We’re clearing every week, but that fight is so annoying and kills momentum and interest in the raid. Knowing we’ll be doing this raid another 3 months - it’s the 1 fight every week that makes me consider quitting. I know it has killed other guilds. Please end the misery - or release the next raid.
The entire raid is being nerfed in 5.3
You get 6 more ilevels from upgrading, and a 600 ilevel cloak.
Assuming the PTR upgrades are correct we get huge stat gains that should make every encounter easier.
Ilvl 600 cloak - can be upgraded to 608 on the PTR currently
543 heroic tier, 549 heroic off pieces, 530 normal tier/shado-pan rep/oondasta loot, 536 normal off pieces and even celestial tier can be upgraded to 510.
For example, my lowest geared character is 532 and after upgrading everything on the PTR and obtaining the cloak it will be 544.
One competent paladin completely trivializes the encounter
Its one of the only interesting bosses
Theivery, are the upgrades costing VP or JP?
OP, apologies for off-topic!
They’re currently justice points.
To add to this if you already upgraded the non tier pieces from 535 to 541, then they’ve been automatically bumped up to 549. But if you had thunderforged gear you’ll still have to upgrade it.
Thank you!
If I never have to deal with the matter swap mechanic ever again, I would probably sleep better at night.
That mechanic makes me feel sick. Super disoriented and if it keeps happening to me, I develop a nasty headache and blurred vision.
It’s the only mechanic that I have come across from vanilla through MoP that does this to me.
the two biggest mechanics that are far over-tuned for the fight is the power up the little golems get when next to each other and the large golems ability that has that nasty splash pool that chases you.
I get that the power up with the little golems is to deter tanks from just grouping them all together but if even ONE gets lose it’s almost always a wipe. One shot, or equivalent mechanics, are NOT fun to deal with. It’s one thing if a mistake in a group makes the fight harder to recover but when one golem costs and entire fight it’s to much.
As for the chasing pools that spawn from the large golems: This compound upon the little golems because it’s not enough to just run away if targeted with the ability, you also have to hope you don’t cross paths with anyone else’s golem or accidentally run across or through someone else’s pool. Now this would not be as bad if it was low damage and just encouraged you to move but you get hit by 2-3 of those pools from full health and your dead.
Many fights in ToT have stuff like this where either an ability is over-tuned to the point of one-shot or where one mechanic can cause an entire wipe for 1 mistake. This becomes even more of an issue with 10 man (on some fights) because the loss of one person usually means you may lack the damage/healing to finish where as in 25 man you almost always plan for a few people to die and just push on through.
You shouldn’t ever activate the large golems. Large golems should never get any anima ever. This causes wipes and makes the fight significantly harder.
The “normal” strategy for heroic dark animus is to: have everyone assigned to a small golem, kill them SLOWLY into the massive golems specifically. When the massive golems have 36 energy (this happens after you kill 9 small golems next to them) you stop killing small golems entirely and focus down the boss. From here on you have the massive golem tanks call out for small golems to be killed to keep the massive golems full on energy for as long as possible because it slows down how quickly dark animus reaches full power.
If your group has 2 dps warriors (or 1 dps warrior and a bunch of really really good dps), the strategy for heroic dark animus is to have the 2 off tanks pick up massive golems and a couple small golems, some locks/hunters pick up a small golem each with their pets, and then have a healer use heal aggro to pull the majority of the small golems into a corner where your dps warrior presses mocking banner and die by the sword, and then as a raid you nuke down the small golems (with a paladin bop on the warrior when dbts is about to run out). You spend your 3 minute cd’s here to make this easier. Then, 3 minutes later into the fight of wailing on dark animus you lust with all your cd’s.
There’s also the speed kill strat with like 6 tanks and a bunch of good healers to have all your tanks grab 2-3 golems each and use the vengeance from it to dps race the boss.
so… i was really referring to just normal and commenting on two things that are real struggles for the “average” group/guild/pug.
Your reply though points to the bigger issue of just how complex a boss can be where you need to have specific classes and near-perfect coordination of golem management which then leads back to my point of just one loose golem almost always causing a wipe.
No one, not even me, is saying that a boss can’t be challenging or difficult but the question and concern is “HOW” that is constructed and balanced in the fight and to what extent. One shot or mechanics that if failed just once causing wipes as opposed to just making for a hard recovery is not good design for normal raiding and lets be clear I’m avoiding the heroic argument because sure there and mythic you can add the extra layers but normal should be more forgiving.
I mean… normal dark animus falls over in less than a minute once you fill the massive golems with the small ones. The only part of that fight that requires any effort is putting the small golems into the massives. You can actually spend 5 minutes doing this first part if that’s what it takes. I didn’t think it was worth discussing because he doesn’t do anything. You fill both massives with small golems and one tank grabs both and another tank takes the boss and then you lust and he dies… He only has like 300 million health.
I’d like to see nerfs to heroic dark animus, not sure how but something (maybe remove the aoe reduction on the small golems?). But normal? Can it really get any easier?
stop being the furthest away
they dont take damage from aoe, and only very niche aoe abilities like chain lightning work.
with a fully heroic geared group with tuesdays upgrades this boss is gonna fall over in 2 minutes.
Fastest kill is already sub 2 minutes for the whole fight lol.
I’m just saying they should probably do something for that first phase of the fight because it succcccckkkkksss.
yeah but that’s with class stacking right? bunch of mages?
Nah that was the group with 6 tanks lmao. They had all their tanks pick up 2-3 adds each and just dps raced animus with vengeance. Their MT I think had 3 golems and animus.
Can speak from experience, he was 100% vengeance capped. 3 golems hurts.
https://classic.warcraftlogs.com/reports/6FJGz1WacPdnY392?fight=41&type=damage-done
DA 25 is alright. 10m DA is hard & sucks unless you’re doing the zerg tank strat, and even then, it’s riskier but faster (assuming no bad RNG/executed properly).
Maybe just learn the zerg strat for fast kills ![]()