Things really start to come together when you’re hitting phase two at the same point over and over. Your objective is to get the perfect pull and you give yourself the greatest odds of that happening when you can consistently have the same pull wipe after wipe. Three or four moonfires is better than two missed wraiths because you’re unsure of where you left on in you rotation.Īll in all I found this fight is mostly one of consistency. When I was playing boomkin this was the one thing that helped me the most early on. If you ever get lost in your rotations or have to relocate. This applies for both Boomkin and Restorations builds. So many runs were ruined early on because kruul’s puddle traps you behind a beam and you can’t get to an orb for breathing room.ĪLWAYS be casting. Having an open middle also makes dealing with the sweeping beams more manageable. This snowballs into a cleaner middle because kruul isn’t leaving puddles all over Velen’s healing orbs which makes it very easy to stampede in and get one if your in a tight spot. This one interaction gives you the ability to kite Kruul around the edge of the arena while still keeping horrors off of velen and onto you. This was crucial for me having a more consistent phase 2. Gift of Ysera will give you aggro on the horrors as they spawn. I’m not sure my no boomkin strategy could work otherwise. It was in my top three damaging abilities. Ravaged Seed pod does a lot of heavy lifting in this fight. The artifact weapon lets you double up on weapon enchants and oils and it all stacks. Kruul can be stunned so take advantage of that. Without boomkin this meant I could pick up Mighty Bash and Incarnation for the last phase which really helped me weather the storm and stall out Kruul. I’m not very good at boomkin and I found a slow and steady approach was more my speed. I swapped from balance and took restoration instead. All the guides are showing boomkin builds. I’ll list the bugs I encountered in a follow up at the bottom. Basically you need to treat the bugs like they are mechanics. Not only are you going to have to contend with the actual mechanics, but you need to learn what the bugs are and how to overcome them quickly. It’s best you just come to terms with that fact now. Okay some things that I learned which I wish I would have known from the start. Thanks for the opportunity but I really wish a lot more thought would have gone into this challenge. There are so many better ways this could have been implemented I’m sure. It often felt like I was running into some new buggy variable which is saying a lot considering I had like 150 pulls. 9 times out of 10 times whenever a run ended it didn’t feel like it was because I messed up. It is asinine to not have access to Sephuz, Luffa Wrappings, Rage of the Sleeper, or any of the other utility that the artifact provided. I’m not even confident I could do this with the base druid kit and no consumables. This challenge was infinitely harder than it was previously because we are missing so much utility from previous kits. Variss doesn’t consistently cast drain life when he’s supposed to, Horrors sometimes slide while they cast and stand still other times, Eye knock you back regardless if you’re facing them, and infernals just ignore roots sometimes, not resist IGNORE. I’ve finished the mage tower and got my bear form! I’d like to give other druids some of the tips I learned because I did things in an unconventional way it seems with a different build.
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