Friday, 18 September 2015

Mythic Gorefiend - Retribution Paladin

this is a very heavy mechanics boss which means your guild strategy is going to affect your playing style and you have to spec accordingly to suit the guild strategy.


Spec: Final Verdict vs Seraphim

as previously mentioned, the playing style for this boss totally depends on your guild strategy. for my guild, we assign 1 rogue, 1 warrior, 1 death knight to be the main soul killer and everybody else is supposed to go pure single-target spec. totally no cleaving, no aoe, just pure single-target. in this case, seraphim is the only choice for me.

of course if you are allowed to cleave dps the souls, final verdict will be a lot stronger.


DPS Priority

1) gorebound essence
most dangerous add. if they are not killed quickly, they will cast non-stop AOE and SLOW on the entire raid. healers won't be able to keep up with the aoe damage. and the constant movement reduction will cause more people to make mistakes or fail mechanics such as slow to clear shared fate, dying to crushing darkness, unable to place doom well at the desired location, gorebound construct chasing and explode on players, etc.

2) gorebound construct
kill the construct before it reach a player

3) gorebound spirit
heavy tank damage and debuffs, melee need to constantly interrupt this mob too.


Digest Phase

it is very important to bring all the constructs down to around 35% rather than killing some of them and allowing some of them to come outside with full hp. because 35% is the hp range where most classes can use their execute abilities, thus the players outside can efficiently kill the construct. another reason is construct walk faster than players so a very high hp construct will be extremely dangerous because they will eventually out-run and explode on the victim.

i always use 1 seraphim inside the digest phase, since the CD is always up and the extra damage for 15 seconds is very powerful too.


Spec: Speed of Light

speed of light is a very useful due to many mechanics that requires you to run about.

- stomach phase, running from mobs to mobs
- touch of doom, running to the destination on time
- shared fate, reaching the player faster to clear it earlier
- soul feast, soaking a soul and return back to dps asap

additional note: hand of sacrifice is also very important, keep it on your hotkey and use it when you need to deal with mechanics under the slow effect caused by essence.


Trinkets: Empty Drinking Horn & Vial of Convulsive Shadows

unending hunger may potentially be stronger than the vial but it hasn't drop for me yet.

discordant chorus would be great at cleaving the souls, but i'm not the appointed soul killer.

libram is also a very good choice but it is difficult to stack up 3 LOV right before the legendary ring during soul feast because we usually have 1 or 2 adds alive during soul feast. once we kill the last add, my guild will not waste any more time on soul feast and use the ring immediately so we can start dps the boss. there is no chance to stack up 3 LOV unless we tunnel the boss while everyone is killing the last add, which is very bad behaviour.

vial of convulsive shadows is my only choice left because of the problem i've with the libram and the 2 minutes CD is good enough to be available for each soul feast + legend ring sync.


AW Planning

1st AW = use after first touch of death
2nd AW + 1st Ring + 3rd AW = during 1st soul feast
4th AW + 2nd Ring + 5th AW = during 2nd soul feast
6th AW + 3rd Ring + 7th AW = during 3rd soul feast

soul feast is the best time when we can dps the boss in peace, very straight forward.

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