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Sunken Temple Extremely Difficult Day One Progress - Season of Discovery
Classic
Опубликовано
05.04.2024 в 12:09
Foolipe
Blizzard Developers have
commented
that they will likely be making adjustments to Sunken Temple for "the average joes" as it has still not been fully cleared, making it one of the most difficult raids thus far in WoW Classic. Nerfs could be incoming as early as Friday, April 5.
Sunken Temple Raid Overview Sunken Temple Raid Loot
During the last day, multiple guilds have made great efforts to get the coveted world first ranking on the new Season of Discovery Phase 3 raid, Sunken Temple. This hasn't been easy, though, as multiple bosses have been close to the 10-minute mark and require a lot of effort and consumables to get through. A lot of the guilds are using mage-focused comps, not because mage stacks are overpowered, but because they're incredibly fast to level, which allowed the raid itself to form a lot quicker.
So far, the guild <none of the above> has dominated as usual, getting world first on every boss that's been killed so far, excluding only the Avatar of Hakkar and the Shade of Eranikus, which have not been killed yet.
Close behind are the guilds <Drive> and <Welcome>; the latter has been a great resource to learn about these fights as they've maintained their streams while other guilds have hidden their screens in order to hide their strategies.
If you want to keep up with how every guild is doing, feel free to check
Warcraft Logs
, or the current standings below --
Sunken Temple Progression
Atal'alrion in Sunken Temple
The first boss, Atal'alrion, required first clearing the trash mobs surrounding him on the balconies as well as disabling the pillars on them.
Once this was done, the boss was severely weakened, which allowed them to start the fight without immediately wiping to AoE.
This boss caused drakes to fall from the sky onto pillars, these pillars continuously buffed the boss's damage when not destroyed so they had to be handled.
To deal with this mechanic they simply spread out and used the boss's Demolishing Smash ability to get knocked back into the pillars, by doing this their body destroyed the pillars and kept the boss's buff disabled.
This knockback ability, although useful, dealt very high AoE damage, so healers should aim to keep people healthy throughout; otherwise, they will die even if at relatively high HP (70 to 80%+) from this run.
Otherwise it was a matter of tanking and spanking it until it died.
Although a relatively easy boss, this was a big step up in comparison to previous first bosses such as Grubbis and Baron Aquanis.
World First Kill of Atal'alrion by <none of the above>
Festering Rot Slime in Sunken Temple
The second boss, the Festering Rotslime, was a lot more confusing and it seemed like a mechanic was missed at first. They focused on just kiting the boss through the corridors while moving out of the poison to lower raid damage taken. This was made easier by the fact they had an entirely ranged raid comp, which allowed for everyone to have relatively okay uptime.
Throughout they also made sure to kill the drums, slabs, masks, candles, which the boss devoured, this canceled the slime time buff which provides the boss with 5% movement speed buff per stack. This kept the boss at bay throughout the entire fight.
After a very long 9 minutes of combat, they managed to take it down.
The usage of mana consumables played a huge part in this kill, and this is a pattern you'll see across every fight, if there's something to take away from this fight is that for your own clear, you shouldn't cheap out on consumables, but more specifically mana potions.
To summarize, making sure to kite the boss while killing the objects on the side to avoid the boss from getting faster is the key to killing this boss.
World First Kill of the Festering Rotslime by <none of the above>
Atal'ai Defenders in Sunken Temple
Following this, they faced the third boss encounter, these are the Atal'ai Defenders.
They started this encounter by killing Zul'Lor, which didn't pose much of a challenge by itself.
This was followed by combat with Mijan, as for the ghost of Zul'Lor, they immediately used a priest's chain to cc it down and entirely ignore it.
Next was Zolo, while they fought him to maintain the chain on the previous two boss's ghosts as well as using Freezing Trap to control their movement if needed in between chains.
They then moved on to Gasher while all 3 previous bosses were still chained.
Once Gasher was dead, Loro was next because <none of the above> had a total of 4 priests, meaning they could still have all the previous 4 boss ghosts chained, making this an entirely tank and spank fight until this point.
After Loro died, it respawned as a ghost and was immediately trapped by a hunter and then slowed as was needed while the rest of the raid dealt with Hukku.
This was a very well executed kill on just their second attempt, though not much was actually done, they managed their cc very well in order to keep the fight as controlled as it was.
Even if you do not have as many priests in order to deal with the ghosts in this way, you can still use other crowd controls on them, such as the hunter traps, which nota used as well, or focus more on slows and kiting the leftover bosses while focusing the relevant ones through to the end as they did near the ending of the fight.
World First Kill of the Atal'ai Defenders encounter by <none of the above>
Dreamscythe and Weaver in Sunken Temple
Next was the Dreamscythe and Weaver encounter; this was also a very long encounter, and while technically very simple, it was a struggle. For the average run, this will feel like a huge challenge.
The actual boss fight consisted of two main parts:
First, there's a massive pool of poison surrounding the entire boss arena; upon standing on it, you get a stacking debuff that did pretty high damage (looked like 100 damage / second).
Secondly, you had to actually fight the dragons, the only relevant mechanic being that after a small period of time, they went back to pre-assigned positions on the corner of the arena and cast a breath spell which knocked back the entire raid, taking these while minimizing or avoiding the floor poison to not take as much damage is the key to this encounter.
<none of the above> also always made sure to stand past the middle hole in the floor in order to not get knocked back into it.
For DPS, this fight was a matter of aiming for high uptime, though for healers, it was a struggle on mana, as there's constant damage on multiple targets as well as possible very high dot damage if people make mistakes, this, combined with some AoE from the breaths themselves makes this fight a huge mana burner.
Once again, I cannot stress enough just how important mana potions were for this kill again, and how much they will matter for you as well on your clear of the raid.
As for the tanking, the bosses were tanked by three tanks (the two warlocks and a shaman) as to maintain lower stacks since the bosses themselves can apply the dot through a separate breath ability on their current target. It also made it easier to avoid messing up position which in return also reduced the possible mistakes with position.
World First Kill of the Dreamscythe and Weaver encounter by <none of the above>
Jammal'an and Ogom in Sunken Temple
After that <none of the above> faced Jammal'an the Prophet and Ogom the Wretched. These two bosses although similarly difficult, were a lot easier to understand.
Jammal'an the Prophet constantly cast AoE, summoning holy nova-like spells on players which they had to move out of.
Ogom the Wretched was a basic tank and spank boss.
<none of the above> killed the latter first while still dodging Jammal'an's holy novas; after this, Jammal'an drained Ogom, which turned him into a shadow priest; he then cast more AoE abilities and curses/magic debuffs on players which had to be immediately decursed/dispelled in order to avoid their high damage.
This was yet another pretty long kill, although nowhere near as long as the previous two.
World First Kill of the Jammal'an the Prophet and Ogom the Wretched encounter by <none of the above>
Morphaz and Hazzas in Sunken Temple
Two hours after the previous boss, <none of the above> finally killed Morphaz and Hazzas, the second to last encounter in the raid.
This encounter involves some basic tank and spank as well as a dps check to avoid a raid-wide wipe mechanic.
After one hour, <none of the above> took a break to have their hunters level further, as well as giving mages time to sort out their specialization and get some new runes in hopes of getting enough DPS to meet the raid-wipe mechanic check.
On the last attempt, everyone who was streaming blacked out the screen to hide how they cleared the boss, it was alluded to that they had to bug abuse to kill it due to how unbalanced the dps check was during the last 30% of the boss.
Though, from looking at other guilds such as <Welcome>, who killed the boss only a few minutes after <none of the above> did, all that was required was to line of sight the lucid dreaming ability at 30%, and then the wipe mechanic was entirely avoided.
Regardless, they then moved on to what is usually the last boss of the dungeon.
World Third Kill of the Morphaz and Hazzas encounter by <Welcome>
Shade of Eranikus in Sunken Temple
Now nearly every guild that has a shot at competing for the world first ranking of the raid as a whole is caught up on the Shade of Eranikus encounter, this is a boss which has more health than Patchwerk while also having some punishing mechanics.
Most relevant to mention first, the boss has a forced tank swipe mechanic via it's breath ability, this causes a stacking debuff on the tank that has him taking more damage, this can be cheesed partially by target dummies but it's not consistently reliable for most people.
Secondly, the boss applies an AoE poison which must be cleansed, this deals massive damage so it's very high priority. This mechanic makes this pretty challenging for Alliance players as they don't have the same tools as horde to deal with it, such as shaman totems.
Throughout the fight, the boss will also drop poison clouds from the poison debuff on players upon dispelling, this should be moved out of as soon as possible, but as it causes players to fall asleep. This is annoying but useful for the Waking Nightmare spell cast which will kill anyone that's not asleep.
At 70% a new phase with spawning adds while the boss is asleep starts which must be handled cleanly to continue with the fight. Once the two main adds are killed, lots of surrounding whelp adds will continuously spawn, and the boss will activate simultaneously. Once again, these adds must be killed cleanly as to avoid any deaths, this will be done while dealing with the same mechanics from the first phase.
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