Barrow Deeps, Hyjal Summit, and Onyxia’s Lair unlock in World of Warcraft: Forever on December 9. Learn where to find each level 60 raid, how many players you’ll need, and how to earn the Drakefire Amulet required to enter Onyxia’s Lair.
I think it also has sth to do with how fast raids launch. This way people won’t miss raid night just cause they haven’t been 60 long enough. If they include attunes starting next raid tier - i’ll be more than happy
Attunements basically are a failed TBC experiment.
Onyxia attunement is the only meaningful attunement in vanilla. MC and BWL attunement pretty much trivial and require zero dedicated effort. AQ20, AQ40, ZG do not require attunements. Naxx attunement is basically gold payment.
Only TBC introduced truly complicated intertwined attunements, but even those were relaxed in the later patches.
I could totally see them keeping vanilla attunements just for the sake of it, but not introducing any other ones.
That said, I, personally, love the idea of attunement where it fits the lore.
They mention that you need fire resistance for Onyxia. Maybe they reworked the encounter, who knows. In vanilla, our warlock often successfully tanked her when tank failed to establish a threat after landing.
Honestly I don’t like that boss. Its tactics is essentially impossible to execute properly and it’s always an uncontrollable mess at third phase.
So first phase is obvious, tank grabs the aggro, she does fire breath and tail swipe, so raid stays at the side and does not touch eggs.
Now second phase is interesting. When she flies, she throws fireballs targeting top threat player. When fireball hits, it does little aoe around that player and everyone affected resets their threat to zero. So first fireball will hit your MT most certainly and their threat is zero. They she’ll hit top DPS player and so on. Eventually she lands.
When she flies, ranged DPS continue to hit her, so they gain threat. She resets some of them with fireballs, but if your DPS is good, she doesn’t fly long enough. So when she lands, your MT has very little threat while range DPS players have a lot of threat. So at that point it’s a mess. MT can’t grab aggro, so she starts to kill range DPS players and sometimes she breath fire to the raid, which might lead to wipe.
There are few other abilities, but that’s it essentially.
And I don’t know a proper way to “tank” her, so it’s all under control. Probably here’s no way at all.
I look forward for all these raids but… raids which are not scaling? Not sure about that. It’s classic plus, it should contain scaling. getting together 20 people is hard enough, 40 is just way too much. The base raid number should be 10, some raids could scale between 10-20, and the other 10-40.
Edit: Rethinking it, 10-20 should be versatile, all of them. But keep the 40 man raids as it is, it really has a feel to them + it’s mostly just a 1 boss raid anyway.
But everything else should scale between 10, and 10-20.
My opinion is that raids should scale 8-12. That would be ideal for me. Small guilds of 10 players with the possibility of having up to two people missing the raid or up to two extra players to accomodate. Having larger scaling like 10-20 introduces too much balancing issues that Blizzard never addresses. But scaling from 8 to 12 in a not super-challenging content should not introduce huge issues.
Yes, I focused on parts which are impossible to handle properly. Fear trivially countered by fear ward on tank and whelps are trivially countered by melees who don’t have anything better to do anyway.
I dont like the idea of scaling raids. Getting 20/40 people to show up and work together is part of the work that goes into getting the good loot. In my opinion.