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-   -   Magtheridon after the hotfix (http://elitistjerks.com/f15/t10431-magtheridon_after_hotfix/)

Hiba 03/22/07 5:26 AM

Magtheridon after the hotfix
 
There seems to be no topic for Magtheridon encounter at the moment.

- The Magtheridon encounter has been rebalanced to be somewhat easier and should now better keep to proper raid progression.

This gives no info what they did actually change. Did anyone go there yesterday after the hotfix, and could give some details?

We spent 3 full raids last reset learning the encounter, and we managed to reach the situation where we need to start clicking the portals to prevent the fire damage while still finishing the last adds (1-2 alive). So I can't really comment the difficulty of the later part of the fight, but for me it seemed that the difficulty comes from the p1 and from the fact that you need 20 guys + MT alive if you want to keep the rotation working.

For us the hard part was keeping the tanks alive while we get the knockback from Magtheridon in the end of p1, so tuning down the add damage or hp might help a lot. Also the infernals should be tuned down a bit, I would not like to even go there without 4 warlocks. And even with 4, they seemed always manage to kill few players and most wipes were caused by them (free infernal during knockback will almost everytime kill somebody). Good tuning might also be a reduced cooldown on using the portals, maybe only 15 people required to do it would give some room for errors.

Anyways, we are going back there tonight.

koaschten 03/22/07 5:31 AM

from my point of view, the only thing that might be balanced is the cast time in the adds heal spell, dmg of the shadowbolt nova and the adds hp. anything beyond that would make it onyxia style, too easy, because as you already said, p2 is all about in-time clicking on the cubes and not messing up rotations. sadly we downed magtheridon as usual on wednesday evening on our eu-server so i cant give more info, as the encounter was still the old one at that time.

Mondragon 03/22/07 6:02 AM

Guildy tells me 120k got kncoked off each add ....could be BS tho

xyruul 03/22/07 6:23 AM

I didn't get exact numbers from mobhealth yet, but pre-hotfix tonight they had about 350k health each. We were struggling to get 2 down before the 2m timer. Post hotfix we could down 3 with relative ease (although we did brind 2 extra dps after some healers left). The adds definately have much less hp, I would guess around 230k given what I saw. Mag himself hit me for 5-6k post hotfix, as opposed to whatever meaningless damage he did before. That appears to be all that changed. I presume a potted and geared guild could down all 5 adds before the 2m timer now if they tried.

Inkm 03/22/07 7:08 AM

Quote:

Originally Posted by koaschten (Post 308307)
anything beyond that would make it onyxia style, too easy

I might've misread Bliz' raid tier chart and misunderstood the whole placement of Mag, but isn't he too supposed to be a entrylevel 25 man, onyxia style encounter ?

Schneeb 03/22/07 7:26 AM

Quote:

Originally Posted by Inkm (Post 308334)
I might've misread Bliz' raid tier chart and misunderstood the whole placement of Mag, but isn't he too supposed to be a entrylevel 25 man, onyxia style encounter ?

No thats gruul, you only get 1/2 price epics here

After all, the chest piece of armor sets has been the hardest (or thereabouts) to obtain for a while now.

dukes 03/22/07 7:31 AM

Regardless of how they nerf the adds, the cubes are still going to be a nightmare for any slightly-disorganised guild. Having to have the rotation going, and people sticking to it and concentrating can be a real pain in the arse no matter which way you look at it, especially if mag is hitting harder than he used to be so you actually have to do some proper tank healing. If they were to nerf the mind exhaustion to say 2 minutes from the current 3, then it would mean only needing 15 people, and much more room for screwups, which is basically what they did to gruul with shatter.

The add nerf means a bit less organisation on interrupts, and not quite having to have such insanely geared tanks, but it doesn't change the main part of the fight, and no-one has said anything about trash respawn being more than an hour yet, which is the biggest bitch of the encounter just because of the annoyance factor - I wouldn't mind much if it was say 2 packs and they always respawned, onyxia trash style.

Mosh 03/22/07 7:42 AM

Quote:

Originally Posted by dukes (Post 308339)
Regardless of how they nerf the adds, the cubes are still going to be a nightmare for any slightly-disorganised guild. Having to have the rotation going, and people sticking to it and concentrating can be a real pain in the arse no matter which way you look at it, especially if mag is hitting harder than he used to be so you actually have to do some proper tank healing. If they were to nerf the mind exhaustion to say 2 minutes from the current 3, then it would mean only needing 15 people, and much more room for screwups, which is basically what they did to gruul with shatter.

The add nerf means a bit less organisation on interrupts, and not quite having to have such insanely geared tanks, but it doesn't change the main part of the fight, and no-one has said anything about trash respawn being more than an hour yet, which is the biggest bitch of the encounter just because of the annoyance factor - I wouldn't mind much if it was say 2 packs and they always respawned, onyxia trash style.

I think they took the nerf in the right direction personally. I'm happy with encounters that require excellent individual play, as long as we're not running our heads against the wall due to numbers. Having to bring X people of Y class with Z consumables to do the add phase properly got old fast, but if we can go in with a weird setup and have our biggest issue be the cubes, that's great.

Lamaros 03/22/07 8:05 AM

Killed. Certainly easier, but the spirit of the fight seems the same and it's not a walkover. Though the hardest part is warlocks not sucking and the 30% timing. Once you have a group who's done it once it will be pretty easy.

Joy 03/22/07 8:08 AM

Observations have pretty much been covered

'Bout 80k off each adds HP
500ish off Shadowbolt Volley
Mag's physical damage up ~~40%

Pre nerf we had 1 night of attempts and killed 4 adds,
Tonight in 5 attempts we -just- got onto Mag without an ideal raid ( 2 warlocks, Tanks 2 and 3 absent [in gear and experience]) without any consumables.

With 3 locks and our better geared tanks we'd get him with moderate difficulty ( ie seems well tuned)

In terms of gear and experience, we've done 3 Nightbanes for 4 weeks now.

I agree that a geared guild who chose to full pot up could kill all 5 adds as Mag is released.

Inkm 03/22/07 9:10 AM

Quote:

Originally Posted by Schneeb (Post 308336)
No thats gruul, you only get 1/2 price epics here

After all, the chest piece of armor sets has been the hardest (or thereabouts) to obtain for a while now.

I know that about Gruul, hence the "too" :).

Anyway, they're placed the same in the raid tiers on Blizzards raid chart and that alone signals that they're about the same difficulty and should drop comparable tiered loot.

At least thats how I'm reading it.

I also seem to remember a blue post somewhere that they where going to look into Mag because he was fairly entrylevel and more guild should've cleared him out then what was the case when that post was made.

Ah well, I might be wrong in remembering the details here.

Edit; do keep in mind I dont have bad itemization and what not in mind here. Just the relative power / position of the encounter in the raid hieracy / tiers in TBC.

Schneeb 03/22/07 9:21 AM

Im sure by entry level they mean the lack of attunement and being part of a later attunement.

I hope they have placed him somewhere between joke-gruul and hydross, that'd be nice.

I also pray this wave of nerfs doesnt hit ssc too hard as the most frustrating thing about the first 3 bosses we did was the trash, the bosses are not nearly as steep learning curves as mag was.

Brilliance 03/22/07 9:22 AM

He got nerfed. Big Time.

We had 3 adds down (We got to the third nova) in 1 night of progress.

Last night we go in, Kill 4 adds before he breaks, and get him to 22% on our first attempt. Its terribly easy now (didnt get a kill because people need to l2clickbox, only did 3 attempts since we just went in to fuck around with whats left on our flasks from SSC).

I dont think they will do anything to SSC or The Eye now. Its a step up, like going from BWL // AQ to Naxx. The top end guilds will be able to clear the place, The Average or Lower End will see 1-2 boss kills (Hydross and Fathomlord at most, or thats what I think)

Antoine 03/22/07 9:27 AM

Quote:

Originally Posted by Inkm (Post 308383)
I know that about Gruul, hence the "too" :).

Anyway, they're placed the same in the raid tiers on Blizzards raid chart and that alone signals that they're about the same difficulty and should drop comparable tiered loot.

At least thats how I'm reading it.

I also seem to remember a blue post somewhere that they where going to look into Mag because he was fairly entrylevel and more guild should've cleared him out then what was the case when that post was made.

Ah well, I might be wrong in remembering the details here.

Edit; do keep in mind I dont have bad itemization and what not in mind here. Just the relative power / position of the encounter in the raid hieracy / tiers in TBC.

While they both are entry-level, do remember that the bosses that dropped t1, t2, t3 chests were harder than the bosses that dropped the legs on down. While they are in the same tier, keep in mind that there will be a progression of difficulty within that tier. As such, it makes sense that Mag is harder than Curator, Prince, Maulgar, and Gruul.

Inkm 03/22/07 9:43 AM

Quote:

Originally Posted by Brilliance (Post 308388)
I dont think they will do anything to SSC or The Eye now. Its a step up, like going from BWL // AQ to Naxx. The top end guilds will be able to clear the place, The Average or Lower End will see 1-2 boss kills (Hydross and Fathomlord at most, or thats what I think)

I really do hope you see the problem with that. You really cant have Naxx level encounters as the first linear 25 man instances (eg. not 1-2 bosses, done at saturday night when bored aka Onyxia) in a game.

With the rate at which they are pushing out content now, this content should by all means be fairly accsessible for average raiding guilds and very doable for the seriously hardcore which need the gear to be able to make a dent on the Black Temple.

All things beeing equal (which we know they arent but anyway), Black temple should be the new aq40 and Hyjal should probably be Naxx.

Casual raiding guilds should in due time be able to poke their heads into Black Temple while having SSC and The Eye on farm. Then again I might very well be very wrong but it really seems unlikely that they'll have no less then 4 dungeons like Naxx that is effectivly unavailable to the vast majority of the playerbase. It doesn't seem to fit with the whole "TBC makes casual beeing easier" and "its easier to get 25 people together then 40" philosophy.

Quote:

Originally Posted by Antoine (Post 308389)
While they both are entry-level, do remember that the bosses that dropped t1, t2, t3 chests were harder than the bosses that dropped the legs on down. While they are in the same tier, keep in mind that there will be a progression of difficulty within that tier. As such, it makes sense that Mag is harder than Curator, Prince, Maulgar, and Gruul.

This is very correct and a very good point. It's also tied in with the relative ilevel and slotmods as certain pieces are "worth" more then others (eg. head vs bracers) but this is something you all know on this forum I suppose ;).

However, there should be a relative difference in how hard they are within the same tier, it should be like blackberries and blueberries, not apples and airplanes. So to speak.


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