Anthem Exec Producer Confirms New Raid Details

We mentioned before how Anthem‘s development seems to be one of the more open ones in BioWare’s history, and that trend appears to continue with another round of Q&A with the game’s executive producer Mark Darrah. This time around, we’ve got a couple of new tidbits about Anthem raids and how they’ll work. Roughly, anyway.

anthem raids

According to another round of tweets from Darrah, Anthem raids will absolutely have some form of actual matchmaking, unlike Destiny 2’s “guided games” feature, which is still listed as a beta in that game.

Additionally, Darrah confirmed that there will not be any loot trading between players, either in raids or any other content. That said, the majority of loot drops you receive will be tailored for you and the Javelin you’re piloting, which suggests that you’ll receive other items for other Javelins in case you care to keep your options open.

The likely most-often asked question of when beta starts still has no answer. However, a recent article on the game’s official website did outline a few ways for players to get a taste of the game prior to its February 22nd release. These include a VIP Demo for those who pre-order or are members of every tier of Origin Access on February 1st; early access to the full game for Origin Access Premier members on February 15th; and a 10 hour-long trial for regular EA and Origin Access members on that same date.

Our Thoughts

It’s an agonizingly slow trickle of information, but it’s certainly better than nothing and we still appreciate Mr. Darrah taking time out of what’s likely a very busy schedule to answer fan questions. We’ll just try to wait patiently for more from this one in the meanwhile. After all, it is making progress

Sources: VG247, official site

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Battle for Azeroth’s First Raid Gets its Release Dates

A lot of the top flight, world first-chasing, PvE-minded players of World of Warcraft have already likely guessed the first Battle for Azeroth raid schedule. Still, it’s likely nice to know all the same that a firm calendar date has indeed been set for the content. That way, players who care about these things know how much time they have.

battle for azeroth raid schedule

Battle for Azeroth’s first raid, Uldir, will opens its presumed door, portal, or whatever ingress it has on Tuesday, September 4th for its Normal and Heroic forms. The Mythic form of the raid will become available on September 11th along with the first wing’s arrival to LFR. Wing two will land to LFR on September 25th, and the final wing on October 9th.

The release schedule was first found on the game’s calendar and has since been confirmed by director Ion Hazzikostas on Twitter. The dates, according to him, follow the same release schedule as the previous two expansions and are based on overall gameplay patterns for hitting max level and the related gear grinds.

Uldir will feature eight boss fights over the course of the encounter as players will battle their way through a Titan facility stuffed to the rafters with Titan experiments and the usual failed science projects that heroes in games have had to clean up since forever.

Our Thoughts

Seriously, what is it about us heroic types needing to mop up after science experiments gone wrong? Well, anyway, we hope that those who are looking to get raid ready for BFA will be prepped by the time this content arrives and wish everyone the best of luck.

Source: Polygon

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Eorzean Evening Post: Deltascrapped

Greetings, fellow Eorzeans—oh, where are my manners? My name is Sena, and I will be your new columnist for the Eorzean Evening Post, running alongside the ongoing Echoes of Eorzea. Starting today, I will humbly place myself at your service, delivering my thoughts on current content as much as the Twelve would allow. Before we scurry over to content, please allow me to give a brief introduction, as well as a short tale as to how the game has earned my love as a player.

Final Fantasy was never a title I would associate with my youth, and while I have enjoyed the likes of Chrono Trigger and other games associated with what was then known as Squaresoft, Final Fantasy was not one of them. My journey started as early as 2.0, which was more of an impulse buy after getting burned out on World of Warcraft. With no level of familiarity towards the franchise, I found myself dropping it moments after reaching the first Ifrit fight. I am more inclined to play fighting games than other genres, but there was something about FFXIV that constantly badgered me to renew my subscription, almost like it’s calling me—and no, it wasn’t cat girls.

Okay, fine! Maybe it was the cat girls…

I made my way back shortly after the implementation of the Dreams of Ice patch (2.4), starting fresh and embracing the story and fight mechanics more. Sure enough, I couldn’t stop playing after taking it all in, jumping straight into Eorzea and looking for more things to do after a long day’s work. Final Fantasy XIV: A Realm Reborn was more than just a great MMO for me, it was the catalyst that sparked my love for a franchise I hadn’t paid attention to since its conception. Soon, I found myself playing a myriad of Final Fantasy games, further familiarizing myself with its colorful set of characters and the job system which I so adored in XIV. Eorzea is perhaps the most immersive world I’ve come across in my entire gaming life, tugging at my heart with its rich lore and endearing characters. Like you, I have faced numerous foes, bested powerful Primals, and yet was still the most useless person in the Sultana’s banquet. ‘Sloppy’! I love this game, and consider it a great honor to be able to write about it.

The Land Is Alive, So Believe

We are currently in the third week of patch 4.2, Rise of A New Sun, and it has yet to disappoint with its rich content that most players have barely covered. It’s almost comforting to hear the hustle and bustle echoing from the walls of Rhalgr’s Reach, as well as the houses of inactive Free Companies that had laid dormant during the drought. It’s these updates that really breathe life back into their respective MMO worlds, providing us with the satisfying feeling of having to climb a new tower of content. I easily become overwhelmed by new content, as I tend to get as excited as a kid with a free-pass to all theme park rides. You just don’t know where to start. Luckily, the patch’s trailer set my priorities straight, sending me floating down to Gyr Abania for a shot at Sigmascape. Sadly, the transition wasn’t seamless with players getting booted out of mandatory cutscenes, denying them access to the new raid.

Omega: Deltascrapped (Few Fight Spoilers Ahead)

Just as Deltascape’s lineup consisted of bosses from Final Fantasy V, Sigmascape encounters hailed from the much-loved Final Fantasy VI. It did a fine job of recycling old mechanics while keeping things fresh by weaving twists and new abilities in between. This, of course, made us all the more excited about their Savage counterpart because, I feel that, the former lost its appeal far too early. The first week was not very fruitful, with a series of server maintenances and connection issues on top of having to learn each fight. Luckily, we were able to beat V3.0S in the first week and have begun progression on 4.0S on the last few days of the second one. The experience Sigmascape brought was exquisitely superior to its tiered predecessor from a learning standpoint, mostly because of how different it felt on the whole. One thing that often bugs me at the start of each raid is how the game reuses most of its mechanics from older fights, be it through markers or concepts. There will always be an eye to look away from, a stack marker to run in, and a tether to break; luckily, Sigmascape showcases new things more than it recycles.

Sigmascape V1.0 Savage was definitely the best way to kickstart the tier, with the encounter loosely contained on a single platform. Being able to jump on top of the train and getting kidnapped by ghosts was a nice touch, brushing off the trend of fights taking place within a fixed arena. The fight encouraged an entry level of team coordination, with ghosts that must be led into puddles of light to prevent them from taking allies inside the passenger cart. The Phantom train’s presentation was top notch, with its gimmicks akin to recoverable setbacks instead of outright killing you. It succeeds in portraying the speedy theme of the encounter, emphasizing the illusion of being pressed for time while the boss tries its best to stall you. Looking back, I can say for certain that Alte Roite had nothing on this fight. The only thing I disliked about it is the fact that you can’t suplex the damn thing.

I remember being both dumbfounded and entertained when Deltascape’s Halicarnassus used “The Game” in one of her phases. It was fourth-wall breaking but greatly cemented how different Stormblood’s raids are compared with Alexander. Sigmascape continues this creative streak by bringing us more activated mechanics and another instance-specific button. V2.0S was pretty fun in its own right, even though it was a little bit easier than the previous fight. In addition to the paintings already present on normal mode, the Savage version adds paint and a Siren painting into the mix. The fight was more like a simple dance with highly manageable RNG, which was a tad disappointing. The normal version gave me the impression that we’d be dealing with some intense RNG paint combinations; sadly, the fight was pretty straightforward, with most party members having little interaction with said paintings outside of activating the water buff. Still, what it lacked in difficulty it surely made up for with creativity. Timing the brushes for mechanics and flying around in mini planes was a treat, and I don’t think we’ve had someone ride a contraption that pushes or pulls bombs away from the party since Alexander’s second fight. I had a lot of fun learning V2.0S, and hope they continue adding more interactable arenas like this in the future.

Sigmascape

Janitor mastery: Wiping the floor since ARR

If there’s anything Sigmascape shares with the previous tier, it’s how the difficulty spikes from 2S to 3S. The Guardian fight teaches us that humanity is not ready for such breakneck speeds. I’m of course referring to the missiles, which becomes frustratingly forgettable when paired with a couple of mechanics. Hell hath no fury like a raid group wiping to missiles at around three percent. It was this fight that shattered the glass on what the patch brought more than anything else—BULLET HELL. It’s almost as if Yoshi P was playing Touhou one day and immediately jotted down “active dodging” on his patch planner. This is made even more evident by the Byakko fight, which gave off a Nier Automata vibe. Admittedly, I enjoyed having to dodge these projectiles. It was a fine way to test a group’s attentiveness and greatly increases the tension of having to perform the simple tasks sandwiched in between. The copy/paste part also gave us a bit of trouble, making us store a certain mechanic at the back of our heads whilst watching out for its other gimmicky moves. From a difficulty standpoint, I would say that the Guardian gave us a harder time than Deltascape’s Halicarnassus, though it’s a fight I definitely liked more.

Clutch victory

Moving on to 4.0S, Kefka played with our senses early on, with him bombarding us with a series of AOE/stack markers that could be either fake or real, similar to his Normal counterpart. Think of it as a harder version of the “Truth and Lie” mechanic from Rabanastre. I’m quite fond of how Stormblood cuts these final encounters into two segments instead of it being one long fight. While it reduces the difficulty expected from a savage fight, it does make for a more seamless raiding experience when it comes to cooldowns and resources. It’s not like these guys hit you with pillows, so some leeway is always welcome. We’ve been able to reach the enrage timer a couple of times and will hopefully see God Kefka in the next few days. It’s too bad both Omega bosses didn’t have voiceovers seeing as Dissidia NT (PS4) featured a modern take on both of the character’s voices. Oh well, at least they kept the original SNES laugh.

I will be sure to update everyone on our progress, as well as more information on future content. Cheers and a big ‘thank you’ to 8-Wonders (Tonberry) for the fun raiding experience.

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WoW Wednesday: Pantheon Trinkets and How They Work

Antorus the Burning Throne was finally released yesterday and with it came the new and interesting Pantheon trinkets. To my surprise, many players don’t know or understand just what these Pantheon trinkets are or how they work. There are six different trinkets, five of them cover each type of spec, with the sixth being a new Legendary trinket. Before we get to talking about the specific trinkets I have to add that you can only equip one trinket at a time, so no stacking separate trinkets trying to double your buff. Also besides the Legendary trinket, the others drop at item level 940 regardless of difficulty (except LFR), but they can be upgraded using an item called Pantheon’s Blessing that you get from Argus the Unmaker.  Now let’s go over the different trinkets you can obtain, starting with the most sought after, the Legendary Pantheon trinket.

Pantheon Trinkets

Aman’Thul’s Vision

Aman’Thul’s Vision is a new Legendary trinket that was introduced with Antorus yesterday. I have to start off with the biggest question; “Will this Legendary count against our two Legendary cap?” The answer to that is a happy no. You can equip this trinket along with your other two Legendaries.  The reason this trinket will be more sought after over the others is for one it already drops at item level 1000, while the others drop at item level 940 and need an item to be upgraded to item level 1000. Also, it’s itemized like an Unstable Arcanocrystal which is absolutely amazing. Let’s go over its stats and the proc.

+1,430 Critical Strike

+1,430 Haste

+1,430 Versatility

+1,430 Mastery

Equip: Your spells and abilities have a chance to grant you 2,220 Speed, Avoidance, and Leech for 12 sec.

Aman’Thul’s Grandeur (Proc)

  • When empowered by the Pantheon, your main stat is increased by 6,700 for 15 sec.

Aggramar’s Conviction

Aggramar’s Conviction is the tanking Pantheon trinket.

+2,994 Strength or Agility

Equip: Taking damage has a chance to increase your Versatility by 4,354 for 14 sec.

Aggramar’s Fortitude (Proc)

  • When Empowered by the Pantheon, your maximum health is increased by 1.6 million for 15 sec, and you are healed to full health.

Eonar’s Compassion

Eonar’s Compassion is the healing Pantheon trinket.

+2,994 Intellect

Equip: Your healing effects have a chance to grow an Emerald Blossom nearby, which heals a random injured ally for 74,816 every 2 sec. Lasts 12 sec.

Eonar’s Verdant Embrace (Proc)

  • When empowered by the Pantheon, your next 4 direct healing spells grant the target a shield that prevents 125,391 damage for 30 sec.

Golganneth’s Vitality

Golganneth’s Vitality is the agility DPS Pantheon trinket.

+2,994 Agility

Equip: Your damaging abilities have a chance to create a Ravaging Storm at your target’s location, inflicting 466,818 Nature damage split among all enemies within 6 yds over 6 sec.

Golganneth’s Thunderous Wrath (Proc)

  • When empowered by the Pantheon, your auto attacks cause an explosion of lightning dealing 110,793 Nature damage to all enemies within 8 yds of the target. Lasts 15 sec.

Khaz’goroth’s Courage

Khaz’goroth’s Courage is the strength DPS Pantheon trinket.

+2,994 Strength

Equip: Your damaging attacks have a chance to make your weapon glow hot with the fire of Khaz’goroth’s forge, causing your auto attacks to do 108,366 additional Fire damage for 12 sec.

Khaz’goroth’s Shaping (Proc)

  • When empowered by the Pantheon, your Critical Strike, Haste, Mastery, or Versatility is increased by 4,219 for 15 sec. Khaz’goroth always empowers your highest stat.

Norgannon’s Prowess

The last trinket is Norgannon’s Prowess the caster DPS Pantheon trinket.

+1,370 Mastery

Equip: Your damaging spells have a chance to increase your Intellect by 11,483 for 12 sec.

Norgannon’s Command (Proc)

  • When empowered by the Pantheon, you gain 6 charges of Norgannon’s Command for 15 sec. Your damaging spells expend a charge to inflict an additional 287,308 damage to the target, from a random school of magic.

How the Procs Work

Every Pantheon trinket has a personal proc that could happen at any time, but each one also has a Pantheon proc that requires a bit more rng to get. For you to receive the Pantheon proc you first must have 4 unique personal procs overlap. This means you must have 4 different trinket types on 4 different players, and that each personal proc on those trinkets have to overlap at some point altogether for the Pantheon procs to activate. As of right now, the procs don’t have to happen all at the same time. For example, you could have two personal procs about to expire, but then the other two personal procs activate you will still receive the full duration of the Pantheon proc. As long as all of the personal procs overlap at some point the Pantheon proc will activate.

For those that don’t see the obvious, only the players that had their personal proc go towards the activation of the Pantheon proc will be the only ones to receive the Pantheon proc. If another player gets their personal proc to activate after the Pantheon proc has already gone off, their proc will be the start of a new count towards the next Pantheon proc. It doesn’t matter if every member of your raid has a Pantheon trinket, the first four unique personal procs that overlap are the only ones to receive the Pantheon proc.

Acquiring the Pantheon Trinkets

For you to obtain these amazing trinkets you must defeat Argus the Unmaker. Blizzard wanted to keep quiet on how the Legendary Pantheon trinket would be obtained, but like most expected it was confirmed it’s just a random drop off Argus the Unmaker. As stated above the Legendary Pantheon trinket is the only one to drop as item level 1000 while the others regardless of difficulty (except LFR) will drop as item level 940. You can get an item called Pantheon’s Blessing that drops off Argus the Unmaker that allows you to upgrade the 940 trinkets by 5 item levels up to item level 1000.

Pantheon Trinkets

Final Words

I personally think these trinkets are pretty cool. I think it’s a neat idea how different trinkets from different players in your raid will work together to give you a mega proc. Of course, some players will not use these trinkets and for that kind of information, you can either check your class Discord for advice or sim it for yourself. Hope you enjoyed this week’s WoW Wednesday and congrats to those that have already cleared Normal and, or Heroic and major congrats to those that have already received one of these Pantheon trinkets. Let us know what you think about these Pantheon trinkets in the comments below.

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WoW Wednesday: The Black Temple Timewalking

This week we welcome back Burning Crusade Timewalking, and with it for the second time is The Black Temple. The Black Temple Timewalking offers transmog, ilvl 900 gear when looted at level 110, and even some pets to collect that go towards the Achievement Raiding with Leashes III: Drinkin’ From the Sunwell. We will go through what kind of transmogs you will be able to obtain and the boss abilities you will need to know to make sure your raid goes as smooth as possible. But before we even get to talking about raiding The Black Temple, you first must learn how to enter it.

Unlike the Timewalking dungeons, you have to actually form your group yourself, just like you would for any other raid. For this raid, your group size can range from 10 to 30 players. Once your group is made and ready to roll, the group leader must travel to Shattrath City. There, they must talk to Vormu, who stays by Cupri at the center of the city, to queue for The Black Temple Timewalking. Before entering make sure everyone in the raid has the quest Disturbance Detected: Black Temple, which awards 500 Timewarped Badges for killing Illidan.

The Black Temple Timewalking

Transmog

Before we get to the raid mechanics, let’s talk about transmog! Of course, you can expect to see all the original transmog from the normal Black Temple raid, but with a few added pieces. As Death Knights, Monks, and Demon Hunters weren’t around during the original Black Temple, they don’t have any Tier 6 to loot for themselves. But in the Timewalking version, there are new sets that were added to be their own equivalent of Tier 6.

Though the major appeal for this Black Temple Timewalking is the addition of a new special transmog. Any player that has obtained the Achievement Warglaives of Azzinoth on any character on their account by looting The Twin Blades of Azzinoth from the original Black Temple Raid will be rewarded with the Achievement I’ll Hold These For You Until You Get Out, which unlocks a new Demon Hunter only transmog that resembles the look of the Legendary Warglaives. This transmog can be collected after defeating Illidan in the Timewalking version only. But you can collect it on any character as long as you have the original Achievement. Now let’s go over the nine bosses you will encounter.

The Black Temple Timewalking

High Warlord Naj’entus

High Warlord Naj’entus will be the first boss you encounter. Here are his abilities directly from the Adventure Guide:

Abilities

  • Impaling Spine – Fires a massive spine, impaling the target stunning them for 30 sec or until freed, inflicts 8,550 Physical damage and an additional 4,950 Physical damage every 3 sec until freed.
  • Tidal Shield – Immune to damage. In addition, the caster heals for 1% of maximum health every 2 sec for 30 sec.
    • Tidal Burst – Inflicts 15,300 Frost damage to all enemies.
  • Needle Spine – Fires a needle spine at an enemy target, dealing 6,120 damage to the target and an additional 4,320 damage to nearby enemies.
  • Tank Mechanic Horseshoe Swipe – Inflicts weapon damage plus 50 to enemies 10 yards in front of Naj’entus.
  • Tank Mechanic Double Attack – Attacks have a chance to cause an additional melee attack.

Now here are some simple tips to get you through the fight.

  • When a player gets hit with Impaling Spine, click the spine to free that player.
  • If you were the one to click the spine and free the player, you will have an item in your bags that you will need to use to break Tidal Shield.
  • Ranged DPS and Healers stay spread.
  • Melee, very simple, don’t stand in front of the boss.

Supremus

Supremus is the second boss you will encounter. The biggest tip I can give is to clear the trash around the boss before you start the encounter. Too many times I have seen groups try to get by clearing as little trash as possible, only to pull the rest of the trash during the encounter and wiping the group.

The Black Temple Timewalking

Abilities

Stage One: Supremus

  • Molten Punch – Supremus punches the ground, creating a Flame Gout that creates Molten Flame periodically.
    • Molten Flame – Deals 6,300 Fire damage to enemies within the flames.
  • Tank Mechanic Hateful Strike – Deals 30,000 damage to threatening target with the highest health within melee range.

Stage Two: Pursuit

  • Volcanic Geyser – A volcano bursts forth from the ground, dealing 6,100 Fire damage to nearby enemies with 8 yds.
  • Fixate – Causes the caster to fixate on a random target.

Even though this fight is pretty straightforward, here are some tips to help you out:

  • Tanks should tank the boss under Supremus’ feet, while melee fights at max range, forcing the tanks to be the only ones hit by Hateful Strike.
  • Don’t stand in fire!
  • If you get Fixate, RUN!

Shade of Akama

Shade of Akama is the third encounter of The Black Temple.

Abilities

  • Ashtongue Channeler and Ashtongue Sorcerer – Reduces movement speed by 30% of the Shade of Akama.
  • Ashtongue Spiritbinder has three abilities.
    • Spirit Mend – Heals an ally every 2 sec. for 10 sec.
    • Chain Heal – Infuses a wounded ally with healing energy that spreads to another nearby ally, The spell affects up to 5 targets.
    • Spirit Heal – Calls upon Holy magic to heal an ally.
  • Ashtongue Rogue
    • Eviscerate – Inflicts 2,880 Physical damage.
    • Debilitating Poison – Poisons the target, increasing the time between attacks by 50%, increasing their spell cast time by 50% and dealing 3,240 Nature damage every 2 sec.
  • Ashtongue Defender
    • Debilitating Strike – Inflicts 100% weapon damage and leaves the target wounded, reducing the effectiveness of any physical attacks for 5 sec.
    • Shield Bash – Bashes an enemy with the caster’s shield, inflicting Physical damage and interrupting the spell being cast for 3 sec.
    • Heroic Strike – A strong attack that increases melee damage by 200,000 and causes a high amount of threat.
  • Ashtongue Elementalist
    • Rain of Fire – Calls down a molten rain, burning all enemies in a selected area for 6,300 Fire damage every 2 sec. for 8 sec.
    • Lightning Bolt – Blasts an enemy with lightning, inflicting Nature damage.

 

There aren’t many tips I can give here, this encounter is just: kill adds, kill boss. This is probably one of the easier encounters of The Black Temple Timewalking.

  • Prioritize Ashtongue Channeler and Ashtongue Sorcerer, they hinder Shade of Akama’s speed. The only way to get to Phase 2 is when Shade of Akama reaches Akama.
  • Interrupt Adds and just kill things, pretty simple.

Teron Gorefiend

The fourth encounter you will face is Teron Gorefiend (The first Death Knight). This encounter has been deemed the pug killer.

The Black Temple Timewalking

Abilities

  • Shadow of Death – The shadow of death looms. Killing the target after 30 sec. The defeated player will take the form of a Vengeful Spirit. Additionally, several Shadowy Constructs will spawn at the location of the defeated player.
    • Shadowy Construct – Immune to all damage from players in the corporeal world.
      • Atrophy – Deals damage and weakens the target, decreasing melee, ranged, and spell casting speed by 5%.
      • Shadow Strikes – Deals Shadow damage on every attack.
    • Vengeful Spirit – Able to defeat the Shadowy Construct.
      • Spirit Strike – A powerful strike that weakens the target, reducing the damage it deals by 10% for 5 sec.
      • Spirit Lance – Fires a burst of spirit energy at a single target, dealing 11,700 damage and halting its movement briefly. Targets hit by Spirit Lance will gradually regain mobility as the effect fades. Only usable on shadowy beings.
      • Spirit Chains – Shackles nearby targets in chains of spirit energy, preventing all action for 5 sec. Any damage caused will break the effect. Only usable on shadowy beings.
      • Spirit Volley – Fires a concentrated volley of spirit energy, dealing 19,800 damage to all targets within 12 yards. Only usable on shadowy beings.
    • Summon Doom Blossom – Summons a Doom Blossom at a nearby location that periodically casts Shadow Bolts.
      • Shadow Bolt – Hurls a bolt of dark magic at an enemy inflicting Shadow damage.
    • Incinerate – Deals 3,000 Fire damage on impact and an additional 9,000 damage over 3 sec.
    • Crushing Shadows – Afflicts enemy targets, increasing Shadow damage dealt to them by 60% for 15 sec.

 

If you do these simple mechanics this encounter becomes a joke:

  • If you get Shadow of Death, pop all of your CD’s doing as much damage as possible before you die. You will have 30 seconds to deal as much damage as possible before you die, so no need to save any of your cooldowns.
  • If you become a Vengeful Spirit, it is your job to focus and kill Shadowy Constructs. The rotation you will use is as follows: stand in the middle of the room and prioritize Spirit Volley, then Spirit Chains, then Spirit Lance. Very simple if you just prioritize those three abilities as listed.

Gurtogg Bloodboil

Even though Gurtogg is the fifth encounter, he is pretty simple as long as the tanks can handle simple tank swap mechanics.

Abilities

Stage One: Boiling Blood

  • Bloodboil – Causes the furthest target’s blood to boil, dealing 1,352 damage every 1 sec for 24 sec.
  • Acidic Wound – Attacks have a chance to inflict Acidic Wound, which inflicts Nature damage to an enemy every 3 sec, and reduces its armor by 3. Stacks up to 60 times, lasts 1 min.
  • Bewildering Strike – A powerful blow that deals damage and confuses the target for 8 sec.
  • Arcing Smash – Lashes out in a vicious arc, inflicting normal damage plus 125 to enemies in a cone in front of the caster.

Stage Two: Fel Rage

  • Fel Rage – Fel Power courses through Gurtogg’s veins, increasing damage dealt by 85% and gaining stacks of Fury, increasing attack speed by 8%. Gurtogg attacks other Fel Raged targets while under the effects of Fel Rage.
    • Fel Rage – Fel Power courses through your veins, increasing Health by 250% and armor by 15,000 for 30 sec.
  • Fel-Acid Breath – Inflicts 5,400 Nature damage and an additional 4,950 damage every 5 sec, to enemies in a cone in front of the caster. Lasts 20 sec.
  • Fel Arcing Smash – Lashes out in a vicious arc, inflicting normal damage plus 125 to enemies in a cone in front of the caster. Also reduces healing effects by 50% for 4 sec.
  • Fel Geyser – Gurtogg’s Fel Geysers inflicts 6,300 Nature damage to enemies within 18 yards of the Fel Rage target, knocking them back.
  • Insignificance – Your actions do not generate threat.

 

Here are a few helpful tips that you can relay to your raid allowing for a smoother kill.

  • Phase One:
    • Keep switching who stands furthest away from the boss to prevent high stacks of Bloodboil.
    • Tank swap after Bewildering Strike.
    • Make sure no one stands in front of the boss.
  • Phase Two:
    • Focus heal fixated players and make sure those fixated players don’t just run away, they should stay and fight.

Reliquary of Souls

The sixth boss you will encounter in The Black Temple Timewalking is the Reliquary of Souls. You should expect a few wipes on this fight. I have seen many groups fall apart because of players not doing mechanics and then just leaving after a single wipe. Don’t get discouraged, try to explain the fight and push forward.

The Black Temple Timewalking

Abilities

Stage One: Essence of Suffering

  • Aura of Suffering – Healing effects reduced by 100%. Regeneration effects reduced by 100%. Armor reduced by 100%.
  • Fixate – Causes an enemy to become fixated, lasts 5.5 sec.
  • Frenzy – Physical damage dealt is increased by 134%. Attack speed increased by 50%.
  • Soul Drain – Deals 5,401 damage every 3 sec. Drains 5,400 mana every 3 sec.

Intermission: Release Enslaved Souls

  • Enslaved Soul
    • Soul Release – Restores 30% of health and mana to targets within 10 yards.

Stage Two: Essence of Desire

  • Aura of Desire – Damage taken when damage dealt. Healing increased by 100%. Decreases maximum mana over time.
  • Deaden – Increase the damage taken by the target by 100% for 10 sec.
  • Spirit Shock – Deals 18,000 Shadow damage to the target, confusing them for 5 sec.
  • Rune Shield – Absorbs 100,000 damage. Immune to spell interrupt effects. Increases attack speed by 100%. Increases casting speed by 100%.

Stage Three: Essence of Anger

  • Aura of Anger – Deals shadow damage over time. Increases damage dealt. Effects increase over time.
  • Seethe – Attack speed increased by 100% and causes players to increase threat generated by 200% for 10 sec.
    • Seethe – Increases threat generated by 200% for 10 sec.
  • Soul Scream – Deals 5,400 Shadow damage and burns 5,000 Mana to enemies in front of the caster.
  • Spite – Focuses upon the target, making the target immune to damage for 6 sec, but dealing a large amount of damage after 6 sec.

 

This seems like a lot to take in, but honestly, it’s pretty simple.

  • Phase One
    • There is no healing during this phase, make sure tanks use defensives when tanking Fixate. Because there is no healing, healers can DPS as well to push through Phase One quicker.
    • Dispel Soul Drain.
    • Don’t stand in front of the boss.
  • Intermission
    • During the intermission, a bunch of Enslaved Souls will spawn. When you kill Enslaved Souls, they cause Soul Release, which will restore player’s mana.
  • Phase Two
    • Be careful with your burst during this phase. All damage done will be reflected back to you.
    • Interrupt Deaden.
    • Tank swap on Spirit Shock.
    • Dispel Rune Shield from the boss.
  • Phase Three
    • Seethe will increase your threat generation, careful that you don’t pull off the tanks.
    • Mana users, don’t stand in front of the boss or your mana will be drained.

Mother Shahraz

The seventh boss you encounter is Mother Shahraz. Compared to the other bosses, she is a breeze.

The Black Temple Timewalking

Abilities

  • Fatal Attraction – Teleports several nearby allies to a random location and links them with demonic energy. Fatal Attraction deals 1,500 Shadow damage to nearby allies within 15 yards. The Fatal Attraction will break when allies move outside 25 yards of each other.
  • Saber Lash – Deals 80,000 Physical damage to up to 3 enemies, divided up evenly among all those affected.
  • Interrupting Shriek – A shout of command that interrupts all enemies within 18 yards for 3 sec.
  • Beams – Every 30s Mother Shahraz will fire a random beam at nearby enemies.

 

The strat for this encounter is very straightforward.

  • If targeted by Fatal Attraction, run in a different direction from the other players affected.
  • A major mechanic is that you will need either a third tank, or a melee that can take some heavy hits to stand in-front of the boss with the other two tanks.
  • Casters stand 18 yards away from the boss to avoid Interrupting Shriek.
  • Make sure range spread out to minimize the number of players that Beams will jump to.

The Illidari Council

Nearing the end, you will encounter The Illidari Council as the eighth boss. The Illidari Council has many abilities, but not many that matter, so let’s just jump into the strategy for this encounter.

  • Gathios the Shatterer must be tanked away, while the rest of the council can be stacked.
  • Dispel Hammer of Justice from the player tanking Gathios.
  • Purge or Spellsteal Dampen Magic from Zerevor.
  • Have a set rotation of interrupts for Malande’s Circle of Healing.
  • Swap and break Malande’s Reflective Shield as fast as possible.
  • Other than that, just don’t stand in the bad stuff and get that easy kill.

Illidan Stormrage

The final boss of The Black Temple, Illidan Stormrage himself. Illidan has many, many abilities during this long fight but we are just going to look at a few specific ones so that you don’t get overwhelmed. He is very tough, so be prepared to wipe.

The Black Temple Timewalking

Abilities

  • Shear – A deadly attack shears the target, not using active mitigation reduces maximum health by 60% for 7 sec.
  • Draw Soul – Deals 9,000 Shadow damage to any targets in front of the caster, healing for a portion of the damage dealt.
  • Parasitic Shadowfiend – A parasitic shadowfiend burrows its way through the target, dealing 5,400 Shadow damage every 2 sec for 10 sec. When the shadowfiend is finished, it leaves the target and seeks a new prey.

 

Follow these tips for an easier time with this encounter:

  • Tanks must have an active mitigation for Shear.
  • Only the tanks can stand in front of the boss because of Draw Soul.
  • Make sure to spread for Parasitic Shadowfiend. When it expires, an add will spawn, DPS will need to swap and focus down those adds. If you don’t, they will multiply and quickly wipe your raid.
  • In Phase Two, Illidan will fly up and throw down his warglaives. One fire elemental will spawn from each glaive. DO NOT move these elementals away from their glaive, if you do you will wipe the raid.
  • In the final phase when Maiev arrives, kite Illidan into the traps during Frenzy.

 

Those are my tips for The Black Temple Timewalking, I hope this has helped you. Good luck with your clear and congratulations to those who receive their Warglaive of Azzinoth transmog.

The post WoW Wednesday: The Black Temple Timewalking appeared first on MMOGames.com.

Raids in Guild Wars 2 Will Not Get an Easier Difficulty

Guild Wars 2 has some new forums and they’re already getting a little workout. In a thread regarding what’s next for the Guild Wars 2 raids and whether things will be getting more accessible in the near future, we’ve received an official response. And that response is “not now”.

guild wars 2 raid

According to the raid lead designer Crystal Reid, the raids as they stand now are the difficulty they are for a reason. “Raids need to continue to remain the most challenging content in the game, and they aren’t designed to be accessible by everyone from a skill perspective,” reads the response.

With that said, Reid has admitted that getting more people into the raiding scene is important, but priorities appear to be focused on getting more raid wings live first. “Could they be more accessible from a ‘finding 9 other players to play with’ side? Sure,” writes Reid. “That isn’t always an easy problem to solve, and any solution would detract away from the team making more raid content.”

On the subject of difficulty, Reid has stated that the fourth wing of the raid could use a bit of adjustment, particularly in the case of the Mursaat Overseer fight. Reid also mentioned that the next release is eyeballing Spirit Vale’s difficulty as a baseline for challenge level. “Some of that original difficulty and magic is hard to re-capture,” admits Reid. “You never forget your first raid boss kill.”

Our Thoughts

With Path of Fire’s imminent arrival already drawing in more returning players to Guild Wars 2, allowing more folks to play the raid content can’t be a bad thing. Then again, raids are also intended to be a challenge and it’s clear that difficulty is meant to be the way it is for this content. Where do you stand on this discussion?

Source: official forums

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The post Raids in Guild Wars 2 Will Not Get an Easier Difficulty appeared first on MMOGames.com.