Jump to content
FORUMS
Sign in to follow this  
Starym

The Jailer's Secret Mythic Phase Revealed

Recommended Posts

MI8tmW7.jpg
 

Update 2: We've also added an explanation of what's expected to happen in the phase based on the datamined spells, considering we have confirmation of at least one of the spells being in the fight.
Update: Echo have called it a night after their insane pull, not wanting to give any more info to the competition and being convinced the boss lives through the night. Liquid are at a 15% best at the moment, with 6-7 more hours left in their raid day.

____________________________________________________

We finally saw the final boss of the Sepulcher get brought down below 10%, as Echo got him to 9.99% (repeating, of course), when the new Mythic-only phase triggered! It was only a few seconds as they did it during the Jailer's Eternity's End cast when he destroys Azeroth, so we'll update this post with better attempts (if they come, that is). Let's take a look:

Player perspective + comms:

So the datamined shield does indeed happen, as we see the Diverted Life Shield Diverted Life Shield spell that was nerfed just today. Here's the visual for the spell, courtesy of LeystTV, which is exactly what we saw on the Jailer now.

unknown.png

Here's how the phase is expected to go, now that we know that at least one of the datamined spells is indeed in, as explained by Seliathan over on the Raider.IO live coverage:

With the information we currently have, let's take a look at one possible scenario on how a secret phase might play out. All of this is speculative, of course. Thanks to Wowhead for providing the datamined information in their post!
 
BannerJailer.jpg

We really only know about 3 possible Secret Phase mechanics, but with what has happened in the encounter so far, that gives us a decent idea of what might happen.

Once the boss hits the magical percentage number (some expect a 10% threshold, others like Echos Rogerbrown are thinking 5.5%) he might transition into the secret phase. The boss will most likely drain Azeroth of its remaining health and cast Diverted Life Shield. This will heal the boss for 24% of its health, and apply a big absorption shield for another ~5.5% of his health. The last phase will then be on a timer, as the boss will start applying a single Death Sentence to a player. Once this debuff is removed, either through death or being dispelled, 2 zones will spawn that need to be soaked, and the soaking players will also gain the Death Sentence debuff. The raid will have to delay dispelling as much as possible (without it expiring), and missing a soak will immediately apply the debuff to the entire raid. This means that the raid will have to continue soaking and spreading this debuff, and it will ramp up over the course of the fight. While the first debuff will only spawn 2 zones to be soaked, this will repeat and the next time it will be 4 zones, then 8, then 16. A mass dispell will surely be needed for the last set, and missing even a single soak will immediately wipe the raid at this point.

While this is happening, the raid will also have to deal with another tank-soak mechanic, Meteor Cleave. Due to the way Death Sentence triggers on dispell or death, no one can die to this or the raid will not have enough time to kill the Jailer before the amount of Death Sentences applied are too high.

The way Death Sentence spreads through the raid creates a hard enrage timer, as eventually there will be too many zones to be soaked. After 2 minutes, 16 people within the raid will have the debuff, and their deaths after 30 more seconds will trigger a cascade of Death Sentences and wipe the raid. This leaves the raid with 2 minutes and 30 seconds to nuke the Jailer after he heals back up. Depending on how low the boss is when he actually triggers the phase, this will leave the Jailer with anywhere between 30 and 40% HP remaining, which have to be nuked without Bloodlust (as it is currently being used in P3 already) with only 150 seconds to do so.

If he starts this phase with 40% HP, this will require ~17k DPS from every single player in the raid (including Healers and Tanks, meaning the requirement is quite a bit higher than that for actual DPS). If he can be brought down to 30% before healing and shielding himself, the requirement goes down to 12.8k DPS per player (again, including Tanks and Healers). This certainly seems doable, and if he can already be damaged during the heal, or if there is another yet unknown mechanic to break the shield, this seems like a tight race against time, but one that should be manageable with the gear the players have acquired by now.

And here's the longer version of the pull, so you can see the craziness of the skill on display here:

The big question now is just how hard that phase it, as there's a real possibility that it's actually easier than getting to it, so the guilds just need to get to it a few more times and the kill might be at hand. On the OTHER hand it may be as tightly tuned as Halondrus and the race continues for another week! Personally I think it'll be on the easier side, as Blizzard don't want the race to go on much longer either, so maybe 10 pulls in it will be enough to get it down.

And finally, here's Gingi with some thoughts on Blizzard's tuning of the raid:

 

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 Staff
      Blizzard is rolling back the changes made to the Destruction Warlock's Inferno in Patch 10.2.7 due to unintended scaling reductions.
      Inferno will be redesigned in the War Within expansion to address how Destruction scales in power in relation to target count.
      (Source)
      Hello, Destruction Warlocks.
      With the release of 10.2.7 yesterday, the scaling of Inferno became heavily reduced when Rain of Fire affects more than 5 targets. We investigated this, and found it was a change that was originally implemented with Shadowlands Season 4, and later became unintentionally broken with the launch of Dragonflight and went unnoticed.
      With the release of 10.2.7, the reduced scaling was inadvertently fixed when unrelated changes were made.
      Considering the timing of this, we’re going to remove the reduced scaling. In The War Within, we plan to redesign Inferno to address how Destruction scales in power in relation to target count.
      Thank you for the reports regarding this issue and we hope to have the fix implemented soon.
    • By Stan
      With the release of Dark Heart, Blizzard has not only reverted Taivan to his former size, but also added new animations for the goodest boy!
      We've got some great news for Taivan owners. Blizzard not only brought his size up, but also added unique animations for the mount. Previously, Taivan was using wolf mount animations. Now his running animation and /mountspecial is different from what we've seen before the update!

      Many players took to Reddit to share the new size of the goodest boy!
    • By Starym
      Here we are looking at week 2 of Season 4, just before the patch 10.2.7 tuning! While the raids change every week and the rankings drastically shift with them, the dungeons remain the same and we get a lot more stability, so let's take a look.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 4 remain the same, but we do see Frost Mage on the rise right after that, taking down Outlaw for 5th. Retribution is much improved this week, gaining 5 spots in 7th, with Devastation joining the Paladin on its upward trip, with a very stable Elemental sandwiched between them. Arms closes out the top 10 one spot down.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      The generalist bracket is less stable, as we see a change at No.4 already, with Destruction moving 2 up and pushing Outlaw down. Retribution is on a wild ride here as well, 4 up in 6th, while Frost is slowly making its way upward right behind the Paladin. Arms is actually moving up here unlike in the top percentiles, one up in 8th, just in front of a falling Subtlety and a rising Devastation.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Destruction remains in power in the raw DPS charts, while its fellow Warlock drops down quite a bit as Shadow claims the silver. Elemental rises 2 spots into 3rd just ahead of the unstoppable Retribution, which finds itself 7 up! The rest is mostly the same, just making room for the newcomers, with Unholy closing out the top 10 three spots up.
      Mythic+ All Keystone DPS rankings by u.gg.
       
      For even more in-depth data for each individual key head on over to Warcraft Logs and u.gg. And if you're interested in more info on the specs themselves you can always check out our class guides, as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      Mythic Jaina is now easier to solo in Patch 10.2.7, and there have been some tweaks to G'huun as well!
      According to numerous Reddit reports, Mythic Jaina is easier to solo with the launch of Dark Heart.
      In the off-boat phase, she won’t freeze you anymore, which is a relief since that mechanic was the main cause of deaths during solo attempts.
      Mythic Jaina has a 1% chance to drop Glacial Tidestorm, a sought-after Water Elemental mount.

      The Conclave of the Chosen in the Dazar'alor raid seems to have been fixed too; you won’t be permanently silenced anymore. However, Rastakhan is still capable of one-shotting players, but his totems no longer zombify.
      Updates to G'huun in Uldir mean that the orbs no longer slow or root you, nor do they give you a debuff. Yet, you still need to deposit them simultaneously.
      So far, there's no new information on Mythrax in Uldir, who remains notoriously difficult to solo. We'll keep you updated with more details soon!
    • By Starym
      It seems the new patch brought with it quite a few issues, and the latest players have been noticing is a lack of upgrade rewards in Mythic0 dungeons.
      This has been happening since patch launch, as neither crests nor flightstones are given as rewards, and Mythic0 is the only source for the Drake level mats in dungeons (you can get them from Normal raids as well). There is a way to still get Drakes from dungeons, however, as NartheRaytei points out, since you can cap out on Wyrm crests and then start receiving Drakes after that.

      It seems only Mythic0 is affected for sure, although there have been a few reports of issues with Heroic as well, but those may have been incorrect. Hopefully this issue gets resolved soon.
×
×
  • Create New...