The analogy I’ve always used is that WoW Raiding is like a dance. Dodge this mechanic, soak this mechanic, spread, stack, burn, use defensives.
Every individual move of a dance is easy, it’s stringing them together without making a mistake that becomes the challenge.
Azshara in particular took this literally when she gave you commands in Mythic.
You’ve got:
Spread from other players.
Stack on other players.
Soak an Orb
Avoid Orbs.
Stand Still
Keep Moving.
You get two random decrees, the only limitation is that they can’t contradict each other.
So Keep Moving + Spread from other players is easy. You just gotta run around and not touch anyone.
Soak an Orb + Spread means you have to solo soak an Orb.
Stack + Avoid Orbs means you have to stand somewhere that isn’t an orb + is on another player.
And during all this, she spawns about 6 Orbs that HAVE to be soaked, else they’ll explode and kill everyone. If you fail to perform a decree, you’ll get one stack of a ticking DoT. Fail two and you get two stacks. These stack, so if you stand still when you’re supposed to be moving, then you can get 20+ stacks and die cause it’s unhealable.
So the end result is complete and utter chaos and it’s something that WoW had never seen before, even though it’s simply a combination of the 6 most basic mechanics in WoW.
I guess my point which I’d mostly forgotten about halfway through writing a mere fraction of the Azshara guide is, that just because we’ve seen mechanics before doesn’t mean they can’t be put into combinations that throw you into a loop.
The Devs who make raid fights are the video game equivalents of those people who can make literally 100 different and unique dishes out of Rice, Chicken and Beans.
I’m talking from a Mythic PoV. From a narrative PoV, I would argue that Yogg was a way better example of an Old God fight than N’zoth was, despite being 10 years older.
If you ever had to make a fight based on a Gnomish Tinker though, Mekkatorque was how you’d do it.
Mechanically though on Mythic the fight was incredibly solid. Tthe fight emphasized mechanics which couldn’t be cheesed with addons (easily at least) and positioning depending on what mechanic, or mechanics you had to deal with at any one time.
The only real interesting mechanic for M N’zoth was the overlap between Paranoia and the drag backwards, so you had to position you and your partner so you wouldn’t get dragged over the Neutrons (or Jimmies as our guild called them) and also so you wouldn’t drain sanity.
The Mythic only phase was SUPER disappointing as well.
Uu’nat was interesting, but Crucible as a raid was incredibly poorly timed. The only people I knew who even bothered with that raid were those who’d already finished BoD by the time it came out.
If Jaina is a 9.5, Azshara is a 9, G’huun is a 6.5 and N’zoth is a 6. Uu’nat gets a NA because I never devoted enough prog to him to form an opinion.
Man, could you imagine Mythic Carapace and N’zoth being combined into one fight.
That’d take like 20 minutes of non-stop combat. Brutal.