People mad because now that this is the new strat, they didnt even get a chance to parse, next week, if WCL hasnt changed it, every guild who cares will run the zerg strat.
The only way it affects you is if you and/or your guild cares about parses, and you just wasted a boss kill without even being in the running, but this literally only affects this weeks lockouts.
In vanilla it would be like showing up with every worldbuff except DMF during DMF week, it just means outside of great RNG, you are prob 10% behind your peers in DPS for that run.
Except it isnât. The gate opening AND loot are tied to Maulgar. You can run out and reset the encounter after heâs dead and the gate remains open. You can proceed without touching the others.
The loot can stay on Maulgar but gate opening trigger needs changed to require all of them dead before opening.
I dont care about a swapped kill order, as long as the raid has to kill all the mobs, its just a WCL logging error, if the fight can be reset after killing one mob in the fight, blizz needs to fix it.
It sounded like you got the loot dropped while the fight was ongoing, reseting a fight before its finished and keeping the gear is an exploit that needs to be fixed like the chess event loot bug, or the season 2 arena items being in game.
We donât need to imagine since thatâs not what happens. The 4HM chest only spawns when all of them die. Fathom-Lord in SSC goes nigh berserk if he gets too low while any of his adds are alive. The Illidari Council shares health, like Twin Emperors. High Priest Thekal has a P1 and P2 and only P2 drops any loot.
Unlike these other council fights, Maulgar is the only one with loot and the only one that matters. Thereâs no built-in anti-zerg mechanic in this fight. High King doesnât rip everyone to shreds if he dies early. The other council members donât even react. It is literally no different than zerging Gluth and straight up ignoring his adds to kill him before the relevant mechanics occur, as those adds despawn as well.
Which makes all of the council members akin to literally every other add on a boss fight that despawns after the boss dies.
Name a single raid boss encounter in the entire game, from Vanilla to Shadowlands, where a named mob that was at the beginning of the encounter was not required to kill in order to collect loot or and/or progress towards the next encounter.
One. Find me a precedent for this being intentional behavior.
Note, NAMED. Not souped up trash. Not a summon. NAMED. You know, like a COUNCIL FIGHT Named. (I added this because I knew youâd try for Golemagg first. Funny thing, even he doesnât work since the Ragers die when he does.)
Go ahead, find me a precedent. Named mob, death not tied to primary boss in the encounter, that can be left alive by resetting the fight and still allow you to collect loot and progress beyond it. Raid boss.
Naw, you can go kick rocks since you are now requiring a new standard after you ranted in confidence that no one could refute you.
Moroesâ adds have no ties to him specifically other than respawning if the group wipes and Moroes himself is still alive. No reason to think heâs unlootable if his adds are alive and thereâs no reason to think the flag is associated with anything else other than his death.
Donât be mad I beat your silliness so quickly and try this âSHOW ME VIDEO EVIDENCEâ nonsense. Save that tactic for the angsty teenagers who just found Nietzsche when they argue with adults about politics and theology.
Not gonna lie, thatâs actually genuinely cool that you can burn High King down off the bat to win. I dunno why people are getting into a hissy fit over this. High King isnât exactly the pinnacle of raiding difficulty. Itâs just a tank and spank with adds.
So, you canât prove it. Got it. You expected me to shy away just from you responding and not demand you back up your claim (which is all it was, a claim) with proof. Sorry buddy, I ainât the one to try that with.
Iâll open this up to ANYONE that wants to try. Find me a council fight similar to Maulgar that doesnât require killing all mobs in said encounter to progress (aka you kill the main, reset via death or zoning) and allows you to get loot. And no, just naming a fight isnât enough. You have to prove your example can meet the criteria, not just claim it can.
It isnât about a hissy fit, itâs about bypassing 75% of encounter mechanics by ZUGZUGing hard enough. If that was intentional then the other mobs in the encounter shouldnât even be there in the first place.
Said it before the easiest solution here is to just change the gate trigger to require all of them dead.
You can still zerg down Maulgar first if you want. Hell you can even zerg him down, loot him and then leave if you want. But if you want Gruul you gotta kill all of them.