Matt’s Notebook: Another AotC in the Books!

It was a close one this week for both teams. Some big success with Last Call, while Death Jesters came up just slightly short.

  • Death Jesters recleared all of our farm in one day. We’ve essentially removed the front half of normal difficulty from the raid schedule. This week we’re dropping normal entirely and focusing on the remaining back portion of Heroic in order to allocate more time for Mythic progression. Our second day of raid was spent entirely on Stix Bunkjunker. I wasn’t in on this one, but I watched our team here. Some of the key differences are that the ads seem more numerous, and now there are pylons around the room that zap players. Scrapmasters have been upgraded to where they can inflict lethal damage. We’re still looking to add a strong Disc Priest to the team, along with both a ranged and melee DPS. Come apply!
  • Over at Last Call, we cleared two new progression bosses with Mug’zee and now Gallywix defeated. We spent all of day 2 on Gallywix. It was a bit of a rough start than I liked. There were some raid calling and positioning issues, but we were able to get that settled, and once we started grooving, the rest of it came together quite nicely, with the kill happening on the last pull of the night.
  • Our raid preparation needs work and it’s frustrating to me the calibre of questions I’m having to field when we’re inside the instance and at the boss. More on this topic another time.
  • The unfortunate side effect of the kill taking place at the end meant that no Mythic progress was made at all this week. We had to make a decision part way through the night. We were reaching a point where we had the option to continue with Gallywix or pivot to Mythic. I made the call to continue with Gallywix as I felt opening up the vault was more valuable in the long run as opposed to killing one boss in Mythic and not getting a mythic vault slot anyway since we hadn’t prepared anything for Cauldron of Carnage.
  • I’m starting to feel some fatigue. There’s a lot of decision-making that needs to be done in addition to a lot of preparation that needs to be handled during the week before the raid. I don’t feel as I’m getting the support and help I need at times either at the leadership level or the raider level. When I agreed to join the team in a leadership capacity, I agreed to take on the raid leading side with strategy, assignments, and cooldowns. I also agreed to manage the recruiting and outreach for potential players to join the team. But, I would not want any involvement in setting the weekly roster, managing trial feedback and evaluation, raid disciplinary action, or loot management (like loot council decisions). If asked, I can weigh in on those aspects, though I did not want to be in any decision-making or action-taking capacity. It’s starting to feel like those boundaries are beginning to get encroached and that the leadership team is reluctant or unwilling to take decisive action when it’s needed, so I have to do it in a few of the cases. I’ll have to continue to reaffirm boundaries or try to get some additional help somewhere. In the mean time, I’m looking to add a Warlock, a DPS Monk, and a Rogue. Feel free to apply to this team as well!

Matt’s Notebook: Undermine 3/9 Mythic (Week 2)

That was quite a surprise for us and completely unexpected. We entered this week with our goals being an AotC Heroic clear followed by Cauldron attempts. Let’s get into it, shall we?

  • First up with Death Jesters, we made a massive progression jump this past week. We were just short of getting Mug’zee down the previous week and with the first week of vaults and more set bonuses complete, we made another run at him again. After we made relatively quick work of Heroic Mug’zee (about four pulls), we stormed into Gallywix’s chambers and crushed him as well. We used 6 healers there, and it was an incredibly intensive healing encounter. It did feel cyclical towards the end. Once we got the moves down between going into melee to help soak and stepping back out to avoid large explosions, it became straightforward. With Gallywix down, we still had time left, and now, the real work was about to begin, and Mythic Undermine was looming. Vexie was picked apart quite handily, and I admit I could’ve done a better job trying to work with oils and dunking them. I was so focused in on healing (because we dropped down to 4 healers instead of our first week of 5) that I just didn’t bother trying for them. I caught an oil barrel at the end of the fight and I didn’t even notice it. We moved upwards to Cauldron of Carnage afterward. There were some learning pulls involved there and I had to work with one of our Evokers to help ferry me over to safety during intermission a few times so I could safely plant and fire out a quick Divine Hymn to keep players alive. Overall, it was a bit of a dirty kill with many of the team on the ground. With a little over an hour left, we moved on to Rik Reverb to try to get a few pulls in there and get accustomed to the positioning and placement of amplifiers. Went down to 3 healers here to try to push for the extra damage. The first few pulls went great, and Rik was dropped down to the 30% range early on. On our kill attempt, Rik had around 400 million left, and our raid leader made the call just to focus Rik down instead and ignore whatever adds and… it worked! Again, we limped into that kill with most of the raid down, but we did it. We end the week at 3/9 Mythic. We’ve got to temper our expectations, though, because I don’t know if we’ll able to make those kinds of gains again this week and get Stix to fall over like that either. We’re at the point now where we can safely take most of normal off of our raid schedule. A lockout was obtained for just the last 3 bosses. This will give us more time to work on the progression stuff.
  • That being said, there were some Mythic raid nerfs that were applied to both Stix and Sprocketmonger with this reset which might make it more accessible.
  • We experienced some serious roster setbacks this week with three members departing, which means we’ve got some major openings. There is an immediate priority need for a Disc Priest. After that, we’re looking to add a Balance Druid and some other melee class (perhaps a Death Knight or a Windwalker Monk) to help round out our DPS there. With five healers on the roster, it will be perilous, especially as summer is only a few short months away. If you’re interested, drop us an application!
  • Not to be entirely outdone, Last Call entered Mythic for the first time this season as well. We did some short work on Vexie, but we still couldn’t get over the wall that is Mug’zee. We came close, though, with around 20% left. I had some trouble deciding where to go because we entered the final hour of our raid, and we knew early on in the week that we could get through Mythic Vexie. The decision came down to either continuing shots on Mug’zee or pivoting over to Vexie and I felt we had a better chance of getting that one down.
  • For our Mug’zee attempts next week, I can do a better job of redrawing up our soak orders. We started with an even group 1 and group 2 split for rockets. In hindsight, I should’ve gone down the immunity strategy path instead which would’ve made it a little easier for us on that 3rd rocket overlap (with the 3rd said of jails).
  • My recruiting needs for Last Call continue to be for a Warlock, a Windwalker Monk, a Rogue, and some caster DPS (Balance Druid or another Mage). You can apply to that team here. We raid Sunday and Monday from 5 – 8 PM Pacific.
  • Blizzard introduced some dungeon nerfs and buffs! I managed to time a 10 Priory this week with the extended timer for that portal, but I’m sad I missed obtaining the Darkflame portal before they nerfed those timings. However, they also made changes to that Corridor Creeper with the dispel, which also makes it more manageable, and that’s a tradeoff I will take.

We’ll see what this week holds!

Matt’s Notebook: Liberating Undermine (Week 1)

What a solid start to the week with the new raid and everything that comes with it. Both of my teams took and hit the ground harder than most. I’ve some quick notes about our progression followed by other thoughts. Wasn’t an entirely smooth week though with some server hiccups earlier in the week, but it hasn’t affected our weekend teams.

  • Death Jesters exits the week at 1/8 Mythic and 6/8 Heroic. This was a strong opening start to our raid progression. There is so much damn trash in the instance that we resorted to using non-car mounts to get to each boss. We burned it all down real fast or died then resurrected with the trash resetting behind us. Our normal raid was cleared in 65 minutes from end to end. On heroic, we were able to push up to Mugzee before we simply ran out of time, but we also allotted some pulls for Mythic Vexie (which we felt was easier than Heroic Mugzee or Gallywix). They have since made some nerfs to Mugzee, so it should be substantially easier on this go around.
  • On the other side, Last Call had some new faces and a slightly larger roster (including a new tank). We cleared 5/8 Heroic and ended up short 3% for One Armed Bandit before enrage. So far, the team seems to be working well but it needs a bit more polish. I feel a little more alone here at the leadership level, and I wish I had some more help with CD planning and other raid assignments. I originally recruited an Aug Evoker, who switched to an Ele Shaman, before settling on a Shadow Priest. It was definitely irritating to start because they were recruited to do one thing, and it impacted my recruiting strategy with the class changes, but he’s performed well since then. Speaking of recruiting, I’m looking to add a Warlock, a Windwalker, and a Balance Druid to help the team. If you know any, send us some!
  • Illnesses did wash over the team slightly. One of our priests succumbed and could not raid on day one, which set us back, but I was able to pull a friend in to help heal and take over. I’m a bit annoyed about the at because I did insist that they rest earlier in the week and not stay up too late trying to do keys. We really need to coach players to take care of themselves or something. I can handle a few early days of missed keys, but grinding those keys at the cost of burning out of being able to raid is even worse in my mind.
  • I don’t have any clearcut favourite bosses yet in the new raid, as most of them seem pretty fun. Stix took a bit of time for our team to get though but once the trash balls were figured out, it made it much easier. I’ve prepared the Last Call team as best as possible with video clips of key mechanics and how to respond to them along with raid plans, but there’s still a lack of awareness or preparation of how to respond to certain things. Even so, most of the team did their homework ahead of time, which affected our progress in a good way.
  • The dungeon grind has been surprisingly much smoother. I timed my first 10+ key earlier this week. It feels nice early on to sit at the 6 to 8 key range and get Hero gear and gilded crests without having to fight to slam 8s to 10s.
  • The ilvl gap between top to bottom in Last Call is quite wide, and I’ve been trying to help people with their keys at the lower range (in 6s and 7s) and teaching through all the mechanics (both bosses and trash pulls). I want to set these guys up for success so they don’t have to be as reliant on me or the other dungeon veterans.

Yup, this is an exciting week.

The War Within Season 1: Raid Post Mortem (Last Call gets 7/8 Mythic)

It’s been a while since I last updated everyone on our progress. Over in Last Call, we succeeded in clearing Silken Court on Mythic. Each attempt was getting progressively cleaner, and before we knew it, we were pushing consistently into phase 3, and we were able to clear the stuns and dispels successfully.

When we got to Queen Ansurek, we spent some time working on phase 1. My own experience taught me that phase 1 would be the most challenging part to master and understand since in DJs it took us a few pulls to get through. Ultimately, when Blizzard announced the patch drop and raid release date, we had only begun getting over intermission and just starting work on platform phases. Based on the time remaining, we felt that we wouldn’t have time to challenge for a Race to World Last kill of Queen. I’m sad because with just a few more weeks, we would’ve had a real shot at getting CE in our first tier together as a team and I felt like I let them down. There was simply too much to overcome. We also ran into our share of roster issues and skill issues. Concepts weren’t being properly handled and abilities were just running over our team. Silly mistakes were happening repeatedly on pull 90 when it should’ve been second nature like avoiding those poison waves or web wraps. At the same time, the initial goal for the team was to claim 4/8 Mythic. Securing a 7/8 Mythic kill when we formed almost a month after the season began is in itself a feat.

And yet, I feel as if I didn’t do enough despite all the preparation and recruiting I tried to pour into the team, it wasn’t enough. I spent the past week on a massive recruiting binge and we were able to staff back up to 26 players. We still have room for a mage and some other range DPS. Our roster compliment is sitting at two tanks (with two additional tank backup players from other roles who can fill in), 6 healers, and assorted melee and range DPS. We did recruit another tank (a Demon Hunter) who was a referral, and this moves our current Death Knight tank to a DPS role. Normally, I’m not a fan of this because I don’t like walking into a complete brand new tier with an unknown variable (a trial tank, essentially), but since it’s a referral, we can roll with it. This also puts us at three total Demon hunters. Our healers are in an okay position, and we added a second Mistweaver Monk. This might be the first time in my personal history where any raid team I was in would feature two healing Monks, and I confess, I’m not quite sure how to best maximize them. Did I mention that I wanted more mages?

As we enter the first week of the patch, there are so many things at a leadership level that still need to be done.

  • End of Tier Survey
    • We wanted to get a raider sentiment of how the team felt overall. Were there any strengths they thought of as a whole? Any weaknesses? Is there anything the leadership could’ve done better or should improve on for the next season? These are all answers that will help govern the last bullet point. It’s a good way to take the temperature of the raid group.
  • Boss strategy raid threads
    • This includes videos, raid plans, and other material for the upcoming raid bosses.
  • Team Patch Notes
    • This would be a list of any policy changes or other significant moves that will affect the team going forward. For instance, we’re changing up from a one required key per week to at least four required keys to make sure that the team’s character progression is moving up. Some of your changes might be influenced by the results of the End of Tier Survey above.
  • Orientation
    • Ours is scheduled for next weekend. In our case, orientation is a giant Discord call and presentation where we go over some of the answers listed in the survey. We’ll follow it up with team patch notes and then reminders for what players are responsible for in the upcoming season (including getting their Wishlists and WoW Audits updated weekly). It’s also a good way to list any leadership or officer vacancies for responsibilities. I’d love to get a few more players involved with Loot Council, so we will have a slide on that and what it involves. Depending on the length of orientation, you can also include quick boss summaries for each encounter in terms of broad concepts. Deeper boss dives can be done later or in boss threads themselves.

I would recommend every raid team (at least, the ones with a foot in Mythic) to go through a similar exercise and audit for their teams.

With Death Jesters, we finished the tier and secured mounts for all of our regular raiders. We had a few trial players just start out with us and we weren’t able to help get them mounts. Because of the time remaining in the season, we felt it best to trial new players anywhere in the first six bosses. Due to the complexities of the last two, we shortened the bench to just our veteran players (plus, they still needed to get their mounts). This also had the added benefit of shortening our raid week to just one day. It was a nice relaxing reprieve heading into season 2 that was capped off with a week off from raid. This upcoming week with the new patch, we’re going to head back into raid again. Our suspicion is that some of the classes (or the raid itself) are going to be broken. Our recruiting is done and there are no more classes for us to add. We’re standing ready at this point and just waiting for the raid to open.

Enjoy patch week!

Thoughts on the Upcoming Raid Renown

With the next raid, Blizzard is building upon the finery buff that was added in the first season. Raiders would receive a gradually increasing buff over time as they worked their way through the raid, and this week is the final amount where it will cap at an 18% bonus. The Gallagio Loyalty Rewards club aims to build upon this with additional rewards and features while raid teams progress their way through the raid. There are 20 Renown tracks which means there will be at least 20 weeks of raid because you can only progress one Renown level per week. We can easily acquire Renown just by participating in the raid by defeating bosses or knocking out various Lieutenants throughout the raid. If you happen to fall behind, there are catchup mechanics where more reputation will be earned on kills until you get closer to parity.

The big prize that stands out is the return of the bullion currency (Puzzling Cartel Chip) which can be used for a player to redeem to a vendor for any weapon, trinket, or special item from the Undermine raid. Like what we had back in Season 4 of Dragonflight, these are items on their own upgrade track (a maximum of rank 14).

Unfortunately, the two Puzzling Cartel Chips drop at Renown 17 and Renown 19.

I would much rather see the Cartel Chip moved up earlier. For it to be released at week 17 and week 19 is fairly useless because it equates to being at a similar point to where we are right now in Nerub-ar Palace. Seriously, we would get new toys 4 months after the raid releases. I’d prefer to see one come out at week 12 (after 3 months) and the next one at week 16 (after 4 months). It gives us time to enjoy where it might impact progression, especially for any mid to late mythic progression teams.

In terms of other rewards, I would also advocate for another catalyst charge or two in some of the earlier Renown tracks just to help with gear flexibility and bad luck protection, especially for teams who are just unfortunate or who have a slightly imbalanced roster for tier sets.

It’s also odd to me that Enchanted Crests aren’t anywhere to be found in the reward track here, as they were offered in the other Renown reputation tracks outside of the raid. I would add consider adding an Enchanted Heroic Crest somewhere around Renown 10 and then an Enchanted Gilded Crest around Renown 14 just to further help players (and their alts) with crafting pieces as those will continue to maintain relevancy for alts and help out players who are behind on their gear (whether it’s due to playtime or as bad luck protection).

After testing the PTR the previous weekend when it was available for normal bosses, I appreciate the lobby area, which has all of the profession tables, vendors, and craft orders. I can see them coming in handy in the future and it’ll save raid groups time if they need to grab something.

Renown 18 comes with increased movement speed and an Auctioneer, but since we can mount around inside anyway, I feel like this particular reward isn’t as necessary. I suspect many raid teams will have at least one character with some kind of Brutosaur.

The Augment Rune vendor is a great touch, even if it comes in at Renown 14. It might be a potential money machine for those with an army of alts to simply pop in the raid, grab the rune from the dispenser, then resell it (assuming they’re tradeable, to begin with).

I like the innovation going on here with the Renown feature and can’t wait for it to go live in the next patch! But please consider changing the order of that Cartel Chip reward!