  • Fixed an issue that made Lost Souls treat crowd control effects with PvP diminishing returns.
  • (Undocumented) Reduced Anduin's health by 10% on Mythic.

And while Echo dodged half a day of progress on an un-nerfed boss, Liquid went at it pretty much all day, pushing further and further a few % at a time, hanging around the 50% mark until a huge breakthrough that took them from 50-30% in 1 pull (pre-final 10% nerf, but after the initial ones).

Almost immediately after that we saw the 10% nerf go into effect and Liquid had a an extremely consistent string of sub 20% pulls, then sub 15%, and finally ended their raid day at their usual time at a 9.40% best in pull 206:

They've said the boss definitely dies today, even implying it won't take them that long after they wake up to get it done!

Let's take a look at just how Anduin's HP went down, for both Liquid and Echo:


Meanwhile in the top 5, Method went at the crab hard from the start of the day and managed another of their now famous close calls:

Luckily for them, it didn't take long to recover, and they didn't do a repeat of Lihuvim where they got multiple very low % wipes, and so they snagged the World 5th/EU 3rd after 372 pulls, beating out BDGG, who we'll talk about more shortly (those poor, poor souls).

While we had 16 guilds progressing on Halondrus at one point, BDGG have BY FAR spent the most time on the crab, racking up a frankly insane number of pulls over the 8 days they've been trying him. They've been getting closer and closer, and have been in kill range for a few days now, with pulls as low as 3-8% coming in pretty much all the time. They were headed to the genuinely mind-boggling number of 500 pulls on the boss today, and as one final cruel twist of the knife, before they could be put out of their misery and granted a pardon from Hellondrus, this happened:

That was pull 492. Four hundred and ninety two. But salvation came soon after, and they did not in fact break that 500-pull seal, as 495 turned out to be the magic number for the World 6th, US 2nd kill!

This further showcases just how crazy Blizzard's decision was to keep Halondrus as-is until the Jailer dies, as these truly top guilds are having this much trouble even after a 2nd reset's worth of gear. Halondrus will be a true test of what makes a really top top guild, at least until the Jailer lives. Only 6 guilds have gotten past the crab so far, and luckily Anduin wasn't a pushover either, with 206 pulls logged so far, and several nerfs needed to get him to his presently very killable state. This certainly bodes well for the final 3 bosses, but those weren't tested at all on the PTR and have only seen play on Normal and Heroic on live servers, so we'll see what that ends up looking like! Speaking of untested bosses...

If you want to catch the Anduin kill live, make sure to check out Raider.IO's coverage, or one of the top guild's event streams.


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