My guild finally got AOTC

We downed queen last night, it was super sweaty.
Our raid lead managed to get the mount and earned it lol. Also had the ring drop but sadly i rolled low

How has everyones experience been in this raid?

For us normal was super easy oneshotting the majority of it,
For heroic we had trouble on bloodbound horror early in the season, and broodtwister. Silken court wasnt too terrible, but queen was rough.

My last AOTC was sark in DF and it seemed way easier, does that seem accurate?

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Congrats!
Queen certainly is one of the harder lass bosses in a while, P1 snowballs so badly if something goes wrong and we generally do it with a 30 man group.

I prefer bosses that are hard, but you can still sub optimally complete. Some of our craziest moments are having the tank solo a boss when its sub 1%. This one was just do it right or jump off.

My biggest issue was the lag and glitches, its pretty decent until you get 30 people in the mix.

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Oh yeah we had issues where people would randomly disconnect as soon as the fight started, it would rotate between players (including me twice on sepperate raid nights).

Our raid team was 2/4/12 last night, we usually run a small team.

Congrats!!

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Aberrus was a very easy tier all around but ansurek heroic was still week 1-able for mythic guilds which hadn’t been the case for raszageth jailer or sylvanas. The mechanical complexity of P1 was maybe a bit higher than some heroic end bosses but the DPS / hps tuning was fine.

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Congrats! I haven’t gotten there yet but I haven’t done much raiding in recent expacs.

It seems like a fun raid and it sounds like your group put in the work to see it done!

I would argue the flex scaling was the main culprit. With larger groups the area denial become excessive. The overlap where webs go out as everyone needs to collapse for the knockup was pretty toxic with 30 players.

Unfortunately it feels like permanent area denial and swirlies are their go-to difficulty switches this tier. Second to that it simply long distance travel. I don’t think there has been a tier with this many “journey” bosses. Next end boss will have 7 different platform swaps, a 3200 meter relay and will drop personally swirlies every time you cast a spell so t you aren’t allowed to make back to back casts.

Most normal and heroic bosses have felt one-shotable in the last few tiers. Brood Twister was definitely one of the hardest non-mythic non-final bosses in a while for our group.

Regarding heroic, Queen as been a substantial jump in difficulty from the last few final bosses. I think Fyrakk is second, but there is still a pretty big gab from Queen.

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I don’t know that I’d agree on either point honestly. We were I think 26 on our first ansurek kill and similar looking back at rasz and sylv. The difference is straight up the number tuning for each of those bosses. Ansurek didn’t really have a dps check whereas P1 Sylv required an extreme amount of damage from undergeared characters to get out before the 4th set of chains.

As for “Marathon” bosses, it’s really just Rashanan. Ansurek has the platforms but they’re largely inconsequential to the fight as a whole, and ovinax while it’s a big room there’s a lot of time between every mechanic or phase to position without losing damage as a caster, same with blood.

Sylvanas and Halondrus were both much more journey bosses than anything this tier.

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When we dropped from 30 to 15 players on our first kill, we downed it on the next pull after struggling to clear P1 consistently. There are a whole host of skill issues that contributed to that problem, but overall it was simply overcrowding that cost us lives and made the remaining fight a problem.

The number of poison puddles increases with each player, the number of threads originally scaled to a number that presumably caused enough deaths for Blizzard to reduce it, the number of roots trying to vie for positions close enough to melee increases with each player, making positioning more delicate in ways that often seem obvious but clearly elude a lot of players. More players in the first transition phase can make for more overlap damage and requires healers spread across the space evenly.

Forgive me for explaining things you already understand, but I think there are a lot of challenges that clearly conflict with flex scaling which lead to a false sense of difficulty that the average wow group isn’t well equipped to tackle.

I think the bosses becoming harder when you add more bodies is a design failure because it effectively reduces the number of available raid spots. It discourages you from brining more players and this game desperately needs less reasons to exclude people.

I understand that a consistent challenge is probably very difficult to achieve with a 20 player variability in raid sizes, but it’s clear there is room for improvement there.

They tried to sell BRD as 10-15 flex and nothing changed based on the number of bodies. Don’t know if that was a mistake or a total whiff but the whole raid has been a massive airball. So much potential that I would have enjoyed doing every week, but was essentially so unforgiving and unrewarding that practically nobody wants to go there. Talk about wasted development time. All that hard worked spoiled by some sort of sadistic tuning. For what? To provide a challenge to a fraction of a fraction of the player base? To protect the loot or the gearing process? Feels like a rotten case of misplaced priorities to me. One day fun will be the priority again.

Sorry for the rant.

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Yes I’m aware of the fight’s variable difficulty due to party scaling, my point was more that week 1 heroic boss kill potential tends to come down to tuning more than anything else. The fights where week 1 kills have been notably more scarce has been due to the boss simply having too much hp or doing too much damage. Case in point Razsageth and Sylvanas.

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I think my point was that groups that went in there with lots of members had a harder time and that probably lead to the impression that it was harder. For smaller groups the difficulty was probably much closer to other tiers.

It literally wasn’t numerical tuning as much as it was increased mechanical fallout leading to greater opportunities for failure when more players were involved.

I’m just conjecturing, not trying to reject your explanation. I just think tuning needs to include better size scaling considerations, erring on the side of easier with more players, in order to avoid these issues. It was literally night and day difference when we came back with 15 less players.

It does, certainly.

Yes but when this is the case progress focused guilds tend to slim down to secure the kill then offset that decision with more ilvl in the following weeks. Low total kills in week 1 is typically the result of tuning. Ansurek is a tough boss mechanically, and it scales up quite harshly with player numbers (Or did in the past) in terms of mechanical complexity, but in terms of how hard it was to kill the boss once everyone was doing things right it was within the realms of week 1 gearing.

Grats on your kill.

it’s not a hard fight once you get out of phase 1. It’s basically free if you survive the gauntlet.

Congratulations on AOTC!!

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My experience with H Ansurek is that phase 1 is the whole fight, once you get to P2 with everyone alive the kill is 3-5 pulls away.

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The gear gap in DF S2 was only 26 item levels compared to the 39 we have now, so the content was easier in regards to numbers.

My friends and family guild is still struggling to get through phase one - inconsistent arrival at transition, and then I suppose not enough gas in the tank for the barrier.

We similarly had a little more progression time than I would have thought on the second boss, and then Broodtwister also seemed to be a gear check for us.

I think my guild will end up needing a couple more zonewide raid buffs to get there. I don’t think Ansurek is harder than Raz was, maybe comparable.

Our guild has been a bit hobbled by gilded crests being somewhat less available in M+ for those of us who grind “extracurricularly” to get the raid across the line.

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Just gonna be pedantic and say that heroic Jailer wasn’t actually very hard

But he wasn’t actually available week 1 because of the weird split release schedule, and then in week 2 a lot of guilds didn’t have time to get there because the raid was long, or were stuck on Anduin which was actually hard, or had decided to do the first couple mythic bosses instead because Jailer’s loot sucked for most specs.

congrats on aotc!

i progged with a friend/casual raid and we got within striking distance. i missed our next raid night to do a date night with my wife, and they got the kill and haven’t gone back since. so if anyone here is doing weekly reclears and wants to bring somebody who knows the fight, lmk :slight_smile:

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