Wednesday, October 8, 2014

Skyreach First Impressions

Yep, I broke my rule and ran a dungeon in Draenor before the launch. Actually, I also tried to run Bloodmaul Slag Mines, but my computer crashed before the final boss.

Skyreach is the last of the level-up dungeons in Draenor. Situated in northern Spires of Arak, Skyreach is the capital of the Adherents of Rukhmar, the elite class of Arrakoa who haven't been mutated by the blood of Sethe and are all-around jerks (they are the ones who cast others out into the blood.) They're obsessed with the sun, and with rebuilding the Apexis civilization from countless centuries earlier.

Skyreach is more or less designed for people level 98 and up, having already done quests in Spires of Arak. If you are level 98, you'll be able to do the first quest in the legendary chain here, giving you an awesome 640 epic ring that will be the foundation for the legendary ring. Unfortunately, while you can complete this first quest at 98, the ring requires level 100. Still, not bad! It means you'll be able to get a real head start on having a good ring at 100.

When you enter the dungeon, Reshad will give you a ride on the back of a Dread Raven who will take you to one of the spire platforms leading up to the central building. There's about four or five trash pulls here, though the only one I'd worry much about is the last, where there are some outcast-like Arrakoa who will enrage and do massive damage to the tank.

Ranjit, Master of the Four Winds:

I'm not sure if this is going to be more annoying for melee because the boss does these charges across the platform or for ranged because of all the movement required by players. Ranjit's major ability is that he will create wind-walls, which rotate slowly on the platform, dealing damage to anyone who stands in them. He will also occasionally do Four Winds, which will divide the platform into four segments with wind walls, which will slowly rotate around the center, requiring you to keep on your toes. This will get a little complicated thanks to the presence of the other wind walls, but as long as you're careful where you walk, you should be ok. I don't know if his charges do anything other than maybe damage anyone in the way.

After that, it's a short bit of trash to get into the central building, where you'll face Arkanath.

Arkanath:

This is one of the big, awesome looking Apexis constructs. Whenever you're in this room, even if you're still on trash, some players will be singled out with a big laser, and they'll have to move away from their allies or risk splashing some damage onto them. Arkanath hits pretty hard, but he'll hit harder if he's allowed to get empowered by the various light beams in the room. Blocking the beam will prevent him from getting power, but it will also do some damage. If you have a solid healer and tank, you might just have the tank do this, but otherwise you might want to trade out DPS on laser duty.

Following Arkanath, you'll head out of the building and onto a platform. There are a few simple packs here, and once you clear them out, Rukhran will appear.

Rukhran:

This guy's a big bird. Much like Rukhmar (who is a world boss,) Rukhran has a kind of fiery look to him. Rukhran mostly just melees the tank - doing a pierce armor move that stacks a debuff on the tank, but can be avoided through judicious use of active mitigation. DPS and heals will have a more complicated job. He'll periodically summon little sun-birds. These will start chasing DPS and deal a bunch of damage to them. You need to kill the birds. When they die, the birds will become ash piles. If another one dies near an existing ash pile, it will reignite it. Basically, kill the birds in different places so you don't get overwhelmed.

With Rukhran dead, you'll head upstairs and around a platform that has constant wind, trying to push you off. Obviously don't let it do so, or it's an instant-death (as far as I can tell.) Luckily, at least on normal, there's not much in the way of trash in this bit, so you shouldn't have too much trouble concentrating on your footing. You'll then head back into the central building and fight your way through some more Arrakoa and some constructs, including one giant construct right before the end boss who appears to work on a similar principle to the abominations in the new Scholomance, with many parts to kill.

High Sage Viryx:

The big bad of the Arrakoa, Viryx has three major abilities to bear in mind. DPS is going to have to avoid tunnel-visioning here. First, he'll summon adherents to pick up random players and drag them to the edge of the platform to drop them off. It's almost exactly like the Val'kyr in the Lich King fight, except that it's a semi-circle, rather than an almost-360 degrees circle. As such, you should tank Viryx as close as you can to the way you came in to give yourself plenty of time to deal with these guys. They can be snared (Chains of Ice worked on them,) though I don't know if they can be stunned. Secondly, he'll summon Apexis constructs that will channel a shield spell on him, drastically reducing his damage taken (or possibly just giving him immunity.) This spell can be interrupted, and the add can be killed, so do both. Finally, he'll summon Skyreach's giant laser to shoot down at a random party member. You'll want to kite this laser around, away from the party, as it leaves splotches of glowy danger. These splotches seem to go away eventually, but you'll want to be careful about them nonetheless.

Viryx drops the Pure Solium Band, which is the raw material that Khadgar will continue to upgrade in order to make your legendary ring. With him dead, Skyreach has been conquered.

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