ICC “battle fixes” from the mage perspective
Blizzard has some fixes for some encounters in Icecream Citadel for us. I always enjoy these specific fixes because it helps us understand how the game’s being played. If a DoT is lasting too long then we know there aren’t enough HoTs among common player encounter groups to counter them, and so on.
Anyway, on to the fixes:
In the Lord Marrowgar encounters, the boss will no longer reset threat after a bone storm and will now wait a small amount of time before attacking at the end of a bone storm.
This hasn’t really been all that much of a problem, I must say. Naturally I use Arcane Missiles during bone storm because it auto-tracks the target and turns me around as appropriate. Though I must point out that I’m usually busy running around during the storm so Arcane Missiles is only employed toward the end (where it’s most dangerous from a threat perspective) but even so I’ve never stolen from the tanks.
I can well imagine though that this is a stressor for the tanks so I’m glad their lives are a touch happier.
In the Deathbringer Saurfang encounters, the boss is now less likely to cast Blood Nova on targets affected by Mark of the Fallen Champion.
That’s good because if you get a lot of that going on then the encounter’s over. It’s not to the point of “it’s over no matter what you do” but it feels like that sometimes.
Speaking of performance: If you’re a mage then you’re on blood beast duty and getting those damnedable things down before you’re eaten is a particularly tense situation. I feel more stress killing Mr. Sour Fang than I do any other encounter in Icecream Citadel, for certain.
Not only is it important to not die, but if you fuck it up it’s immediately apparent to everyone else in the raid and it could cause a wipe. /stress
In both normal and heroic versions of the 10 player Rotface encounter, the mutated infection ability will not be cast as quickly while the fight progresses.
OK. One still has to pay close attention to everything that’s going on so I officially classify this as neither here nor there. It’ll make things easier, sure, but not that much easier.
In the 10- and 25-player heroic Festergut encounters, the malleable goo ability should no longer target pets.
Wow, I didn’t know it did.
In the Valithria Dreamwalker encounters, the duration of Emerald Vigor and Twisted Nightmares were slightly increased.
In the Sindragosa encounters, the duration of the instability debuff was slightly reduced.
I haven’t been in these encounters enough times to appreciate the impact of these changes, really.