Endless - Kazzak

G'huun Mythic

AnT

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G'huun Mythic
« on: October 19, 2018, 05:22:30 PM »
1. Mythic Abilities
2. Strategy
3. Positioning
4. Weakauras
5. Angry Assignment

1. Mythic Abilities

Use kill video as reference: https://www.youtube.com/watch?v=3eeY6x-WiTU

Phase 1

Explosive Corruption
The largest difference with this ability is the pure quantity it comes in, with every cast 14 debuffs goes out in a staggered fashion but unlike heroic every player only shoots out 3 balls. If you get hit by a ball you will immediately fire 3 new ones on top of the 3 that goes out with the debuff you just got as well.

Spawn of G'huun
Whenever adds are killed during the boss they will spawn spawns of g'huuns, the amount depends on which mob is killed. Terror, dark young and blightspreaders gives 2 while the blight horrors in phase 2 gives 5. These mobs will fixate players and if they reach you they will infest you giving you a debuff and when removed you spawn 2 new ones so they duplicate every time they manage to infest. They can be slowed, stunned, pushed and rooted etc but they do gain speed over time.

Upper Platforms
There are quite a few changes regarding the orbs on mythic. First of all both sides are activate at the same time and the orbs needs to be deposited within 3 seconds of each other or it will get lost. There is also a beam that will start chasing you which one shots everyone it passes this is just a time check to make sure you aren't taking too long to run and deposit each orb. The last addition is Tendril of Corruption these are roots that moves around on each side and there are several of them. If you would fail to avoid them they will root you for 12 seconds as well as damage you throughout the duration.

Phase 2
First of all the beam can be activated 2 times on mythic unlike heroic where 1 is the max.

Bursting boils
These exist in both phase 2 and 3 and are well represented visually on all players screens they spawn in sets of 3 spread out the room and after a short period of time they explode leaving a dot on whoever the closest 2 players were no matter how faraway they are. The debuff lasts for 30 seconds and deals ticking damage and just like dark bargain in phase 1 getting 2 of these stacks will mind control you.

Horrors
First of all whenever they are killed they spawn a large radius circle around them with the same effects as the puddles left from explosive corruption meaning it deals damage to you and slows you. On top of that they will respawn after 40 seconds unless they get affected by the beam in which case they wont respawn and their puddle will be removed. They also spawn 5 spawns of g'huuns.

2. Strategy

Phase 1

Upper Platforms
We will rely on having 2 warlocks and at least 10 players of the following classes: Mages, Monks, Demon Hunters, Warlocks, Rogues. Warlocks will before every pull while the boss is respawned setup their personal circle at the deposit and a gateway just far enough from the orb pickup so that you can still walk to it after picking the orb up. Classes not mentioned will be used to pickup the orb use the gateway and then throw it to one of the classes mentioned and then immediately jump down. The classes mentioned will either take the same route as the ones previously mentioned or use abilities like transcendence to get to the orb transfer location if not they just use the gateway clear a few yards infront of them so they can be max ranged from the orb carrier once they receive the orb they will use blink/fel rush/roll/shadow step/demonic circle etc to make it their way to the end. It goes for everyone that roots has to be dodged as getting rooted is more or less a certain loss of a player as there is at best 1 more person up on the platform. Whenever you have reached the deposit you say ready on voice comms and await for another person to say ready then both players turn in their orbs. The laser chasing you should never be of concern as each side should only take a few seconds to complete and to summarize pick up orb -> gateway -> throw it -> 2nd person picks it up and uses their mobility to deposit their orb after both sides called ready. It is important to not do the last orb too fast in 3rd phase as the debuff from group 1 wont have dropped off when its their turn in 2nd phase. The way to get around this is to phase around 1:28 which is right after burrow happens if you interrupt last second on their casts. By doing this we dont get the 3rd set of explosive orbs and the 1st group will be able to drop their debuff just as they should pick them up.

Explosive Corruption
Just like heroic the dark young is moved over to the terrors and everyone that can wants to get a piece of the dark bargain immediately after everyone spreads out next to a wall surrounding the adds with melee being the closest and ranged further away dependent on each players range which puts druids the furthest back with healers spread in between groups of players. This is to place all the blighted ground at the least used areas of the room as well as have some of the orbs get neglected as they go in to the wall. Once the blightspreader spawns it is time to do the same spread but at the absolute opposite of the room, it is now allowed to also place stuff more towards the center of the room as this is close to the end of this phase and is the last set of orbs that goes out. Most important is always to no get hit by any orbs so that we do not get any additional pools even if that means that 1 pool is misplaced however when more than half are misplaced then that can be compared to the same as if 8 players got hit by balls as it's not as much about the amount of puddles but where they are placed to a reasonable extent.

Interrupts
The tanks will mainly deal with interrupting the blightspreader and the rest of the raid takes care of the terrors. The terrors deals damage every 3 seconds and their channel is 15s long ideally you want to interrupt just after a few seconds of the cast however if you are at any point uncertain if a tick has or is about to come out it is always better to just interrupt than not doing anything and doubting whether to do it or not.

Spawns
These will be kited throughout phase 1 for a higher chance of getting rid of your spawn you want to drag it close to adds being cleaved so they can affected by stuns, ring of piece, frost novas etc those who have good aoe and cleave damage should try and focus on also hitting as many g'huuns as possibles while others with small cleave range or ST focus should not. Towards the end when the beam comes up we will all stack up forcing all spawns come towards us which passively stacks them up, at this point it is very important that all the adds are on the same side of the room which is why we will be on the opposite side of where the blightspreader spawn but if you for some reason still have your spawn on the wrong side of us you should kite it around so it get in position. While we do this we will have a ring of peace to prevent any of the closer spawns to reach us while the further ones are still getting here it will be followed up with a mass grip and then stuns as well as new ring of pieces which should let us obliterate them considering how stacked they are after the mass grip.

Phase 2

Upper Platforms
While the beam is still going on players in the 4th group should make their way to put their orbs in right after phase 2 begins. The method to do this is the same as phase 1. The only difference is that players that are considered "slow" and are using the gateway will be gripped in to every even blood feast to get the max value of clearing stacks. The goals is to have 18 players cleared of their stacks on both the 2nd and the 4th blood feast. For the absolute last blood feast the players in the group to put in the last orb (group 4) will run upstairs right after the 3rd blood feast and get themselves safe from any further stacks so we will all enter last phase with 0 stacks as the rest of the raid team including the gateway players will be able to clear theirs in the 4th blood feast which happens when the 2 previous mentioned players are turning in the last orbs. Just like on heroic there will be a pause for the 3rd orb until we get our 2nd and 4th bloodfeast so we can clear stacks.

Bloodboils
I will mark all boils in real time following the pattern {star} = LEFT, {circle} = MIDDLE and {diamond} = RIGHT these locations are not relative to the room but to each bloodboil meaning wherever the most left boil is which might be in the middle of the room or even right side is going to be marked star. The circle one is the one in between 2 and diamond is the most right. After I have marked it is up to each and every person assigned as well as not assigned (backups + people who are not assigned for the next boil) to find their soak. I say players not assigned for the next boil because they appear faster than 30s meaning you can only soak every 2nd at best but that is also unlikely considering players are doing orbs so it is only alright to help out to soak if you are not assigned in the next one as you are not really backing someone up if it means you are going to need backup yourself on the next one. The general positioning and bloodboil soaking is based of which side you deliver orbs on and if you are melee or ranged. The star will be dealt to those who are soaking left side and the diamond to those soaking right side unless you are melee then you are soaking orange whenever it is your turn. It is important to be vocal here a boil might spawn next to the tanks and they are more than welcome to call that they will soak it. The most important part in this phase is to not get more stacks than you are supposed to, soak the bloodboils and burn the horrors so if it means you can not attack the boss for sometime you have to be okay with that. These will also come with certain overlaps like waves and bloodfeast which emphasizes what I said about not being able to attack the boss and be ready to throw away some damage as a soak might be faraway and a wave is about to come it is important you maintain your position of being closest to the bloodboil before and after the waves. No matter the overlap priority is always to soak the bloodboil, it will depend from pull to pull if you can also manage to clear your stacks.

Blood feasts & Horror
Whenever a feast is about to come up and whether you are supposed to soak or not always be right behind the boss so it is easy for everyone to get their in time as well its the location with the shortest amount of distance to any given bloodboil given that the boss is in the center. The first and 3rd feasts are different in the way that only some people are going inside it will mainly be the players who are going to do orbs next and want their stacks gone but also players with less defense. On the first one 3 min cooldowns will be backup so it is important we all hold it and have it ready for the first add as it will have a ton of stacks and every single cast will need attention from the healers. Just like void echoes getting a 3rd cast is devastating so we are keeping it to 2 always. On the 3rd one 2min cds will be up again so we will only send a smaller team of players but at the same time we are stretching it as far as we can when it comes to clearing stacks so the number of players who can clear might increase over time. When the first and 3rd add is about to get killed the tanks will have to move it and the boss towards the wall behind them and make sure a good % of the puddle will spawn inside the wall and leave us with as much room as possible. We will also get 5 spawns of g'huun which we will mass grip and stun on to the boss and easily cleaving them down. The 2nd and 4th bloodfeast will not require as much attention as they wont spawn any puddles and since we are all stacked up we can drop a ring of piece and cleave these spawns down as well. The players dunking the last orb should run up right after the 3rd bloodfeast so they can enter the last phase with 0 stacks even if it means they have to AFK for quite some time.

Phase 3

Bloodboils
There is no longer a star, circle or diamond marker because for each 2 set of bloodboils we need 12 players and now that nobody is going for orbs that gives us plenty of enough players for everyone to take responsibility and soak whatever is close to them if they have the possibility to do it. If 3 players all decided to soak a single bloodboil then it is not as bad as 3 players wanting to soak an armageddon on KJ as only 2 players will get the debuff anyway but it is still fine to leave the bloodboil but only after it has been communicated since we can't read each others mind and we do not want everyone to leave it thinking the other people have control over it. You have been assigned to a part of the room but you might still need to ignore those restrictions of players are asking for help to soak bloodboils for example 2 could spawn in the same part of the room and either all 4 or 2 of the players in that area might have the debuff. The overlaps are also really frustrating towards the end especially the 4th and 5th. The 5th requires immunities to safely soak as the mushrooms will not yet have exploded at this point and it can be very hard to distinguish who is the closest player so it is better to immune next to it. On the 4th one it is not quite as bad as 1 set of the mushrooms will have exploded so distinctively position yourself towards the bloodboil marking that you want to the closest one to it.

Overlaps
Considering how often the waves comes the overlaps are inevitable already on the 3rd one you will have to pay a lot of attention and spread out as well as dodge the mushrooms. There will also be scenarios where you have to spread while turned around and dodging mushrooms. They can really come in all compositions so always be ready to act. When moving from the mushrooms make sure you return to your part of the room as when these overlaps happen with waves it is crucial we keep the spread meaning you can't just invade on someone else's part of the room.

3. Positioning

Phase 1
This is the idea for the explosive spreading everyone hugging the wall, give melee priority on the terrors while ranged are further away and can even attack the stand alone terrors if they are more ST focused. Terrors are represented by DPS icons, blightspreader and dark young by tank icons, X for melee, orange for healers and squares for ranged. Star marker is our position as we transition so we can very likely isolate all the spawns on the same side of us to help out with the mass grip.


Phase 2
During this phase we spread accordingly to our orb sides so players going for the left orbs are on the left side and those who go for the right orbs are on the right. The boss will be moved around a bit but generally it will be placed in the center except when tanks are going for a soak or a horror is about to be killed. Which means melee are also in the center but spread accordingly with their orb side as well of the boss. Just like on fetid give everyone space players might be in a rush to soak a bloodboil and it could very well be during a wave so communicate if anyone needs to get out of your way and call early if you need help or if you are going to help soak a bloodboil. We do have a weakaura shouting "Can't soak" if you already got the debuff to remove any confusion about seeing 2 players already at a bloodboil.

Transitioning P2 to P3
We will move the gateway from the upper platform down to a stacking point where we will run from one end to the other after the first indicator has shown up of where the collapse is going to happen then we bait the next collapse and use the gateway back after that we need to hold this position until the boss becomes active as there is 1 last collapse on the boss.

Phase 3
You have been assigned a 5th of the room that you share with 4 other players, melee have been separated and so has immunities.


4. Weakauras
Announcer: https://pastebin.com/kFa1YZN0
Orb Tracker: https://wago.io/SyO_zKadm/1
Wave Circle: https://wago.io/Byew-HL97/4
Fixate Tracker: https://wago.io/ry84Im3u7/18

5. Angry Assignment
This is one of biggest puzzles there are so many assignments and so few people are optimal for dealing with these assignments, you can use ours if you wish and swap names around but keep the order. Healers are spread, immunities are spread, ppl that go left are soaking most left same with the right side and melee are doing center soaks.

« Last Edit: November 02, 2018, 01:54:03 AM by AnT »
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