Julio Matheo Gavilano



Hellfire Citadel has been out for some time now and I would like to give my first impressions on it. The first night I began progress on Hellfire Citadel we started in Heroic, as this was the difficulty my guild was clearing in Blackrock Foundry. After many failed attempts at Hellfire Assault we decided to go down to normal and were able to clear the first few bosses. We were stuck in a difficulty limbo, because the first few bosses in normal felt too easy but were too hard in heroic. As we kept progressing the difficulty did ramp up. I am guessing that with the item level scaling with drops the bosses are also intended to get harder. The fights are all very different and have very interesting mechanics. I really like Gorfiend for example, using deaths as a an integral part of the fight was interesting and made sense

With patch 6.2 coming out next week we are saying goodbye to progression through Blackrock Foundry. This tier had its good and bad moments and with this article I would like to examine Blackrock Foundry and its impact in the game. Blackrock Foundry has very mechanic heavy fights. This is good because it leads to more interestingly designed encounters. It is very hard to just brute force yourself through this raid and you have to learn fights in order to progress. At the start this was very fun but it got very tiring, specially when you are stuck on a specific fight. The final bosses of wings were taxing when doing progression. Blackrock Foundry is non linear and this has not been the case for raids for over an expansion. It was refreshing to have options as to which bosses to do. Each wing had a dose of easy and hard fights so

One of the biggest problems that we currently have in the game is how little dungeons are worth in your progression. People jump into LFR the second they have the item level for it and completely bypass the amazing dungeons that we have in Draenor.  Thankfully in Patch 6.2, this looks like it will change. With the introduction of Mythic dungeons (and to a certain degree Timewalking Dungeons) Blizzard is attempting to change this. Raids are the end game in WoW. They should give out the best gear and have important aspects of the lore attached to them. With LFR we even have a way to show these stories to a broader audience, but the problem right now is that in order to raid in an organized group you probably have to run LFR to get some  gear. With four different difficulties of raiding, this leads to higher burnout from


Raid Mechanics: Pugs

by Julio Matheo Gavilano on

Lately I have found myself doing various pugs in order to gear out my monk for Hellfire Citadel. I will be playing him as my main from now on but as my guild is progressing through the last few bosses of Blackrock Foundry I can’t take an under geared toon for that. Pugs in general have built up a bad reputation for having insane requirements, ninja looting and an overall tendency to fail. With the implementation of the group finder pugs have been more accessible than ever so now I will look at both the good and bad aspects of how pugs are currently in the game. (The group finder is an integral tool for pug groups) The Bad I found that a good portion of the players trying to run pugs are mostly looking to be carried through content they could never do. This leads them to ask for

Yesterday I began discussing the latest Dev Watercooler article here, specifically the changes to personal loot. Today I will cover the next two sections: secondary stats and the item level ramp. The section about secondary stats is very cryptic. It talks about how in the past specific loot would be more exciting because it might have been best in slot for your class and spec, and now with how loot works you generally just use whatever you get. Their response to this is making stat weights a bit more important towards your attuned stat. They are also panning on toying around with how the budget of stats on gear works, so that there are better pieces for the spec you are playing. First of all I think that improving attuned stats is a decent choice, but it leads to less diverse builds. For example I play Assassination and Combat rogue

The most recent Dev Watercooler discussed the problems with itemization and loot distribution that are currently in game, and how the changes coming in 6.2 will try to fix them. Gear has been all over the place this expansion, and raiders expected for it to be less of a hassle with how reforging and stats were removed, but it seems like they complicated themselves by oversimplifying things. The first thing they discuss is how personal loot has been inherently flawed to begin with. The moment people realized that personal loot was giving them less amounts of loot, most organized and pickup groups switched to group loot. There is also the fact that items can be distributed however you want, for example if in personal loot I get a piece that I don’t need but my friend does then we both end up loosing, but if we are using group loot and


Gruul is an interesting boss to look at. Back in Burning Crusade we met this ogre lord as Gruul the Dragon Slayer and he even had his lair as a raid instance. The alternate reality of Draenor was not good to him though and now he is a slave to the Iron Horde. As part of the torture he went through Gruul lost his hand and had it replaced by a hook. Mechanically this contributes to his ability Inferno Slice, which helps give contrast to how this alternate reality changed him. (Old School Gruul) Gruul is the closest to a Patchwerk fight we can find in BRF. The main mechanic that we have to be concerned about is Inferno Slice. This ability requires the tanks to position Gruul so that he hits stacked groups of players to split the damage. This ability also has a debuff that applies to all damaged players

 Since Mists of Pandaria came out Blizzard has moved away from specific legendary weapons to long quest based rewards that give everyone the chance to obtain a legendary item. One of the problems with this approach is how legendary items have stopped feeling legendary. Everyone had a cloak back in Mists and it simply became a raid requirement, it might as well been another epic. On the other hand having a quest that puts you on a journey, which rewards you a very powerful item, for the whole expansion is very cool. Now that we got a PTR for 6.2 we can start looking at the legendary rings that we will obtain next patch and their effects on raiding. Take into account that we are still in PTR and the rings we see now might change completely for when the patch goes live. The  DPS rings represent a huge cool down that increases your raid’s

I will start analyzing some of the specific fights from this tier and to begin we will look at everyone’s favorite goren: Oregorger. When you begin your journey through Blackrock Foundry Orgorger will be one of the first bosses you face. I personally have a love hate relationship with this venom spitting monstrosity. When Foundry was first released I was playing a Guardian Druid, while covering for my guilds main tank who was moving. Soaking the Acid Torrents as a bear sucks and me not being used to playing a tank made this fight more painful that what it should be. Now that I am back to being a melee DPS I enjoy the fight a lot more. Avoiding exploding shards and interrupting Blackrock Barrage requires some good coordination within the melee group. You want to stay apart from each other so the shards don’t hit multiple people but you also can’t be close

Recently I have leveled an alt with my significant other and we were trying to figure out what stuff we could do to gear up. In this conversation the topic of world bosses came up. I remember having done Tarlna the first week it came out but after that I did not see the point of doing them every week. This apathy for world bosses is something recent that is pretty much consistent with all the non raiding content this expansion. Back in Mists of Pandaria one of the things I enjoyed doing outside of my raid times was doing world bosses. I would find a group of random people and fly around the world killing bosses, it was not the most exciting of things, but it was simple content I looked forward on doing most weeks. One of the biggest differences between now and then is the quality of gear that

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