WoW - Mogu'shan Vaults: part 1

WoW - Mogu'shan Vaults: part 1

Following the schedule established for the raids, I was able to access the first part of the Mogu'shan vaults last week via the raid tool (yes, unfortunately I am an occasional player by dint of writing!), Requesting a minimum of 460 equipment level. After being able to go back there last night and confirm my impressions, here are the details of this first part which takes about thirty minutes with a correct group. It may be that the strategies mentioned here only work with the "raid tool" mode, do not hesitate to send me your strategies for the normal or hard mode?



WoW - Mogu'shan Vaults: part 1 WoW - Mogu'shan Vaults: part 1


The mogu, proud of their supremacy, have stored numerous testimonies of their exploits in a large network of vaults. The construction of these vast halls predates the earliest writings of the pandaren, so much so that they remain shrouded in mystery. Rumors had it that they contained a powerful army and it was for this reason that the vaults were the first target of the ancient Pandaren rebellion. But since the Mogu Empire was overthrown, they have been sealed.

Here are the bosses accessible during this first part (3/6):

As you enter the vaults, rows of stone Quilens welcome reckless players. After about fifteen seconds of combat, one of these Quilen launches a protective frenzy that protects his companions from 90% of area damage. It is easily recognizable because it is much bigger and especially all red. Of course, you have to kill him first before finishing the other little ones.



 

The Stone Guard

The first line of defense against those foolish enough to enter the vaults is an impassive row of enchanted animal statues. Hard as granite and infallible in their vigilance, the statues of the Stone Guard form an impassable wall of fire, claws and fangs.

With the raid tool as well as in mode 10 (normal and heroic), there are only 3 guardians (compared to 4 in 25): amethyst, cobalt, jasper or jade.

The success of the combat depends on the good management by the tanks of the capacities of the guardians and their bar of energy. Indeed, when a guardian is near another guardian, it charges up with energy. If it reaches 100%, it throws an overload that deals heavy damage to the entire party. The tanks must therefore pass the guardians in order to maintain a correct level of energy.

At the same time, a guard tries to petrify the players, the advancement is represented by a bar which gradually fills up: if it reaches 100%, you are petrified (like the whole raid group), it's the wipe. . In order to avoid this, a guardian (and only one) must launch his overload (by optimizing the overloads as well as possible to avoid any risk of petrification and all unnecessary damage by a double overload).

DPS should focus on a Guardian near another Guardian. Indeed, when alone, a Guardian gains the Solid Stone buff which reduces damage taken by 90%. It is also preferable to focus on the guardian casting petrification because, in doing so, he reduces by 90% the damage suffered by his fellow guardians of his school of magic (amethyst = shadow, cobalt = arcana, jade = nature and jasper = fire).



In addition, each goalkeeper has a special technique that he launches throughout the fight, obviously depending on the guardians present:

  • Keeper of Amethyst : amethyst basin. The goalkeeper puts an area on the ground, very visible, under a player from whom it is necessary to get out and of course to avoid setting foot there.
  • Cobalt Guardian : cobalt mine. The Guardian targets a player and inflicts damage within 7m of his position after 3s. Of course, you have to move first to avoid the mine.
  • Jade Guardian : shards of jade. This technique deals damage to the entire party and is especially dangerous if combined with overload.
  • Jasper keeper : chains of jasper. It is advisable to move away for more than 15 seconds to break the chains (inflicting 20k points of damage / s or 300k points of damage in total).

So in summary: prevent the raid from being petrified by launching an overload at the right time and avoid all unnecessary damage.

Achievements

Man's Best Friend: Defeat the Stone Guard while all raid members are accompanied by a canine mascot

 

Once the guardians are dead, a mechanism is activated and the doors at the back of the room open. The exploration of the vault continues through stairs guarded by cursed mogu sculptures. These trashes do not present a great challenge, in a few packs, we arrive in the conquerors' gallery, facing the next boss.


 

Cursed feng

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Long ago, Feng Shri was the keeper of the Mogu'shan cellars. His task was to preserve the treasures buried in their dark rooms. After years of loyal service, he was caught flying in the reserves, though some say it was only a machinations of a jealous subordinate. To punish him, the mogu ruler cast a terrible curse on him. Since then, his mind wanders in the cellars, communing with the shadows of the heroes and mogu lords of the past.


This phantom-mogu has 318M of life points and welcomes us at the start of the fight with a sympathetic: "offer your souls, mortals! You are in hell". This boss has 3 phases and is based on the use he makes of 3 spirits, arranged on the edge of the combat zone. These spirits can be used by tanks to gain two additional abilities that will help them survive:

  • cancellation barrier that protects against offensive magic for 6s
  • inversion veil that imitates the effects of a technique launched against an ally

Throughout the 3 phases, although the spells change, the boss systematically casts a spell that inflicts damage over time. In order to avoid too much damage, it is important that the tanks swap the boss and that they use the cancellation barrier as soon as possible.

 

Fist spirit

It's the first spirit he uses, from around 65% tap, based on nature damage. During this phase, characters in contact must move away when he casts the epicenter, a violent earthquake that inflicts damage proportional to the distance at which you stand for 7s. There's no point in staying in touch anyway, the chance to hit is reduced by 75%. Finally, he uses searing fists, slamming the ground with his weapons and dealing cone damage in front of him.

 

Spear spirit

At around 65-35%, it siphons essence from a new spirit, now dealing fire damage. He puts a braising spark on a random player in the group who must hasten to move away because after 5s it explodes, igniting a bushfire. Tanks should be careful about this because if the boss goes through fire, he will tap into the flames and get soaring infusion charges, allowing his weapon to deal additional fire damage with each attack.

It is therefore important that the group position the bushfires away from the boss, in order to leave some leeway for the tanks.

 

Spirit of the Staff

From around 35% to death, it siphons the essence of a new spirit, now dealing Arcane damage. Its main spell, arcane velocity, inflicts damage for 8s in inverse proportion to the distance you are at (the opposite of the epicenter): you must therefore be close to the boss here to suffer the least damage. Randomly, it casts Arcane Resonance on a player in the raid who, by a boomerang effect, deals exponential damage to each new person it hits. With the raid tool, this ability doesn't do much damage, but in other difficulties, you should be vigilant and disperse very quickly as soon as the Arcane Velocity ends. Fortunately, the area of ​​effect is clearly visible:

Highlights

If you can do it, I can do it ... only better: defeat Feng the Cursed after copying each of the listed techniques: epicenter, searing fists, braising spark, arcane velocity, arcane resonance

 

Once Feng is dead, two Zandalari trolls appear from the gates. Our tanks rushed to meet them, I don't know if we can take the time to rest a bit after this confrontation, but we immediately followed suit! On the platform where we arrive, at the edge of the Emperor, trolls attack, on the ground but also from the air (distant friends, think about it!). These trolls are pyrotechnicians, so be careful of the explosives they place (thieves can defuse them):

As soon as the place is cleaned (including towards the door, on the left) the 3rd boss arrives.

 

 

Gara'jal the Mindbinder

This troll with 218M hit points is just as encouraging as his companions, yelling on his arrival "time to die has come now!". And in itself, he is not entirely wrong, summoning totems that allow to pass into the world of the dead for 30s (a special spell allows to leave it earlier) where there are spirits, possessing little life. (303k points of life) but rather annoying (we see them in the form of small masks in the world of the living): some DPS must go (2-3 with the raid tool, beyond it is a loss of DPS).

The tanks will be assigned 3 voodoo dolls (2 in 10) who will share all the damage suffered up to 60%, needless to say that the healers must take great care of these targets throughout the duration because it can quickly become mortal ! Players transformed into voodoo dolls cannot enter the spirit world (plan to do so if you designate leaders).

After 1 min of voodoo doll, the boss launches ban on the tank, sending it into the world of the dead (it is only at this moment that the 2nd tank takes over from the boss because the ban also cancels the voodoo dolls. ). The tank is faced with a disconnector (316k life points) that must be killed in less than 30s under penalty of losing the tank (all players in the world of the dead can help him) ...

For the last 20 percent, Gara'jal goes into a frenzy, gaining 25% melee haste and dealing 10% more damage. As he does not even summon totems during this phase, there is no need to ask any questions: focus on the troll in order to finish him as quickly as possible!

Highlights

This is what you are looking for: to successfully activate the Ancient Mogu Artifact.

 

And there you have it, if you are there thanks to the raid tool, the door remains closed and you have to go, unfortunately!

What did you think of this part? Did everything go well for your group in the vaults?



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