Manaforge Omega Raid Preview: First Look at the First 7 Bosses (PTR Testing)

Spoilers ahead on the new raid.

Patch 11.2 is almost here, and I got a chance to jump into the Manaforge raid on Normal difficulty during PTR testing this weekend with my new guild, Death Testers. We previewed 7 of the 8 bosses (Dimensius was not available for testing), and I’ve compiled my thoughts, early impressions, and videos for each. Use this as a scouting report as you prepare your raid team or just want a peek at what’s ahead.

1. Plexus Sentinel

Thoughts & Impressions:

  • Introductory level boss. We start off in a confined room without a lot of space to work with, and the raid will need to progress from chamber to chamber.
  • There are circles (with red player arrows above) that need to be taken to the outside. These drop a puddle that seemingly eventually despawns. I expect these to stay longer or even permanently in harder difficulties. Important: Don’t drop them by the entry wall.
  • Big group soak mechanic: Eradicating Salvo, we just grouped under the boss for it.
  • About 60 seconds in, Protocol: Purge starts with a knockback. Dodge giant bubbles and rotating lines before reaching a slowly moving wall that you’ll need to use your Reshii Wraps through using the Extra Action Button (seems to be an 8-yard blink, 8s cooldown).
  • Phase ends after blowing up the shield, then rinse and repeat.

2. Loom’ithar

Thoughts & Impressions:

  • Big fuzzy spider vibes.
  • Kill an add to break through a shrinking wall early in the fight. Place a marker or designate a spider right away.
  • Lots of dodging with circles and movement-heavy mechanics.
  • Frontal cone needs to be soaked, and you may need to split players into two groups.
  • At 30%, Loom’ithar becomes mobile. Movement and positioning become critical from here on based on how much of the room has been covered.

3. Soulbinder Naazindhri

Thoughts & Impressions:

  • Adds are locked in prisons, and you’ll need to aim beams to break them out. If the prisoners are not broken out in time, then the ads will eventually break out on their own. Encounter seems to be about ad management and deciding which ones to break out to defeat over the course of the fight.
  • Edge-of-platform fight: easy to get knocked off. No guard rails
  • Remember Kyveza lines? They’re back, but these orbs move slower.
  • You cannot use the prisons as cover, so plan knockbacks accordingly.

4. Forgeweaver Araz

Thoughts & Impressions:

  • More adds! You’ll be splitting your raid for soak mechanics that spawn enemies.
  • Collector Pylons emit orbs, and dodging becomes important here.
  • Random players spawn adds that should be spawned under the boss to cleave.
  • At 50%, we switch to a new phase focused on the pylons, before reverting again.
  • At 25%, a giant black hole pulls the raid while damage ramps up heavily. Use a Warlock gate near the back of the room to help stabilize movement or as an emergency to port back to the front and buy time.

5. The Soul Hunters (Optional Boss)

Thoughts & Impressions:

  • Fight against 3 Demon Hunters (cool design twist!)
  • You can skip this one, oddly enough.
  • DPS them evenly, or you’ll fall behind.
  • Each has its own toolkit and expect lots of individual responsibility.
  • Magic debuffs remove puddles, and dispelling the debuff jumps the effect to a nearby player. The afflicted player just needs to walk into a puddle to remove it.

6. Fractillus

Thoughts & Impressions:

  • Tetris-meets-WoW. Favorite fight of the test.
  • Arena is split into six zones. Players spawn walls by running to their zone.
  • Shortly after, another group breaks those walls by standing in front of them. We gave tanks their own zone.
  • The challenge is managing space. Poor wall coordination means it’s game over.
  • Fast, punchy encounter with lots of movement and communication required.

7. Nexus-King Salhadaar

Thoughts & Impressions:

  • Multi-phase fight, includes mounted phase with a dragon.
  • Reminiscent of Sarkareth—players start with debuffs and must cleanse them through mechanics.
  • Wraps are critical for jumping to side platforms to kill adds, then porting back.
  • Once the mount gets low, Salhadaar sacrifices it and gains HP back based on the mount’s remaining health.
  • Final phase: Meteor mechanics pull the raid toward them (again, Kyveza-style). You’ll need equal positioning to survive.

All in all, this looks like a fun raid to close out The War Within. Did end up playing Shadow and changed up specs a few times (you’ll notice I completely forgot about Void Form somewhere and I had to scramble to find it in my spellbook to rebind it — oops!)

Is it worth practicing Mythic tactics on Heroic?

This comes up every so often when we’re working on a Heroic boss for the first time, especially early on during a raid season. Some smartass in raid makes the suggestion that we should plan and implement Mythic mechanics for abilities that may not exist on Heroic because it’ll help prepare us for it later on when we get there.

Is it actually worth it?

From an efficiency standpoint, the answer is mostly no. As a team, our goal in Heroic is to progress quickly, secure the gear, and then move on to Mythic at a fast pace. While practicing Mythic mechanics during Heroic encounters might seem like a good way to prepare, the reality is that Heroic often doesn’t provide the right conditions (or challenge) to make that stuff meaningful in any way.

The Disconnect Between Heroic and Mythic

Heroic encounters are designed to be more forgiving. It’s true that there are some movement patterns or group assignments that can carry over to Mythic. Unfortunately, many key differences make Heroic an unreliable training ground:

  • Missing Mechanics: Some Mythic-only mechanics fundamentally change how a fight plays out. Practicing without them can create bad habits or a false sense of security. Rik Reverb is a great example of this with the Sound Cannon.
  • Lower Damage and Healing Requirements: Heroic fights often don’t demand the same level of execution. Players might handle mechanics sloppily in Heroic and assume they’ll be fine on Mythic, only to struggle when the margin for error disappears.
  • Different Raid Comp Needs: Mythic encounters frequently require different raid compositions or specific utility that isn’t necessary in Heroic, making the experience less applicable.

When Does It Make Sense to Practice Mythic Tactics on Heroic?

That’s not to say Heroic has no value in preparing for Mythic. There are some cases where it can be helpful:

  • Refining Group Assignments: If Mythic requires specific positioning or assigned roles (such as soakers or debuff management), setting up those habits in Heroic can make the transition smoother.
  • Movement Practice: While some Mythic mechanics don’t exist in Heroic, movement-heavy fights can still be useful for practicing dodging patterns or positioning awareness.
  • Building Team Coordination: Heroic can be a low-pressure environment to practice communication and callouts before stepping into Mythic intensity.

The Risk of Overthinking It

Forcing Mythic strategies into Heroic can sometimes cause more harm than good. It can lead to unnecessary confusion, overcomplicating fights that should be quick clears. Worse, it might make players underestimate Mythic mechanics, assuming they’ve “seen it before” when in reality, they haven’t experienced them at full intensity.

Heroic is a stepping stone, but it isn’t a perfect simulation of Mythic. The best approach is to use it wisely. Practice what makes sense, but don’t waste time trying to force every Mythic detail into a Heroic fight. Efficiency matters, and the best preparation for Mythic is getting there as quickly as possible with a strong, well-geared team ready to take on the real challenge.

Thok: Turning Panic into Reflex

We killed Thok.

Damn, that was a rough encounter. I had a feeling this week was going to be a good week. We set a guild record for day 1 kills by clearing from Immerseus to (and including) Malkorok on day 1. Fast forward to day 2, and Spoils ended up being Spoils that took a little longer than I expected due to some confusion on cooldown usage. In the end, we managed to get it down just after the first hour of the night.

And now, the Thok Block.

We haven’t squared off against an actual progression encounter with an appropriate group composition in months. In fact, our last progression kill on Spoils was mid-February! The past three months was spent recruiting, re-gearing, and re-training players. Even then, we had a few players from Open Raid in the group who had came in for us on Tuesday to help us out last night. This was arguably one of the strongest rosters we fielded in a long time. I’ll admit, it did pain me that I was unable to get everyone from the guild to participate on the attempts and the kill. It sucks when you have to rely on people outside in order to get the job done but for composition reasons, it had to happen. We ended up having to field 7 healers on this one (4 Priests, 1 Resto Druid, 2 Resto Shaman).

Something my raid likes to do when it gets to a completely new boss is panic. This is doubly true when you’re staring down a really large dinosaur. As the leader, my job is to try to settle them down and remind them to get back to their routes. Stop overthinking things. Simply react. In this case, I recognized that the troublesome part was the kite path. We’ve reviewed it several times during learning attempts. Despite that, my players were still losing their cool. Sometimes the dinosaur went the wrong way. Sometimes they’d panic and run one direction before doing a 180 and dashing down in the other. Deep down inside, I was freaking out too.

The best way to battle nervousness is simply more training and discipline.

We kept telling our players two things:

  1. Visualize your route.
  2. Think of your escape plan in case a rabid dinosaur or yeti comes charging down the middle.

No one wants to be the guy that completely derails a solid attempt. I wanted to turn kiting into a reflex. I wanted to “program” their reactions. For example, if Thok targets me second, I would run to the rear corner where the fire guy is. If Thok targets me fourth, I take the portal all the way down the hallway. I had to keep drilling it in attempt after attempt until it was firmly locked in their minds.

The actual cooldown planning stages took much longer. But we were spoiled due to the number of Priests and other available cooldowns. We were able to stretch the stacks to 24 before transitioning out to the kite phases. Our raid leader called the individual stack numbers, the rest of the team hit their cooldowns which corresponded to their assigned stack number. I need to look into an addon for this instead of a spreadsheet.

Our first attempt we took him above 50%. Second, below 50%. Third, below 20%. Fourth was at 4%. Last one resulted in the kill.

Siegecrafter Blackfuse is next. Anyone have any pointers? The hunters appear to be reluctant to do the whole disengage on to platforms thing.

We’re looking for healers to help us finish out Siege and going into Warlords of Draenor. Check us out!

Buy Zocor Online

[VIDEO] Immerseus on Flex Mode

I took the liberty of running the Flex Mode version of Immerseus over the weekend. Did manage to kill it within a few attempts. Our gear was scaled to 506 item level. Our group consisted of 10 players so we didn’t get a chance to check out the dynamic scaling in action. Players that are deep in the normal mode of Throne of Thunder shouldn’t have much difficulty with this boss. Check out the video and make note of the healing tips.

http://crescendodesign.com/wp-includes/js/tinymce/themes/advanced/img/new/zetia.html

Curse Lei Shen!

On Monday, we had multiple attempts where we were able to push him down to 2%.

Two percent!

But we couldn’t put him away. We simply suffered too much damage and he casted us aside like dolls. The team has gotten better collectively when it comes to the intermission phases. We’re ending the second main phase on an Overcharge and this is where it gets a little tricky for us. Lei Shen will hit the second intermission at 30%. I tend to call for players to split and head to their assigned corners at around 33%. Around this time, we’re going to get either an Overcharge (the donut) or the AoE balls.

  1. If I prepare for the Overcharge but call for the stack, we phase him too early and everyone won’t be in position on the other corners resulting in deaths.
  2. If I hold DPS to eat the Overcharge and then dispatch players to the corners, we run the risk of either Overcharge catching players and stunning them or we don’t have enough punch to force him to phase before the lightning balls come out. If lightning balls do come out while we’re spread out, we’d have to contend with them during the second intermission.

Last night, I blew two calls directly leading to wipes at that time. On one of those wipes, we were short two DPS (we would’ve been on track had them been alive). I’m debating handing the steering wheel to someone else instead because it’s taking me long to get it right. Wouldn’t be so bad if it’s a 10 man. It’s only 10 people that get pissed at you. The pressure is amplified in a 25 man though. I sure as hell don’t feel the most confident waltzing into the final phase. We’re going to try to have range loosely surrounding Lei Shen (not max range) and AoEing lightning balls as they come. I feel overloaded.

We need to crush this guy!

http://chiesadomestica.org/new/acomplia-no-prescription.html

http://meridian-group.com/mysql/pmd/styles/default/images/ppr/domperidone.html