B lizzard has attempted to cater to both the casual and the hardcore with the introduction of hard modes in their newest raid dungeon, Ulduar. I shouldn't say introduce, because the idea has been around since Ahn'Qiraj, and more recently in the form of Sartharion. I'm referring to the Bug Trio encounter of
Lord Kri, Princess Yauj, and Vem in the
Temple of Ahn'Qiraj, Blizzard's 3rd 40-player level 60 raid dungeon. The concept was simple: the loot you received depended on the order in which you killed the three mobs; more specifically, the last mob to die determined the drops your raid would receive. I would also like to note, the encounter was optional. This is important to know for later.
This was the first encounter in WoW where the raid had a direct influence on the loot it received. It's arguable whether this was the *first* hard mode; Blackwing Lair's Nefarian could grief a guild with his Red/Blue combination multiple weeks in a row. However painstaking, Nefarian is not the focus of this week's entry.
The AQ Bug Trio gave raid-leaders a choice: do you waste time on a harder mode of an early encounter? Do you skip this encounter altogether, being that it's optional? Or do you do the easy mode week after week, in favor of progression and faster clears? Many guilds simply did not attempt the Hard Mode for the Bug Trio. It was a major gear check for your raid as a whole, and pushed healing to higher levels then what had been previously seen.
If you know the mechanics of the Bug Trio encounter, you can skip this next wall of text. Basically, when you killed one of the three mobs the other two would eat the dead mob's corpse, and gain an additional effect depending on the mob you killed.
- If you killed Vem, the son, Kri and Yauj would gain Vengeance ( Attack speed increased by 150% - Physical damage increased by 100% ).
- If you killed Yauj, a small army of smaller bugs would spawn and your raid would have to cc and aoe of them down as fast as possible.
- If you killed Kri, he would drop a large cloud of poison under himself that ticked for 2000 nature damage every second.*
* This is important to note, because 2000 damage a second was well over 50% of any average raider's hp at the time. This means, if you were caught in the cloud, you were almost guaranteed to be dead within 2 or 3 seconds. This was especially deadly with a bad fear from Yauj.
Normal Abilities were:
- Kri: Frontal Cleave, Posion bolt volley (frontal damage, leaves a dot, cleanable).
- Yauj: AoE threat-dropping fear, heal (usable on the other two as well)
- Vem: Charge that knocked back the target back 40+ yards.
Even if you aren't familiar with the encounter, you can see what potential problems arise when dealing with all three bugs at once. If you didn't want to do the hardest mode, you would always kill Kri first. The enrage he and Yauj would enter upon Vem's death would wipe your raid very quickly if both Kri and Yauj received it. Not to mention the poison-bolt volley was a cleansing nightmare, even more so the longer he was left alive (we didn't have poison-cleansing totems). Yauj herself was quite the pain, with a fear that dropped all threat, and a heal that needed to be interrupted at all costs or it was surely a wipe.
The hard mode kill order would logically be Yauj -> Vem -> Kri (Kri dropped the best loot).
The "medium" mode was Kri -> Vem -> Yauj (not easy by any means).
The easy mode kill order was Kri -> Yauj -> Vem
Vem, being the weakest of the three, was a sort of tank and spank after his parents had been killed, putting the hardest part of the encounter towards the beginning and middle. With Kri and Yauj, the difficulty ramped up exponentially as the fight progressed making it so everyone needs to be on the ball for the entire duration of the encounter.
You might ask why I'm elaborating on this encounter in great detail. My motive is to enlighten the reader concerning hard modes and their effect on this game as a whole. The Bug Trio Hard Mode was a meticulously hard encounter to learn and succeed at. It was unforgiving and played heavily into RNG with fears, resists, and charges. Did the fact that this encounter had a hard mode ruin the instance for most people? No, I would say I'm 99.9% certain that no one was upset that this optional encounter had an optional hard mode.
The same can be said about Sartharion and his three drake brothers. This encounter ramped up in difficulty quite noticeably with each additional drake. Sarth-3D was a decent introductory encounter for what to expect from hard mode raids in Wrath of the Lich King.
I strongly believe that because Sartharion has his own instance, Blizzard had a far more successful implementation of a hard mode encounter then that of the bug trio. Sartharion is completely optional, and quite accessible given his various levels of difficulty. The raid does not have to progress through other, non-related bosses to get to Sartharion, which is great when you think about it.
For example, if your guild wanted to do XT-002 Deconstructor on Hard Mode, the raid-leader needs to decide whether or not to attempt him now, or later, because to progress through the rest of the instance, he needs to die, regardless of what mode the raid chooses to attempt. This means, if you do not have the raid composition for hard mode, but you do for bosses that follow him, the raid is stuck between a rock and a hard place whether or not to attempt his hard mode, or kill him normally, and continue progression. Needless to say, if he dies on normal, he is unable to be attempted on hard mode until the reset.
Hard Modes being optional on non-optional bosses, posses a unique predicament for progression guilds. At that point, you have to consider the options, and prioritize certain hard modes over others, not based solely on difficulty, but also on accessibility. Killing XT gives you access to an additional hard mode council (the Iron Council) and two relatively easy encounters (Kologarn and Auriaya), which give way to four more hard mode encounters, etc. Do you choose to attempt XT's hard mode, with a suboptimal group? Or do you kill him and clean up some easier bosses, and attempt other such hard modes?
We've chosen the later thus far, but that does not mean I don't want to try XT-002's Hard Mode. As a guild, we've prioritized progression in a way that gives us practice on a myriad of different archetype checks. To me, most of these hard modes are a healing check in the sense that, if you need more DPS, you bring less healers. A good example is Hodir ( four healers ), versus Freya ( eight healers ). If your healers can't keep as individual healing requirements increase, then you will lose to the hard enrage timers or wipes from attrition. We are trying not to limit ourselves to *just* DPS races or *just* healing checks; we want to be able to excel at both.
Tribute is currently attempting the Iron Council Hard Mode in Ulduar 25. We had some really good attempts the other day. At this point, healing is a bit more comfortable, although no where near perfect. The amount of increasing raid damage coupled with the amount of direct spike-damage on the tanks is unforgiving, and chain casting is a near necessity. This encounter is reminiscent of Brutallus in terms of healing spike, and maddeningly hectic in phase 3, similar to the Essence of Anger from the
Reliquary of Souls encounter in the Black Temple. The entire raid taking 5000 damage a second towards the end is quite hard to heal through effectively on top of the static shocks Steelbreaker throws at our three ranged soakers. This and our tanks taking some 40,000 damage swings from the big guy himself.
Overall the encounter is well tuned from a healing perspective, although I'm never the biggest fan of multi-mob fights. Sometimes they are implemented in a fantastic way ( The Bug Trio, The Twin Emperors, The Four Horsemen, High King Maulgar ), yet other times less then stellar ( The Illidari Council, Fathom-Lord Karathress, The Eredar Twins ). Either way, I'm satisfied with our progress so far in Ulduar. We won't be attempting
Heroic: Firefighter anytime soon, but I'm content with that. I'd rather not be done with content so soon ( after having to run that miserable redesign of the amazing Naxxramas for so many months ). That would just lead to boredom and burnout. Opposite of what you're thinking, I won't jump into a discussion about burnout, but that's a possible topic for next week.
If you've made it this far, thanks for reading; I'll try to ramble a bit less next time. I'm probably expected to rant and rave though, if you've ever had the pleasure? of playing with me it shouldn't be much a surprise.