Wednesday, December 16, 2020

LFR Castle Nathria Wing One

 The first wing of LFR's Castle Nathria is pretty odd - as you actually go past the room with the real first boss of the raid (on Normal/Heroic/Mythic) and go through a side passage to fight what I believe would most likely be the second boss you face.

So, we have Huntsman Altimor, the Hungering Devourer, and Lady Inerva Darkvein (the latter being the one you faced in the Revendreth quests when you entered the Castle briefly.)

After watching some Fatboss.tv guides for the higher difficulties, I was relieved to find that LFR simplifies these fights significantly - only Altimor gave us any real trouble.

This was from a tank perspective, so my rundown might skew a bit that way.

Huntsman Altimor:

This boss has three gargons that come out to fight you sequentially - he gets a damage buff when the last is killed, so you'll want to try to make sure he's going down as you kill his dogs. Each gargon comes with its own mechanics, and these are actually the big ones to pay attention to.

The first gargon has a stacking bleed that will require, or at least encourage, a tank-swap. Kyrian tanks can, of course, clear this when the stacks get too high.

The second tank is the raid-wiper - the gargon will sever the soul of the tank tanking it and that soul will start to walk toward the boss. If it reaches the boss, the raid takes massive damage. The soul is friendly, though, so the way you deal with it is that healers need to top it off, which will cause it to disappear. For this phase, make sure to tank the boss away from the add (well, and the add away from the boss) to give healers time to do so.

The third will gain a stacking buff to its damage with each hit. However, by moving it, you can cause it to lose these stacks. But also however, each time it moves, it does damage to the raid. So you'll want to move it every few stacks but then generally let it sit still. This is made harder by all the aoe crap on the ground.

The boss himself will shoot at three random players, hitting anyone in his shots' paths. It's easier for people to move out of the way of it, which is indicated by an arrow over the target's head. Fatboss recommends having ranged on one side and melee on the other so that melee never has to look behind them to see if they're in the path of the projectile.

Hungering Devourer:

A bit closer to tank-and-spank on LFR, the main things to look out for are a big AOE that everyone including tanks needs to run away from. Random raid members will get debuffed, losing all healing, but also leeching health from nearby raid members, so for this, you'll want to stacks up. However, there's also a burst damage ability that causes everyone to do damage to people near them - the lower their health percentage, the bigger the aoe splash zone is, so you'll want to spread for that.

The boss will also sometimes do a big burst to anyone nearby, so everyone needs to run away (including tanks.)

There are also some line-attacks that radiate from the boss, hitting I believe one targeted raid member, so other should get out of the way for that.

Lady Inerva Darkvein:

This fight is way simpler on LFR than it seems to be on higher difficulties. Basically, there's a taunt-swap, and I believe you want to drop your debuff off far from the raid. Then, there are adds that you need to run up to to tank (even with threat, they'll spam a raid-wide aoe unless you get in melee with them).

There's also an ability that non-tanks will need to look out for, where you have these lines form between you and other raid members, and you want to make sure that the lines cross the red anima orbs to dispel them.

As usual, the first week of LFR for a new raid in a new expansion is pretty simple and easy, given that most people are running their mains through it. I'm hoping my guild can get back into gear so I can see this place on Normal, because so far, it's had some very cool boss mechanics. (Though, man, I've gotta say, WoW raid boss fights have gotten insanely complicated.)

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