With scheduled maintenance in each region (earlier today in this region), we’ve made the following tuning adjustments to the Sepulcher of the First Ones Raid:
Anduin Wrynn
Blasphemy duration increased to 12 seconds in all difficulties.
Lost Soul duration increased to 40 seconds in all difficulties (was 35 seconds).
Wicked Star now targets one player at a time in Mythic difficulty.
Players are now invalid targets for Blasphemy for 20 seconds after the effects of Lost Soul expire (was 10 seconds).
Reduced the health of Grim Reflections by 15% in Mythic difficulty.
Rygelon
Rygelon’s health has been reduced by 5% in Mythic difficulty.
Collapsing Quasar Fields now last 8 seconds (was 6 seconds) in Mythic difficulty.
Dark Collapse damage has been reduced by 25% in Mythic difficulty.
Unstable Quasar radius reduced by 25%, and damage reduced by 20% in Mythic difficulty.
Cosmic Ejection damage-over-time reduced by 33% in Mythic difficulty.
The Jailer, Zovaal
Azerite Radiation increased Arcane damage is now 80% (was 100%) in Mythic difficulty.
Meteor Cleave damage decreased 10% in Mythic difficulty
Torment initial explosion damage decreased by 10% in all difficulties.
Shattering Blast damage over time decreased by 33% in Mythic difficulty.
Chain Breaker damage decreased by 10% in all difficulties.
Fully agree, at least not in heroic. Rygelon is not just difficult for casual guilds, but straight up frustrating because of the bombs. I get having something like a soak or not killing an add be one shot, but you shouldn’t have full wipes caused by a single person messing up in heroic.
The majority of the mechanics aren’t even a player death but an entire Raid wipe for 1 slip up. This is something you should never see on a Heroic fight unless the boss enrages and even that shouldn’t be a thing…
Yep, we’re a little over 100 pulls in on him as of this weekend.
This boss has a lot of very finicky, very annoying mechanics that all cause some flavor of a wipe if handled improperly.
For instance, if you mess up a Blasphemy (happens more often than you’d think) you not only blow up a minimum of two players as is, but you also force at least one other player to blow up and die. On Mythic, this also includes touching players who have neither debuff on top of touching a player with the opposite debuff.
Kingsmourne phases have very high damage taken per second and fewer healers to handle everything since the healers down there have to heal adds up while DPS players reposition and kill the little adds on top of the big add. The DPS requirements to do this become MUCH higher if one of the groups doesn’t have a Death Knight since Grips/Abom Limb are extremely powerful in these phases. But the players outside of Kingsmourne phases have to rotate some form of AoE CC to ensure that the players down there don’t get instakilled Gorefiend-style since they don’t get automatically pulled out after all adds die anymore. And they also have to kill the adds; not too slowly, or else the debuff times out and the players get killed instantly in Kingsmourne phases, but not too quickly, or else they don’t get to kill all of their adds (which causes a wipe in the Remnant phase since 95 Energy makes you take only 85% reduced damage instead of 90%). Those players also have to make sure Wicked Stars aren’t going through the adds you have to CC, or else they keep healing up and become CC immune, which means players downstairs die, which means adds downstairs don’t die, which means you wipe eventually.
And in P2 the Grim Reflection adds gain 200% increased cast speed for each add you kill, so they start rapid-firing their casts eventually and need precise interrupt rotations to be dealt with. If one cast goes off, this is a wipe. If a Wicked Star hits an add, a cast will go off. Blasphemy is now gone, but the add phases still need to be handled as before, except boss positioning will change a lot throughout this phase.
This was a ~200-300 pull boss pre-1st set of nerfs for most RWF-level guilds, is a 250-350 pull boss after the first set of nerfs for most current CE guilds, and is probably gonna be a 150 pull boss hereafter because of the magnitude of these nerfs. The vast majority of those nerfs will be within the first three minutes of the fight. There were over 700 guilds worldwide stuck on this boss as of yesterday.
And the most annoying part? You could get a fantastic, 9-minute pull that saw P3 and then wipe seven times to Blasphemy in P1 thereafter.
Raid is too dang long, start shucking some health outta this thing. Everything in SotFO drags on at least 25% too long for no apparent reason. Even a clean pull with all 80%+ DPS parses every single fight just drags and drags, especially the second half. Feels like half the bosses need a mid fight break where people can get up and move around for a few minutes. Every patch Blizz stray farther from sense, we need the content to move along or we’ll never stop losing raiders.