Details on Normal Painsmith Raznal

Edit two: Fight may have been stealth nerfed so the timings may be different.

Edit: Got the trick tonight.

One big (advanced) part of the fight is that the tank’s debuff (the hammer or whatever) does not go off at the same time relative to the bombs spawning each time. It is however predictable, and I believe it’s the same in each phase.

First set of bombs: If a bomb is killed by the time they reach the middle, the tank will easily be able to walk through to a far corner.

Second set of bombs: If a bomb is killed by the time they reach the middle, the tank with a speed boost can probably make it to the corner…enough.

Third set of bombs: Will go off about the time the bombs are spawning, not really possible to get them through in time. Either a teleport or an alternate strategy, where tank stands in the back (and in P3, either to the right or left) will be needed.

Personally I was teleporting every second set of bombs and then stood in the back on the third set.

As far as ilvl requirements I was taking people at a level I usually took for Heroic Denathrius…actually higher. I’d say the people I pugged were mostly at a 225 ilvl and I would typically do Denathrius with groups at 220. (i.e. Normal Painsmith has higher ilvl requirements than Denathrius, although he’s not nearly as complicated. Honestly the tanks just gotta figure out how the hammers go off.)

OH AND THE DBM TIMER FOR WHEN THE HAMMER HITS THE TANK IS LATE. Tank needs to be in the center of the square before DBM would indicate.

I also recommend having the tank not stand on the far corner tile, but in 3-4 tiles on phase 2 and maybe on the 2nd or 3rd row/column on phase 3. The raid has to know to stay in the center, but if the tank is in the far corner it takes too long for the spikes to clear and they can still be up when the next set of bombs come. (Platform is 13 squares so if the spikes have to do all 12 it does take a while.)

http s://www.youtube. com/watch?v=jT9sw9Ltzlo

We got to first intermission in 90 seconds and at that point, top dps was 7k, bottom dps was 3.7k, and median dps was 5k.

OP:
His difficulty is far in excess of the bosses before him.

2nd tank will be the one trying to get past the bombs with the debuff
We were doing chains go through the gap last and tank goes through first. Although I’m wondering if tank could just park at the final spot and everyone else could go through.
Melee are kinda sidelined when they get chains
We were killing the center bomb but actually I’m wondering if a bomb on an edge might be easier just because it can be picked out faster…tank would have to be fast though

In phase 2 and 3 I think it’s a good strategy to try and get over the spikes as soon as possible so that it’s dealt with by the time bombs come.

Venthyr teleport, Night fae teleport, warlock gate, blink, bunch of stuff works to get to the other side.

Hero P3

Breaking the bomb gets much harder with dps down, so attempts that look like kills can unravel at the end

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I too thought it was a crazy fight but it’s week 1 and the difficulty had to go up somewhere.

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Honestly, the previous bosses are a bit undertuned.

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Overtuned doesn’t really do it justice. The mechanics themselves ask a lot of the crowd of people its intended for. Walls overlapping with the ripple spikes and a decent amount of raid damage during the intermission dance is pretty devious for people using the default keybinds and UI.

It’s substantially more difficult than normal Sire, and even heroic SLG, which is just really weird. This boss is most likely the result of negligence and will almost certainly be nerfed a couple times.

I think the damage values are fine. It’s just too fast.

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I agree that the wall + ripple overlap is pretty wild for a normal/heroic fight. But it’s too late to change it much mechanically, so I assume the solution will be to just make things do less damage so if you get hit by the spikes a few times it doesn’t matter.

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So my biggest question after having slept on it is if having the tank go first through the wall or last through the wall is better, or if it makes any difference.

Assuming that we were doing a reasonable strategy and that my pug had more or less competent people http s://www.warcraftlogs. com/reports/dwQ7KcCARrkhyLZn

then the thing that I would say is that maybe if the animation that showed where the bombs were going to be lingered for another second, that might be appropriate for normal mode. Or even if the bombs on normal followed a pattern instead of being random.

Unless there is a visual cue or pattern which I just missed.

Wiped on this guy 25 times last night. This fight is legit. I am not complaining because it was also fun to try to master the mechanics.

We killed the first 5 bosses with at most a couple wipes on each, then we ran into the buzzsaw known as Painsmith Raznal.

I was a pug with a guild group so it was fairly organized and people listened. I think the biggest issue we were having was dpsing the rolling bombs quick enough for the tanks to get through and get to a corner.

To me (I only speak for me), this fight felt harder than some nathria heroic fights. I’m guessing it is one of the first to get some tuning.

Our average ilvl was probably 215ish.

All that being said, it was fun and a good challenge but more than I expected from normal.

From what we experienced, if you stay alive and do your job, the fight is easy. Unfortunately, people didn’t stay alive and do their job, so we wiped on him all night.

I think this is one of those fights where you need to have everybody alive going into the last phase so you can switch to the bombs and dps them down in time for the tank to get through.

Having said that, we found a few sploitz…

  • If you’re a tank and get the debuff, once the other tank taunts you can soul shape through the wall to safety without waiting for a bomb to be broken.
  • Same as above but BoP. Can walk right through the wall.
  • Same as above but Bubble (if you’re a pally tank).
  • Monk tanks can likely teleport through.
  • After you get hit by the hammer, the spikes come out aligned to the grid. You can save yourself some damage by standing dead centre on one of the cells.
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those are solid suggestions on getting by the wall for the tanks.

Absolutely. Attrition on this fight hurts and there are so many ways it can happen. That is why I think it will get a nerf to be honest. The cost of a mistake by any player is very high. Usually that price is paid in heroic and up.

Thanks for the info.

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this fight is impossible for me to survive. The spikes are too fast even before they speed up. I can’t locate the empty space fast enough and when there is no empty space I cannot walk across them. This fight needs a serious nerf. The chains and the ball mechanic are fine, but as it is I can’t even dps because of all the movement. Then the spikes speeding up is just ridiculous. My last wipe I had chains and was waiting to pass through balls when spikes came up in the only place I could be and slaughtered me… Bad rng I suppose but this fight has a lot of problems and nobody is going to blame the rng or the build they’ll just blame the player.

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yeah for a normal fight, this is kinda messed up yo. should at least be heroic

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Biggest thing we learned was for the intermissions you want to go in a sort of zig-zag pattern. Second biggest thing was to make people with chains realize they can’t take warlock gates if they’re being teleported through anyone else.

Stay near the front third of the platform. When a spike row goes past, run through and then start strafing across while running backwards, you’re basically following the path of the last spike wave. This gives you more time to hit the next hole, run forwards, and do it all over again. Once we had that down our slower classes stopped having problems with it.

Overall, fun fight for a normal fight.

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Getting used to the timing of the graphic is definitely not the easiest thing. You have to run INTO the spike after they’ve spawned and they’ll despawn as you step onto them.

It’s not that the mechanic is too fast, it’s that half of the “Safe” time looks dangerous because the spikes are still up. Once you see the spikes in the square next to you, you can start moving.

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Actually that’s a good point that it’s probably safe way before it looks it.

But it does sound like a few people are trying to send the tank through on every set of bombs when that’s not possible.

IMO tank should walk through first set per phase, teleport through second set, and then third set the spikes are coming as the bombs spawn so they need to be in the back and off to the side and then go through last.

I just downed the boss 9 range 1 warrior and 1 DH much easier with all ranged

The main trick here is not get feared. I haven’t figured it out yet though. I haven’t seen why the whole raid was getting feared also, but we where. Any comments on why we where getting feared. This is normal so we shouldn’t have had traps. Also after a few wipes…20 sec wipes…The gate to this boss wouldn’t open anymore

Lol, our raid accidentally triggered this last night on our first pull. We’re pretty sure it’s tied to the achievement for the boss. There’s a lever on the wall near the room entrance that you do not want to click if you want to pull the fight normally. You’ll know if someone did because there will be cages sticking out of the lava.

Really the fight is probably fine as a pug-buster because every raid tier has it. By far my biggest gripe is that the melee range on the spiked balls is way too low. As a class who gets an innate speed boost as part of my main mechanic (Enrage), backpedaling is too fast and it’s hard to stay in range. I’ve never had such a tight positional requirement with stutter-stepping backwards. Pretty damn annoying.

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I can only speak to normal, but I believe the fight is definitely more difficult than it should be.

Some of the mechanical overlaps are simply too much for a normal fight, when you have to handle the balls, the spikes and the throw at the same time, all while there is fairly heavy damage going out at times. Probably the hardest part of the fight is some of the overlaps with the weapon throw, which is mechnically too punishing to fail given how difficult it is for normal.

I cannot imagine the fight does not see nerfs.

I expect either a fairly substantial damage reduction, maybe 10-25% on certain mechanics. Perhaps they could also slow down the spike speed and or the ball speed.

As it stands there are simply too many mechanics happening for a normal fight and they are too punishing.

So yeah, hopefully we’ll see some changes.

I feel like if anything gets nerfed overall it will be the Tank mechanic that AoEs the raid.

At least on heroic it was doing like 40-50% of peoples HP I think. The spikes in Normal/Heroic certainly hurt, but are more of an annoyance. They don’t outright kill you even after multiple impales, I went 1 intermission getting hit by 4 spikes and was fine (had to use a pot of course).

Normal has no traps so the healing requirement is noticeably lower. I think spikes shouldn’t be nerfed as most of the time I feel like they are mostly negligible, but are usually the tipping point due to other damage sources. Keep spikes as a punishing mechanic, but make it harder for 1 to be the difference in your death by reducing the tank AoE for all difficulties.

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I kinda hope they don’t nerf the fight to the ground because it is a very predictable encounter (once people understand how the hammers go out at different times relative to bombs) and I also think that when we’re sitting at 250 ilvls it’ll just be an uber joke, but I still think it’d be appropriate on normal if there was another second of visual cues to see where the bombs were coming from.

The fight also brings up questions of who is normal mode for? IMO a group of keystone masters should be able to get through Normal mode on the first week (assuming they raid play 10-12 hours) but right now if a pug of KSMs tried to do SoD I think it’d take them roughly 20-25 hours.