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Aberrus Raid Encounter First Impressions from PTR - Patch 10.1
Live
Publié
08/05/2023 à 07:50
par
Theun
With Aberrus coming out soon on live servers, here is some first impressions of the encounters from the PTR!
First Impressions of Aberrus, the Shadowed Crucible Raid
Aberrus is a 9-boss raid, and the theme this tier seems to be single-target encounters!
This is not meant to be an in-depth boss guide, but instead a first-look at how some of the encounters played during PTR testing, what you might look forward to in this tier, and some quick pros/cons of each fight using both PTR data as well as hotfixes done after testing to form these opinions.
In addition to the bosses themselves,
Kazzara, née des enfers
will drop a rare Trinket,
Rashok
will drop a rare Polearm,
Neltharion
will drop rare and unique class-specific Trinkets, and finally
Squammandant Sarkareth
will drop a rare Cloak. Below you can find the layout of the new raid.
Kazzara
Kazzara is the first boss we'll encounter in the new raid! The fight is pretty straightforward, and is entirely single-target, which seems to be a theme this tier. The key mechanics here are
Failles effroyables
which will spawn a rift under the player when the debuff expires, and
Rayons d’angoisse
which are beams that players will need to kite over the Dread Rifts in order to make them disappear. These leave a trail behind where they were kited, similar to the
Fissure de la tempête
from Broodkeeper Diurna, and, on Mythic, if another Ray of Anguish crosses over these
Balafre en fusion
then it will erupt for heavy raid damage. There's a knockback, a frontal beam, and some tank swaps of course, but the fight had good pacing and was a great first boss for the tier.
On Mythic, the
Rayons d’angoisse
will continue to chase players until they are consumed by a
Faille effroyable
so you'll need to plan ahead.
Pros
Cons
The Amalgamation Chamber
This is a fast-paced 2-phase encounter where you'll need to split your raid up to take on the
Essence d'ombre
and
Brasier éternel
in phase 1. These bosses will need to stay at least 25 yards apart to prevent them from enraging, and players will slowly build up stacks of
Ombre corruptrice
or
Chaleur ardente
if you're within 50 yards of one of the bosses. The mechanics of each side are fairly straightforward, and when either of the bosses hits 50% it will trigger the intermission and transform into the
Amalgame d'ombreflamme
which players will fight in Phase 2 until the boss is dead.
The key change for Mythic is that coming into contact with a player that has the opposite debuff type will trigger
Ombreflamme instable
and apply
Ombres rémanentes
.
Pros
Cons
The Forgotten Experiments
This is a 3 boss encounter, starting with
Neldris
, then
Thadrion
, and finally
Rionthus
. Once Neldris reaches 50%, Thadrion will join the fight, and when Thadrion hits 50%, then Rionthus will join the fight, so it's up to the players when you want to push the boss. Each boss has 1 key mechanic. Neldris will mark a few players with
Charge tranchante
, which some players will recognize as a similar mechanic to Sire Denathrius's
Empaler
from Phase 2. Thadrion will target players with
Essence instable
which is a magic debuff that will continue to do heavy damage until dispelled. When dispelled, it leaves behind an
Vestige erratique
which players will need to focus down. Finally, Rionthus will occasionally cast
Souffle profond
and you will need to dodge the area he is flying over to avoid being killed. He will also cast a
Anomalie temporelle
which players will need to keep away from the boss.
The Mythic changes are quite simple:
Charge tranchante
will no longer expire from Neldris, and hitting the
Anomalie temporelle
will give you
Fracture temporelle
. The difficulty in the fight comes with when you decide to push each of the bosses to 50%, thus adding in potential ability overlaps such as the bleed from Neldris and the ramping DoT from Thadrion.
Pros
Cons
Assault of the Zaqali
It's got Assault in the name, which means we're fighting waves upon waves of adds. We tested this boss 3 times on the PTR, and all 3 times it felt like this boss was still missing something. That said, this is an early boss, so it's nice that we get this out of the way early instead of
Généraux de la Légion de pierre : mode mythique
. This fight wasn't too complicated,
Seigneur de guerre Kagni
will leap back and forth between the far side and close side of the encounter, and players will split up to defend the Elder's Door. The
Mystique du magma
is the most important add to look out for - it will deal heavy raidwide damage while shielded by the
Barrière de la fournaise
. Players can also interact with the
Débris de la grotte
and use their extra-action button to toss the rubble at adds climbing the wall. Doing so will lower the amount of adds you have to kill. When
Seigneur de guerre Kagni
hits 25% health it will trigger Phase 2 where everyone will run to the Elder's Door to defend it. There were a couple of soaks you need to be aware of here, but on all 3 of the tests this part of the fight felt pretty simple.
The only change on Mythic is dealing with
Ignara
on top of the rest of the adds. The bird will sometimes knock you back, so you need to avoid getting pushed off the edge of the wall, and it will also summon some additional adds that will fixate on players.
Pros
Cons
Rashok, the Elder
Rashok is another pure single-target fight, and will end up being the 4th or 5th boss of the raid. Each of the raid tests thus far have been incredibly fun, especially as a healer main myself, as this fight has an unbelievable amount of healing required. There aren't a lot of mechanics in the dungeon journal, similar to great bosses like
Fangepoing
, but the ones that are in there are important as they can very easily wipe your group.
Violent coup chargé
is a soak in front of the boss that deals a massive amount of split-damage, which means you'll want nearly your entire group to share the hit to avoid anyone being 1-shot.
Heurt incendiaire
will target a player and the boss will leap towards them and deal massive raidwide damage and leaving behind a
Vortex de lave
which will continuously shoot out multiple deadly
Vague de lave
. If the boss ever reaches 100 Energy he will enrage, so to prevent that the tanks will need to pull the boss into the center circle of the room to trigger the Intermission and drain his energy - during this time the raid will take heavy damage from
Vague de chaleur calcinante
. After his energy is drained, Rashok will exit the Intermission and the fight will repeat itself.
This fight has quite a few changes on Mythic and I won't cover all of them here, but it is worth pointing out that you will be required to place the
Heurt incendiaire
onto these orbs which will trigger
Énergie d’Ombreflamme
. These will give players a huge healing absorb, which creates even more healing to do for the healers.
Pros
Cons
The Vigilant Steward, Zskarn
After you've defeated both Rashok and The Forgotten Experiments, you will tackle
Zskarn
. This fight reminds me a lot of
Vestige de Ner'zhul
where there's the main boss with a few important adds to manage, and plenty of knockbacks and avoidable puddles to be aware of. The boss will activate
Pièges de feu draconique
which will leave behind a dangerous puddle. Entering the flame puddle will reward you with a nasty debuff for 6 seconds, however this is better than getting hit by
Destruction tactique
. There are 6 statues around the boss encounter, and when the boss casts
Destruction tactique
, 3 of those statues will fire a giant blast wave that will 1-shot players that are hit. To make this more challenging, the boss will knock players back repeatedly with
Vague explosive
which makes dealing with the already limited encounter space even more challenging. Finally, players will need to handle the
Animation de golems
either by using multiple forms of crowd control, or by killing them off between dangerous mechanics.
Protocole d’élimination
is a new spell to deal with on Mythic on top of the already difficult ability overlaps this boss has shown us. On top of that, the
Animation de golems
will no longer be susceptible to crowd control below 50% health.
Pros
Cons
Magmorax
Up next is yet another single target encounter, and much like
Fangepoing
, Magmorax is likely to be a race against the clock. One of those "it dies or we die" situations, which usually end up making the fight feel super satisfying to kill. This fight only has a couple of important mechanics, and instead it will be about how efficiently you can deal with them without losing out on too much throughput. If you get
Bave de magma
you will want to drop it off away from the boss, but close enough to your group that they are able to help soak the
Flaque de magma
it leaves behind, else it will continuously grow and eventually overtake the platform. Players who soak the
Flaque de magma
will get a stacking dot called
Chaleur ardente
which should make the healing requirement naturally grow over time. So, much like
Fangepoing
the damage should start off quite low, and end with healers begging for the fight to finally end. The boss will occasionally use
Rugissement incendiaire
which will also fling random spawns of
Flaque de magma
around the platform, which should give the fight a bit of a unique feeling pull-to-pull. Finally the last mechanic you need to be aware of is the giant knockback called
Piétinement surpuissant
. This is a very large knockback and can easily send you into the lava surrounding the platform, so you need to be careful and try to have something to prevent the knock. In testing we found warlocks
Porte
to be incredibly useful here.
The main change here on Mythic is
Bave de magma
will now require one of the players who are targeted to be group-soaked because of
Magma explosif
. This will likely mean the healing will ramp up a bit faster on Mythic, as more people are likely to accumulate the
Chaleur ardente
debuffs quickly by soaking these players.
Pros
Cons
Echo of Neltharion
This is a 3 phase encounter, and over the course of the fight there seems to be more and more void mechanics as Neltharion slowly becomes mad. Again there's a lot going on in this fight, so I'll point out the key mechanics that sort of drive the encounter, but this is by no means a 'guide'.
In Phase 1 players are using
Ténèbres fulgurantes
and
Frappe calamiteuse
to break through the walls created by
Terre corrompue
. These walls will always have the same patterns, but they are distinct to each phase - so every Phase 1 is pattern 1, every Phase 2 is pattern 2, etc. Finally, players with
Cœur volcanique
need to line of sight their friends to avoid killing the rest of the group.
When the boss hits 70% Phase 2 will begin and a new pattern of
Terre corrompue
will be created. This phase is largely the same as Phase 1, except you'll also need players that are afflicted with
Corruption
to kill the
Voix de l'Au-delà
as quickly as they can.
Phase 3 is when the fight really gets interesting, and although there's very little footage of it from PTR tests, the dungeon journal does a great job at describing what's happening. The room will have a bunch of portals from
Réalité fracturée
and those will protect the player whenever the boss casts
Destruction d’ébène
. These portals will also endlessly spawn
Aberration distordue
which will slowly grow stronger over time. Classes that can easily do lots of spread AoE cleave, like Boomkins for example, will likely be very good here to deal with all of these adds while everyone else races to kill the boss in time.
Pros
Cons
Scalecommander Sarkareth
They never opened up Scalecommander Sarkareth for public testing, similar to what they did with
Raszageth
, so I'm not going to list all of the abilities here but instead point out some cool unique abilities to look out for that might make this fight unique.
Oubli
is one of the first "damage-down" effects I remember in recent history, which means the more often you get hit by Void mechanics, the faster you'll be doing 99% reduced damage. You can however use this to your advantage if your class has very powerful cooldownds, because absorbing
Embrasement astral
while in this "damage down" will give you 5% increased Haste and 10% increased movement speed for 23 sec, stacking. This means you could enter the damage down right before cooldowns, and then have a ton of haste during your CDs. (Maybe this is how they finally get Warlocks players to finally do a mechanic properly for once!)
Hurlement oppressant
is a pushback that will empower 3 other abilities - getting hit by one of these abilities will remove the pushback, so it's important to know that, when empowered,
Intensification scintillante
will stun you,
Désintégration de masse
will slow you and leave behind a moderate DoT, and
Souffle incendiaire
will leave behind a DoT.
You will need to use
Fleur de désolation
to absorb the healing done by the
Lueur vide
add. This also means healers need to be able to get rid of the healing absorb rather quickly.
Pression infinie
seems to be a similar mechanic to
Malveillance
from
Vestige de Ner'zhul
where you dispel and everyone gets knocked back.
Éternité décapante
requires players to line of sight by standing behind a
Éruption astrale
Pros
Cons
Aberrus Strategy Guides
Find out more about the encounters in our strategy guides:
Kazzara, the Hellforged
Amalgamation Chamber
Forgotten Experiments
Rashok
Assault of the Zaqali
Zskarn
Magmorax
Echo of Neltharion
Sarkareth
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