Wrath Retrospective: Raiding Naxxramas, Malygos and Sartharion

Raiding has been the generic end game for massively multiplayer online games for the past 10 years. Originally comprised of hard-to-kill, non-instanced world and dungeon bosses, end-game raiding tested players' coordination, skill, communication and tenacity. World of Warcraft pioneered the accessible raid -- instanced dungeons that guaranteed loot drops. Many people forget that guaranteed loot drops was a huge deal, right along with no failures during crafting.
Vanilla WoW raiding was an evolution on the EverQuest system, naturally, due to the prevalence of EverQuest players' not only designing and producing World of Warcraft but also their prevalence in the installed player base. Raiding had a language all its own. The first expansion to World of Warcraft: The Burning Crusade, attempted to stretch the bounds of raiding by scaling down player numbers and, at the same time, creating new and unique challenges in an attempt to make content more accessible. EverQuest routinely failed to make content accessible, and WoW was determined to turn the tides with the introduction of the 10-man raiding tier comprised of Karazhan and Zul'Aman. The popularity of 10-man raiding soared more than Blizzard could have ever imagined.
Wrath of the Lich King's raid game is both the last vestige of EverQuest-style end-game raiding and the ultimate experiment of Blizzard's vast raiding project, combining the successful raiding elements of both the original game and The Burning Crusade. Ten-man raiding proved so wildly successful that it was included in every raid instance in Wrath. Groups and guilds still yearned for the challenge and epic scale of larger-scaled encounters, so 25-man encounters stayed on strong.
This series of articles will look back on Wrath of the Lich King raiding from a casual to semi-hardcore viewpoint. During vanilla WoW and The Burning Crusade, I was doing the top content and raiding more than I would have liked to. Wrath brought about a sense of casual raiding that never felt hampered and, for the most part, did not feel second class to the more numbered 25-man raids.
Naxxramas, again
Matthew Rossi has already said everything that I could have possibly wanted to say about Naxxramas. He does a great job discussing the difficulties of tuning familiar content into a whole new experience that many people could not have believed would have been done with any kind of success. Naxx, however, was a success. Familiar fights' mechanics were tuned, changed, rethought and reborn into a fresh clone of the old-world necropolis. Patchwerk felt like Patchwerk. The Heigan Dance was just as I had remembered it. Noth still had my favorite voice emotes.
Starting off a more casual-friendly raiding expansion with old content was a risky move for Blizzard. While there was still the Eye of Eternity and Sartharion to keep players occupied, putting in reused content could have had a truly devastating effect on players who had already completed that content. The last thing hardcore raiders want to feel is that their accomplishments were practically worthless, and the ease of new Naxxramas for many hardcore guilds might have been a problem. Blizzard gambled, and the chance paid off. New players who had never stepped foot inside Naxxramas in either 10- or 25-man form, as well as the prominence of heroic dungeons, combined into enough content for a majority of players.
Loot was interesting in Naxxramas. Some players were excited to find old Naxxramas gear tiers recolored for amazing amounts of nostalgia and flair. Most players had never seen this gear. Other hardcore and more veteran players cried foul, as recolors of existing old armor sets are generally reviled. Calling the artists lazy, players wanted to know why new armor sets were not being created to pull raiders into a new expansion, as Naxxramas was the first raiding chapter in the new expansion. The general feeling, however, was that Naxx was reborn, a new experience with familiar elements that had the stamp of accessibility all over it. The saddest thing, I would imagine, for an artist is no one seeing your work. Again, Blizzard pulled it off, much like how the dungeon armors of The Burning Crusade matched old tier 1 and tier 2 graphics.
Naxxramas also introduced the raid quality meta-achievement, rewarding dedicated and skillful groups with the sadly short-lived Plagued Proto-drake or Black Proto-drake, depending on 10 or 25-player success. Glory of the Raider 10 and 25 were new ways for Blizzard to give special rewards to raiders looking for a heightened challenge out of raid fights. In order to make content more accessible, Blizzard had to turn down the difficulty on raid fights and make optional achievements for dealing with special conditions during these same raid fights. The result was, again, a resounding success. There were hiccups, however, and many considered some of these achievements too difficult, evidenced by the then terrifyingly difficult and dreaded The Immortal and The Undying.

The bottom line on Naxxramas was that these vanilla WoW fights were tried-and-true learning experiences for old and new players alike. Heigan taught raids how to move. Noth taught raids how to decurse. Patchwerk taught tanks about effective health and threat. Gluth taught raids about kiting and tank switching. Maexxna taught raids about the uncontrollable RNG that can plague even the best players. Thaddius taught raids about debuffs and spatial awareness. The Four Horsemen taught raids how to adapt to caster-type tanks. Sapphiron made even the warmest heart appreciate frost resistance. Kel'thuzad introduced the dreaded Void Zone. Naxxramas was the perfect learning experience and succeeded as the entry raid if only for the fact that each fight was another class in raiding 101.
The new Onyxias
Vanilla World of Warcraft had another darling raid that players truly connected with -- the trashless raid. Granted, Onyxia had a few trash pulls before her fight, but for the most part, the one-room, one-boss raid was hailed as a wonderful success by the original WoW population. This raid genre was expanded upon in The Burning Crusade with Gruul the Dragonkiller and Magtheridon, both light on trash and big on encounters.
Malygos
Wrath of the Lich King brought new life to the trashless encounter by incorporating the ease and accessibility of entering a raid instance with just one boss, and combining that experience with a very important experiment. Malygos and the Eye of Eternity was as straightforward as a fight can get, minus the pesky vehicle portion at the end. Making use of the new vehicle mechanics introduced in Wrath, Malygos destroyed the very ground you stood on, only to have the red dragonflight swoop in and save the day. Players had mixed reactions to the third stage of the Malygos fight, touting it as brilliant or mind-blowingly stupid, a nemesis for players who just could not understand the mechanics at play. Much like the then-and-still-reviled Oculus, dragon vehicles did not play nicely in the hands of many players.
Looking back on Eye of Eternity, one obscure fact seems clear -- this was the first raid built around dual specializations. Since the fight required only one tank, budding DPS could finally throw down their shields and Frost Presences and destroy a raid boss. The Malygos fight was, cleverly, a reason to have a dual spec. Tanks, especially, were finally freed from their tanking bonds and given another job without having to beg for it. Single tanks are few and far between in World of Warcraft, creating interesting opportunities and new found reasons to have competent dual specializations.
Malygos proved that a fast and frantic, trashless encounter was easily accomplished. Many other factors, including spark placement and hiding under magic bubbles, would decide if players had the smarts and the situational awareness to win the day.

Sartharion
Blizzard had been experimenting with ways to introduce rewards into World of Warcraft that were cosmetic and alluring, yet were not overpowered and game-breaking. First off, people loved achievements. Second, people loved cool, hard-to-find mounts, as evidenced by the Ashes of Al'ar and the multiple mount reputation grinds found in The Burning Crusade.
Sartharion was the first fight to introduce the concept of a hard mode proper -- a fight that could be tailored to the group's ability, skill and confidence. Sartharions three drake lieutenants stood guard over the twilight eggs in the Obsidian Sanctum. Leaving these drakes alive would increase Sartharion's power during the fight as well as create new challenges for players. While the Sartharion fight with no drakes was a simple tank and spank with movement and add elements, the drakes proved to create whole new situations and spark entirely new strategies. Sartharion was, I believe, the watershed raiding moment Blizzard yearned for. How could encounters be created that, while structurally similar, could be tuned for various difficulties set by the players? Hard mode was an instant success and a grave challenge for even the best guilds. Sartharion with three drakes pushed Naxxramas-geared guilds to their absolute limits, and only the most skilled were rewarded with better item level loot and the then-rare Reins of the Black Drake and Reins of the Twilight Drake.
Looking back on Sartharion, I see the beginnings of the tone of raiding for the rest of Wrath of the Lich King as well as a new direction that raiding could go. Hard mode was Blizzard's way of saying goodbye to the EverQuest model of raiding. In the old days, raiding was the hard mode. Getting people together to raid Molten Core was the limiting factor. The fights were difficult as well, sure, but coordination was the real triumph. Now, with dungeons and raids more accessible to a growing populace, Blizzard found a way to separate the wheat from the chaff and create two tiers of content within the same fights. Ulduar, what many people consider to be the height of World of Warcraft raiding, does just this and spectacularly at that.
In the next segment of Wrath Raiding Retrospective, we will discuss Ulduar and the advent of the new hard mode, and the gift basket of mistakes and oversights that was the Trial of the Crusader. Until then, be nostalgic!
Filed under: Analysis / Opinion, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Amnesiatic Jun 9th 2010 4:06PM
Rise, my soldiers! Rise, and fight once more!
Thundrcrackr Jun 9th 2010 4:08PM
I've never seen people hate a place like they hate EoE.
Cyanea Jun 9th 2010 4:25PM
Everytime Maly is the weakly, I cry a little bit, and then try to run it with at least five other people who know the vehicle mechanics because as much as I try to explain, nobody who's walking into Eye for the first time is going to survive phase three.
SunGod228 Jun 9th 2010 4:30PM
I actually had a lot of fun in that raid. Even now as a weekly with guildies is great.
However, I loathe PUGing this raid. ICC often is easier to PUG than EoE.
Hal Jun 9th 2010 4:46PM
Actually, my first time through EoE, I was one of the LAST ones alive. You know why?
When it was relevant, none of my guild attempts or pugs ever assembled long enough to make it happen; nobody wanted to run the thing, at least with people who didn't have the achievement.
So I watched the tankspot video. And I practiced the mechanics with the daily (Aces high!). Over. And over. And over.
You know what? The fight wasn't terrible. Most people just didn't want to expend the effort to make it so. As much as we might say we want new and interesting things in the game, I think only a portion of us actually mean it.
Finnicks Jun 9th 2010 6:20PM
Our server, Cenarion Circle, gets Malygos as the weekly often. 5 times was the last count, more than any other raid boss as weekly... The first time Malygos was our weekly, it was hell. It was a wipefest. It was pain. It was AGONY.
That was the second week of 3.3.
The third week? Malygos again. The server cried out in terror. But the pugs formed anyway, and strangely, the pain was just a little less.
Three weeks later (give or take), it was Malygos again. And again, the server was in uproar... but strangely... the Malygos pugs were going rather smoothly.
By the 4th time we got Malygos, no one really cared.
Why? Because nearly every person on the server has seen the fight now. Everyone's downed him, everyone's gotten used to the drake. When you pug Malygos on Cenarion Circle, you ask "Who knows how to fly their drake?" and are shocked if more than 1 person says "I don't."
So Malygos is easy on our server... and as a result you can't go out your front door without seeing a "Champion of the Frozen Wastes" anymore.
Claire Jun 9th 2010 7:15PM
I don't hate the fight itself -- I hate the way players' IQ's instantly drop by 50% as soon as they zone in.
relmatos Jun 10th 2010 7:58AM
I love EoE and I cant understand why people hate it.
However, it's true. people hate the raid and it's difficult to get a group for it nowadays.
(the only part that I dislike is that we have to kill a blue dragon. I love dragons, especially blue dragons)
Luneth Jun 9th 2010 4:25PM
"Looking back on Eye of Eternity, one obscure fact seems clear -- this was the first raid built around dual specializations."
I believe Dual Specs didn't come out until the middle of Ulduar
Dysmorphia Jun 9th 2010 4:30PM
Dual spec came at the same time as Ulduar.
Woot Jun 9th 2010 4:31PM
Introduced in patch 3.1.0, dual talent specialization is the ability to switch between two talent specs, glyph sets, and action bars on each level 40 character.
Iirdan Jun 9th 2010 6:04PM
I have a feeling he meant having two sets of gear to fill two roles rather than the actual, in-game feature.
Randomize Jun 9th 2010 7:12PM
Before patch 3.1, "Dual Spec" was having both dps and tank (or healing) gear, carrying around stacks of glyphs and having to visit your class trainer multiple times per week. It cost hundreds of gold, pissed you off if you made a mistake in your talent build, and was overall just a pain in the ass. Dual spec should have existed at least since the start of Wrath, if not even earlier. Pure classes might not care about whether or not they had a second build available, but for some raiders, the feature has saved literally tens, if not hundreds, of thousands of gold.
Sleutel Jun 10th 2010 12:39AM
@Randomize:
"Dual spec should have existed at least since the start of Wrath, if not even earlier."
It was technically slated to drop with 3.3 and/or Wrath launch, IIRC. I know I had a couple of Kara two-handers banked at the end of TBC for Titan's Grip awesomeness as soon as dual spec went live. But as the months dragged on and I leveled to 80, it became increasingly clear that we weren't going to be getting our dual specs anytime soon, and I got to the point where I had to vendor them to free up space, as the quest rewards and crafted items I had access to were already better.
SpaceGoatPriest Jun 9th 2010 4:29PM
I could never figure out why people hated EoE.
If you were DPS, you pressed 1, 1, 2. And if he "focused" on you, 4 (I think)
What is *really* funny is with a good group, you can burn Maly FASTER on "land" than on the drakes. It just goes to show the extreme amount of DPS difference from the beginning of Wrath to now.
SunGod228 Jun 9th 2010 4:32PM
Actually with gear scaling the drakes now, with good gear you don't even need to use the barrier when he's focused on you.
Dysmorphia Jun 9th 2010 4:43PM
"I could never figure out why people hated EoE."
It's the same reason why many players hate vehicle fights in general. You spend all your time learning how to play your class. You customize your User Interface, your keybindings, and your macros. You maximize your gearing for your class and role.
And then, suddenly, you are thrown into a vehicle and have to essentially play a different class, and none of your gear even scales (I realize that has changed but that's how the fight was originally). Suddenly you are no longer tree druid with awesome gear, perfect UI and tons of practice, but noob dragon-mage in a poorly visualized 3d environment.
If you were not a rogue or a feral druid, and you customized your unit frames, you probably didn't even have combo points visible.
Even now, with the vehicles playing better with custumized UIs and the dragons scaling with gear, I still dislike Malygos because of the poor way that the dragons "handle" and the general difficulty I have visualizing distances in a 3-d space with few referents.
Based on how much people still hate the fight, I think I am not alone.
I'm ground-based healy druid, not a flying mage, damnit.
Neuropox Jun 9th 2010 5:47PM
Dammit Jim, im a doctor not a pilot!
N-train Jun 9th 2010 8:15PM
I also don't see what the rage is all about when it comes to vehicles. I understand the "time and effort put into a rotation and UI, why make me change it" argument, but frankly the reason I don't play dps much anymore is rotations get tiring and the vehicle portion of fights tend to be small, only two fights in the entire game (Occ/FL) are completely vehicle fights. After I did my first demolisher quest in BT, I honestly couldn't wait for another one because I found them so much fun.
Now granted the new system, especially in those first couple patches, was pretty clunky and still is in no way perfect, but I actually found it a nice change over from the usual 1-2-3-3-4 rotation. I think if the system was a little smoother I don't think people would be as angry.
I found it enjoyable to have to wrestle with something new for a short amount of time, and, as was said above, it really wasn't a huge deal so long as you knew WTF-to-do before you got on.
Where people seemed to get frustrated in EoE is when they saw 5 new buttons and just started mashing them incomprehensibly hoping to win. I think Blizz should have given players a good 30-40 seconds before P3 began to wrestle with these new controls, before having to start dodging and mashing.
TL/DR- I think vehicle combat would have been less of a chore and more of a welcome spice to a fight had the system been a little smoother and the transitions a little less "omgwtf".
Pyromelter Jun 9th 2010 4:38PM
I'm pretty good with vehicles, including the drakes in Occulus. The EoE drakes are by far the hardest in the game to master, and this is in large part because you have to rely on everyone else for healing and tanking, and there is a lot of unavoidable damage. You also need to have a lot of coordinated movement with all 10/25 drakes to keep that damage to a minimum. The attacks Malygos does are also not readily seen or understood, even with boss mod timers and warnings. There is no vehicle fight in the game that is that punishing on individuals and on the whole group (this would include all battlegrounds with vehicles as well as Flame Leviathan +4 towers).
I believe that experiment was a failure, however, a failed experiment is not all bad, as you saw in the next tier with the Flame Leviathan encounter being a much improved (and much more fun) vehicle boss encounter.