The unique part about Elisandes time-rewind wasn't that the fight reset, it's that she replicated the same abilities she had done in the previous rewind in the new one. It's like she rewinded time and the same things happened again. Mobs spawned on the same spot. The waves came at the same angle. The soaks appeared at the same spots. It repeated each rewind and added one new mechanic. It really felt like fighting a time mage. The reset at 10% is the least interesting part about her mechanics lol
One could say he chose correctly but for the wrong reason slowing down or speeding up yourself and mechanics applied to you was great. in addition to the layering of what happened in the phase(s) before happening again. didn't you also got all cds back? i loved that fight, much better than the green/red guy after her.
Argus the Unmaker Third phase. Dying was actually part of the fight, and in general, if you didn't die ever and did the mechanic during your death, you would be risking not having enough dps to end the fight
Fun, but not unique: Teron gorefiend in black temple would kill players and the killed players would come back as ghosts who were the only ones who could dps a certain type of add. The argus one was a much improved version though, as you had no control over which player died, they didn't resurrect, and you could basically by chance have two healers die in a row, making a wipe likely.
Yep. Most of mentioned are shit. 1 - Ulduar tanks! YOU KIDDIN? I SPENT 3 DAYS TEACHING MY WHOLE GILD, 2 STATICS, HOW TO DRIVE TANKS! People who never used it in PvP zones etc and were like "Duhh... How do I fire higher?" 2 - Yeah, the chess. Cause most people are retards who don't know the rules I had to use 2 pieces at once... 3 - Kel'Tas. You had to EQUIP a dropped weapon in order to kill it! 4 - Yogg saron! All that madness growing up, clearing, going through portals to an event! How dare you skip it??? 5 - Vampire queen. When you was forced to spread vampirism in order to not change sides and become hostile to your friends. You can't even imagine how many times I was left without victims and beat the shit out my own raid... (DK are worst Vampires cause they are literally unkillable). 6 - Sindragosa. It was ok, when whole raid hides behind "lucky one's", but for me it was "Haha, Antimagic shield, see me in top dps!" (I did 50% of all dmg this fight) 7 - Malygos. Flying platforms!!! Fuck yeah!!! 8 - A theatre in Kharazan. You had to do it right. Most "scenes" were unbeatable and you had to die untilvthe right one.
there were enough classes with passive execute abilities at that time. Retribution Paladins had a massivley reduces cd on Hammer of Judgement as their execute ability for example. The 3 smaller execute phases thus allowed these classes to align long dmg cooldown ablilites with each of the 3 execute phases.
Ah Hagara, the pick-pocket boss. Rogue's had to pick pocket an item from her for a legendary quest and if you used the Glyph of Disguise you could copy her appearance thus the Raid thought I had pulled the boss and scattered when I ran towards them. Fun times fun times. :D
Pre-nerf - Lady Vashj Tainted Core football toss. Multiple areas of dps players that needed to loot an item that roots them, tossing it up to another player then to another who deposited it into multiple pillars. During tier 5 progression the fight was pretty unique, challenging, annoying (despawning items / bugs)
One of my favorite things from Hellfire Citadel was the bird boss and they synced the music with his big boom ability. I thought it was amazing because it built great tension while waiting for his beam
Well. you lost the most important point on the Elisande fight (on mythic anyway): every mechanic happened at the exact same location and time in every pahse. meaning: you first pull her in p1y you get a big ground effect dealing quit a lot of damage. then you kick her in p2 and she jumps at you again, leaving another ground effect. meanwhile the effect from phase 1 spawnes, too. same in p3. same with her phase specific mechaniks. in p1 that is her orb mechanic. if you have 1 orb phase in p1 you get 1 orb phase in p2 and 1 in p3. if you have 2 you get 2 in both other phases. in p2 she cast beams at players. if you get 1/2/3 beams, you get the same amount in p3. it was quite a nice fight to do on mythic.
I dunno how you didn't mention the darkness intermission phase during Kil'Jaeden or the fact you had to use death as an actual resource for mechanics on the Argus fight as interesting mechanics. In my mind those are far more interesting than just. . . moving around the room to 4 quadrants or the boss healing back to full for a phase change.
I seriously thought Argus would be either 1 or 2. Its the first boss where being dead you can help your raid and on top of that you still can come back to life through that tree (limited charges ofcourse)
@@razien9941 I think he didn't choose either of them, because the list only had whole fight mechanics, aside from hagara. Or at least majority of the time mechanics (although, if you consider argus mythic, that's basically the whole fight, since the first two phases were rather easy, once people got used to not dying to black puddles or rage/fear)
@@hellboy19991 Thing is that the death realm part is after you done with phase 3 (constellar adds) in normal lfr and heroic and in phase 4 if you die you have to collect the orbs to charge the buff that every1 gets. In mythic its different cause once you complete phase 2 phase 3 is the completely different with new mechanics (there is no add phase) , I think argus deserved a place in that list cause we've never seen it before. Lich King doesn't kill you with that soul mechanic you are just transported into another realm
When you were talking about how #1 made an addon popular it reminded me of Malkorok in Siege of Orgrimmar. For those that don't know Malkorok would do a cone slam in three of six sections of the room you fought him in, the slams hurt but usually wouldn't kill you if you had high health. The thing is that some time after the slams he's do another ability that hit the same three areas the slam hit, but with no visual effect on the areas during cast time and this would almost certainly kill you if you got hit. There was an addon that tracked which sections had been slammed to help you in avoiding the follow-up. Malkorok had another thing where for most of the fight any healing done to someone would give an absorb shield instead of actually restoring their health. I think Hiru has mentioned that fight not being well suited for disc priests. Which I would imagine why it didn't make this list.
How about Bloodlord Mandokir? He actually had the ability to level off his kills, and there were also ghosts in the arena bringing the dead back to life
Hey Hiru! Awesome list, once again. I was expecting to see the beams from Mythic Archimonde on here, as that mechanic basically required an addon. Without knowing where everyone’s beams were going, you were sure to be killed by it. Also, on the Iskar fight, there was also the phantom add that would link 2 players together, and if anyone ran near a linked player that wasn’t their partner, the linked player would instantly die. Only the one holding the eye could see who they were linked to. (My guild never once successfully navigated that mechanic. We always burned the add before he could get the cast off haha)
G'hunn fight had a pretty unique mechanic too. Having mobile classes + sometimes a healer with you running with an orb , and how you needed to coordinate it between other players, because of the debuff
I would love to see a video for every raid in which you explain in 20 seconds the gimmicks of the bosses. (i.e. Iskar, you had to pass an eye, Xhul'orac: you painted the room with 2 colors etc)
You can say what you want about Cataclysm, but for me, it had the best raid (1st tier), the best dungeons and some of the best class specs in WoWs history. Yes, there was little endgame content, but twinking was amazing.
I dont know if i would classify this as a very interresting mechanic but getting that blue crystal as a healer on the Ultraxion fight in Dragon Soul just felt way too good
Kael’thas’ legendary phase Ultimate Frisbee with Vashj Netherspite beams Nefarian’s ability mimicking Thaddeus’ polarity (reused a lot) Blood Queen’s hunger debuff C’Thun - the first to send players somewhere else during the fight Spine of Deathwing’s burst phase
Elisande's time mechanics were such that everything that happened in Phase 1 would then happen exactly the same way in Phase 2...and then everything that happened in Phase 2 would happen exactly the same way in Phase 3. This is why you'd use Herolustwarp on the pull: to mitigate the amount of crap that would carry over to the rest of the encounter. Nighthold in general is one of the best raids ever. I think the Gorefiend fight in HFC was pretty awesome, too, with the "everyone can die a few times" mechanic to DPS in his belly.
Dude.. If Anzu had a mere add-on being done for the sole purpose of the fight.. Teron had an online bloody game made just to practice the damn mechanics!! Genius call on Teron! Well done!
Hellfire Citadel was so wild overall that I completely forgot Iskar having such a complex mechanic. Mostly remember the Archimonde lasers and setting up a giant dps ring bomb...
Alysrazor was one of the more interesting fights as a tank too. As a tank you had to kite and kill the big birds that spawned. The birds would hatch from an egg, and upon hatching fixate on the closest target (which should be the tank). The fixated target would do increased damage to the bird - so you were the only player in the raid who could do proper damage to it, and you had to kill it before the next egg hatched or the tornado phase began. The bird would occasionally enrage, which could be removed by feeding it a worm (i.e. kite it to the worm). This was the only way to remove the worms from the battlefield, who were particularly nasty during the tornado phase. But you couldn't just feed the worms to the bird immediately, because the worms were the only way to remove the bird's enrage.
Tomb of Sargeras had honestly 2 unique fights: Fallen Avatar with soaking the lanes and transitioning not with hp but with energy! Mistress Sazine with BUTTERFISH mechanic (was so awesome)
I have an idea for a new list. "Top Ten Unique Models in WoW". Now, alot of character models and riggings are reused over and over again in wow. Draenei are Mogu, Saberons are Worgen, Vulpera are Goblins, etc. Even for bosses, most of them are reused from other sources. Helya is old Kiljaden, Avatar of Sargeras is Firelands Ragnaros, Gorefiend is Therazane, etc. But sometimes, Blizz creates wholely unique models for characters, and NEVER reuses any of their assets for future bosses. Like the Lich King, Madness of Deathwing, Ghuun, the Brain of Yogg-Saron, Queen Azshara, etc. There are also some pets with unique models and rigging. And hell, I know of a really obscure one that alot of people forget about. In the Howling Fjord, at Scalawag Point, there's an NPC named Olga, the Scalawag Wench, who uses a unique human model, that seems to be from WoW's alpha, for some reason.
I loved Yogg-Saron's fight. Having to avoid looking at the boss at all to prevent sanity damage was cool, and being able to see important lore moments mid-fight that we would otherwise never get to see was awesome
HFC was my first raid in WoW and still my favorite. Iskar was FANTASTIC FUN!! I remember loving Kilrogg's fight, too and that one void entity that makes you balance fel vs void on the platform. There were so many quality fights in that raid, man
Lady Vashj had a similar item toss mechanic to Anzu. Killing them elementals to loot the core and then having to throw it to someone at the top of the stairs, and then I think them having to toss it to someone near the beacons you had to use the core on [or whatever they were exactly]. I loved for years afterwards when I would see people I knew did that progression with me, targetting them and hitting my special YOU HAVE THE CORE macro. While certainly less involved that a specific addon, the macro, reasonably so, a required macro for Lady Vashj raids in my guild. The core, of note, immobilized you completely, so while it wasn't exactly a 'hot potatoe', it was a super duper heavy potatoe!
Nefarian's class call mechanic was really cool and unique. I don't think I have seen anything like it since, but I havent done a lot of the recent raids. Vanilla raids!
I don't feel like Operator Thogar was a unique boss at all. I admit it was cool, but the trains were basically slow moving beams that sometimes spawned adds.
With so many bosses, I understand that some of them WILL get cucked, but there are definitely some that deserved to be in here above boss like Hagara, Elisande or Dreamwalker. Just citing bosses from Vanilla: > Viscidius' frost / physical damage requirements > Nef's class calls > Loatheb's Healing debuff / REQUIRING multiple consumes to survive Or some things that DEFINITELY are wholely unique but mostly make up the entire encounter and not just one mechanic: > Chess event in Karazhan > Vehicle combat in Ulduar Plus, Elisande would have deserved to be on the list if you gave her justice. On mythic, the time stop mechanic isn't just a glorified phase reset that lets you execute more, but it actually activated the echoes she left behind using her other spell, making each phase more hectic with the earlier-phase spells happening at the same time as they happened in the earlier phases.
People don't associate Razorgore with most of the upcoming bosses where you control stuff because there you control the boss itself, not adds. That didn't come up again until Socrethar in Hellfire Citadel.
I wanted to list some Brawler's Guild mechanics here too, but let's stick to raids: Sha of Pride Mythic pac-man, Malygos 3rd phase, Flame Leviathan, Karazhan chess, Brackenspore flamethrower, Spine of Deathwing, Atramedes sound, Tsulong (the boss health bar switch), ICC Gunship, Blood Queen Lana'thel, Nazgrim literally being a warrior npc, Tyrant Velhari 2nd phase, Paragons of the Klaxxi bonus abilities (and temporary titles), Lord Rhyolith, Primordius, Ji-Kun, Spoils of Pandaria
I remember alysrazor, I was always chosen to go up as an ele shaman simply because I was one of the few who could consistently do the aerial mechanics.
Adding to Elisande: the real special deal was, that she would repeat the casts she did in the phase before at the exact same time and place and art and if you got 2 times ring, youll get 2 rings in p2+p3, if you get 1 in p1, you only get 1 in p2+p3 etc. so it was half of she did all abilities all the time where they are added, it was she used them during the start, until it was done kinda hard to explain^^
Speaking of the Mekkatorque fight, one of the raiders in my guild is actually colorblind, and the fight gave us some trouble, but it made the victory a lot sweeter
What actually seems more interesting in the Elisande fight are the bubbles that either speed or slow the time flow of yours (as does Chromatic Anomaly), which you had to handle the debuffs by. Otherwise, I kinda agree altho 10 isn't enough to mention all those very interesting and unique bossfights in the game :D You should do a 2nd episode of this.
Not a raid but dungeon I remember with a unique mechanic was Murozond on the end of time, in which the room begins to fill with aoe damage until you reset time, the issue was you could only do it 5 times and if you couldn't do it on time it will wipe you.
I think Argus deserves a honorable mention. In the last phase where dying was a mechanic with the tree with limited resses, and even if dead for good you could still contribute to the fight by collecting orbs instead of just lying on the floor watching.
What about Lich King Heroic25? It has a phase that drags you into FROSTMOURNE, and you have to dodge spirits and let Terenas guide you. And this fight needed a shit ton of coordination trough Ville Spirits (which were soaked by Retri Palas with bubble) and the freezing platform that you had to step on and Arthas destroys it after. And just when you think you are done, HE KILLS EVERYONE, trying to make you a servant of the blade but Tirion breakes out of his icy prison, shatters the sword and releases all the cursed spirits who seek revange. Terenas gets out too, casting mass resurrect on all raid and then you are finally able to defeat the fallen prince who is been chocked by his daddy.
I really expected to see Blood Queen Lanathel from ICC. I remember that she's super hard in heroic that u must have many strong dps to become vampire to kill her. Else there will never be enough dps to kill her before berserk.
The guild I was in back in WoD HATED Iskar. I loved that fight as a hunter. I didnt like that they benched me on the first Mythic pull of Archimonde when I was their 3rd best dps and almost never screwed up mechanics. Especially since I was there for every other mythic kill.
Operator Thogar is my favorite raid fight in the entire damn game. Raiding it when it was current was the MOST fun I've ever had, and I wish I could go back in time to do it again.
I think you underplayed the time rewind aspect of the Elisande fight as it was an actual time rewind. On heroic and later her abilities echoed through time and she used the previous abilities she tried out to kill us at the exact time and place how it played out in the first or second time line. I think that really gave it a feeling that she really rewinded time for herself and tries something new.
trying to get the "nobody get hit by anything" achievement for alysrazor was literal agony for the guild I was in for firelands, I got that stupid mount though so worth it
Ooo yea especially as a hunter you could do every belt by disengaging off the pipe you would normally go in. That was a lot of fun. That whole raid was wild
Operator thogar on Mythic was epic tbh. they made 3 trains spawn each time instead of one which made the mechanic very difficult to avoid for certain classes. there was even a phase in the fight where you had to split the raid because two add trains would simeltaniously spawn in the center 2 rails. thought i should mention the mythic mechanic because it wasn't brought to light in the video. made the fight 10x more interesting
I liked the orb mechanic on G'Huun, it was fine coming up with ways for different classes to do it as efficiently as possible. It's too bad the rest of the fight didn't have any particularly interesting mechanics.
On valithria Dream Walker the portals were a very fun mechanic too. Having the healers run into the portals to pickup the debuff stacks so they could have enough healing to heal the boss. But my favorite part was going into the portals as a shadow priest, getting enough stacks to 1 shot every mob outside, and topping the dps meters despite only fighting adds for like 15% of the time. I remember accidentally killing myself with Shadow Word: Death... Good times.
Lady Vashj belongs on here. Originally you couldn't move at all when you picked up one of the orbs. You were also limited in how far you could throw them. Basically you had to make chains of players, each using the item to pass it to someone else in order to get it where you needed it, all the while dealing with the other mechanics.
Major domo in firelands was extremely unique at the time. Having to get a buff as a healer to keep up with the ever increasing health pool of the tank was the first time I felt challenged as a healer doing a mechanic.
If you want to be technical, the M.O.T.H.E.R fight in Uldir required communication on LFR, since having a full LFR group run through at once and having to deal with all the adds AND the boss would make the fight a pain. Yeah, it was mostly one way, between whoever decided to/got picked to be the raid leader and the rest of the raid, but it was still a boss before Mekkatorque that required communication.
I remember doing Mekkatorque with a colour blind guy. Poor dude was having really bad time in the robots … until I started calling the keybind number instead of a colour since they never changed. He never had issues with this mechanic again
Hiru, I got an ad on this video... I know it pays your bills but I dont wanna wait for 5 seconds, 6 with click time added, to watch your video, stop it, thank you! big fan tho
don't even have to see the video to know I'm gonna like it. Please do top 100 raid mechanics & top 100 dungeon mechanics if you get multiples from the same dungeon, just list them all the first time that dungeon comes up and go through them dungeon-wise
Lady Vashj immune phase needed to be here; where you had to interrupt the pillars by chain passing, a specific item dropped by a specific add which spawned from time to time, among raid members, which also rooted them in place. This needed to be done 4 times, by basically having a conga line to each pillar.
The Chimaeron mechanic felt like a toned down version of Anub'arak in Trial of the Crusader - where it wasn't only a waste to heal people "too much", it would actively hurt the raid, so you really had to balance it. Add trying to go for the Immortal Crusader on top of that...
I remember very clearly that Heigan was glitch in Wotlk, and there was a specific place in the area were the splash damage don't hit the raid. So the "safety dance" was basically to stand in place and don't move at all for the entire fight xD.
Heh, Chim - the fight where if you do it right as a tank you'll die. I ended up one tanking that fight pre-nerf one time from around the first double break on. Don't know what happened - experienced co-tank and healers, inexperienced DPS in that group, but my co-tank died on the first double break, then instantly died on the next after brez. We kept going so the DPS could see the fight, so certain I would die that I never bubbled off the four breaks during intermission, had them the whole time. Was a surprise when we hit phase two, an even bigger surprise was the resto shaman ankh'ing and being the last one standing getting the killing blow. There are some with really interesting mechanics also that just affect one role, like Baleroc in FL for healers as an example.
I was in a guild of friends at the begining of cata. So we did our own little theory crafting for the chimeron heroic fight. So you couldn't stack, so we found out what was the max amount of players we could have in a healing rain without stacking and made a rotation of people going to particular clock positions.
... in heroic all you had to do was have melee spread around the back side of boss and ranged dps spread usually toward the 2 corners and healers in the middle behind tanks. when the robot got knocked out you'd stack and tranq/bubble/etc and aoe heal through it.
I remember on Iskar would also use the Fel Chakram on three people who had to run to specific spots on the platform so it bounced perfectly between them. but as a priest, the talent that almost everyone forgot about but I LOVED being able to use, Spectral Guise let you drop Fel Chakram target making it so no one had to move and it was almost always available unless you got targeted back to back. I want Spectral Guise back =[
alot of these interesting mechanics that some people hated but some people loved should be implemented in raid encounters you don't HAVE to do. That one side room that does nothing to stop the raid from progressing and only drops some pretty decent pieces of gear if you do the boss.
My guild used to play the safety dance song while fighting Higen. Unfortunately for them I was also a hunter with aspect of the cheetah. Behahahahahaha.
the anubarak fight in toc, in the 3rd phase he'd use leeching swarm that leeched 20% of your current hp and healed the boss, so the raid had to be kept at very low hp in order to actually kill the boss, but you would also get penetrating cold debuff on 5 ppl that lasted for 18s and dealt around 6k dmg every 3s, so u had to heal up those 5 ppl in under 3s and then keep them up for the entire duration, and the way u dealt with that was to use dampen magic on whole raid with nature resitance totem which made leeching swarm unable to kill u (since it always dealt minimum 300dmg) and the whole raid could stay under 10hp (literally 10hp not 10% :P)
Hey, something I can actually comment on. Raiding's what I play wow for, and even though I only joined in the tail end of Tomb of Sargeras, I can appreciate all the cool unique stuff that's been done since I started and in the past. My favorite fights for this type of category are KJ's second intermission, Argus's third and fourth phases, Mekkatorque's robots and Stormwall's second phase from BDA, and Orgozoa's tanking mechanics from AEP. Honorable mention to basically the entire Azshara fight, even if it's a tad annoying at times.
How did not Lady Vashj make this list? Using nets to kite adds, while waiting for a rare add to spawn, kill and loot that add, then pass the item you looted through the raid group, still the raid fight I remember most fondly
The unique part about Elisandes time-rewind wasn't that the fight reset, it's that she replicated the same abilities she had done in the previous rewind in the new one. It's like she rewinded time and the same things happened again. Mobs spawned on the same spot. The waves came at the same angle. The soaks appeared at the same spots. It repeated each rewind and added one new mechanic. It really felt like fighting a time mage. The reset at 10% is the least interesting part about her mechanics lol
Yea thought the same thing...
Very well said.
That and the slow/fast adds and their bubbles being central to handling the rest of the mechanics.
One could say he chose correctly but for the wrong reason
slowing down or speeding up yourself and mechanics applied to you was great. in addition to the layering of what happened in the phase(s) before happening again. didn't you also got all cds back? i loved that fight, much better than the green/red guy after her.
Agreed
Argus the Unmaker Third phase.
Dying was actually part of the fight, and in general, if you didn't die ever and did the mechanic during your death, you would be risking not having enough dps to end the fight
Fun, but not unique: Teron gorefiend in black temple would kill players and the killed players would come back as ghosts who were the only ones who could dps a certain type of add.
The argus one was a much improved version though, as you had no control over which player died, they didn't resurrect, and you could basically by chance have two healers die in a row, making a wipe likely.
Lich King first.
yah thats a good one
This has been done multiple times
End times dungeon
Kaelthas was unique, with the temporary leggos and their unique usage and all.
Surprisingly not the only fight with temporary leggos, the other was in a dungeon though
@@AngDavies The dungeon your thinking of was pretty much the Kaelthas fight
@@asambi69 I was thinking atiesh in stratholme
Yeah, that's a massive oversight.
And his god damn metric shitton of dialog to waste my time :|
Karazhan Chess Event, Spine of Deathwing, Hanz & Franz!! You should do a Top 10 Memorable boss fights/mechanic means both good and bad memorable lol
love it
Yeah HanZ & FranZ!! Best
Yep. Most of mentioned are shit.
1 - Ulduar tanks! YOU KIDDIN? I SPENT 3 DAYS TEACHING MY WHOLE GILD, 2 STATICS, HOW TO DRIVE TANKS! People who never used it in PvP zones etc and were like "Duhh... How do I fire higher?"
2 - Yeah, the chess. Cause most people are retards who don't know the rules I had to use 2 pieces at once...
3 - Kel'Tas. You had to EQUIP a dropped weapon in order to kill it!
4 - Yogg saron! All that madness growing up, clearing, going through portals to an event! How dare you skip it???
5 - Vampire queen. When you was forced to spread vampirism in order to not change sides and become hostile to your friends. You can't even imagine how many times I was left without victims and beat the shit out my own raid... (DK are worst Vampires cause they are literally unkillable).
6 - Sindragosa. It was ok, when whole raid hides behind "lucky one's", but for me it was "Haha, Antimagic shield, see me in top dps!" (I did 50% of all dmg this fight)
7 - Malygos. Flying platforms!!! Fuck yeah!!!
8 - A theatre in Kharazan. You had to do it right. Most "scenes" were unbeatable and you had to die untilvthe right one.
Opera event was pretty unique
Taylor Daykin dat chess shit was stupid eith pugs
Elisande: I'm going to die.
Also Elisande: *It's rewind time*
za warudo
@@akileshjoshua3916 more like Bite Za Dusto
This is... requiem
The most unique mechanics? Obviously Vaelastrasz, you had to disband your own guild 3 times to defeat him.
:D
I think you mean Gorefiend in HFC
Maybe even 5 times if you're lucky
Vael was really easy. I remember doing it during current content and to this day have no idea how guilds disbanded over it.
@@jasondeutschbein8102 WoW players + ego + poor communication skills = easily avoidable wipes l.
2:36 Classes with execute abilities actually not using them more often, it just break usual 20% phase into 3 smaller ones each with 1/3 of its length.
there were enough classes with passive execute abilities at that time. Retribution Paladins had a massivley reduces cd on Hammer of Judgement as their execute ability for example. The 3 smaller execute phases thus allowed these classes to align long dmg cooldown ablilites with each of the 3 execute phases.
@@sebastianmitderaxt203 ^ this You got coolies three times during execute, basically.
I really think this needs a part 2 as there is so many more but still a great list
this needs more up votes. could make another top 10 with the ones that weren't in this list
Agreed. From the newer ones, Lords of Dread's Among Us phase from Sepulcher and the annoying dance thing from Castle Nathria both come to mind.
Drink every time Hiru says 'wholly unique mechanic'
See you in the hospital boys
everytime he says "periodically"
Not if you're slavic ...
You're gonna have to do "Another Top 10 Unique Mechanics in WoW" because theres still a lot that haven't been mentioned.
In the name of the Galactic Senate of the Republic You're under arrest, Chancellor
@@wickerman6683 Its treason then
top20 then since this is top10 and not 10 mechanics. :p
Ah Hagara, the pick-pocket boss. Rogue's had to pick pocket an item from her for a legendary quest and if you used the Glyph of Disguise you could copy her appearance thus the Raid thought I had pulled the boss and scattered when I ran towards them. Fun times fun times. :D
Pre-nerf - Lady Vashj Tainted Core football toss.
Multiple areas of dps players that needed to loot an item that roots them, tossing it up to another player then to another who deposited it into multiple pillars.
During tier 5 progression the fight was pretty unique, challenging, annoying (despawning items / bugs)
One of my favorite things from Hellfire Citadel was the bird boss and they synced the music with his big boom ability. I thought it was amazing because it built great tension while waiting for his beam
Well. you lost the most important point on the Elisande fight (on mythic anyway): every mechanic happened at the exact same location and time in every pahse. meaning: you first pull her in p1y you get a big ground effect dealing quit a lot of damage. then you kick her in p2 and she jumps at you again, leaving another ground effect. meanwhile the effect from phase 1 spawnes, too. same in p3.
same with her phase specific mechaniks. in p1 that is her orb mechanic. if you have 1 orb phase in p1 you get 1 orb phase in p2 and 1 in p3. if you have 2 you get 2 in both other phases. in p2 she cast beams at players. if you get 1/2/3 beams, you get the same amount in p3.
it was quite a nice fight to do on mythic.
I dunno how you didn't mention the darkness intermission phase during Kil'Jaeden or the fact you had to use death as an actual resource for mechanics on the Argus fight as interesting mechanics. In my mind those are far more interesting than just. . . moving around the room to 4 quadrants or the boss healing back to full for a phase change.
I seriously thought Argus would be either 1 or 2. Its the first boss where being dead you can help your raid and on top of that you still can come back to life through that tree (limited charges ofcourse)
@@razien9941 I think he didn't choose either of them, because the list only had whole fight mechanics, aside from hagara. Or at least majority of the time mechanics (although, if you consider argus mythic, that's basically the whole fight, since the first two phases were rather easy, once people got used to not dying to black puddles or rage/fear)
@@hellboy19991 Thing is that the death realm part is after you done with phase 3 (constellar adds) in normal lfr and heroic and in phase 4 if you die you have to collect the orbs to charge the buff that every1 gets. In mythic its different cause once you complete phase 2 phase 3 is the completely different with new mechanics (there is no add phase) , I think argus deserved a place in that list cause we've never seen it before. Lich King doesn't kill you with that soul mechanic you are just transported into another realm
The tracking ability of hunters was finally useful in the darkness intermission phase from Kil'Jaeden
Same with demon hunter's demon sight (or whatever it was called), it felt nice to have an actual, practical use for that even if very niche.
Trial of the Crusader faction champions fight
i know i belong to the 1% that like the fight , but i totally thought it would be on this list but i'm guttered it's not
@@Darkgaming_ttv I like the fight too
He said unique, not bad fights
@@duo317 that's your opinion
That was such a good fight.
When you were talking about how #1 made an addon popular it reminded me of Malkorok in Siege of Orgrimmar.
For those that don't know Malkorok would do a cone slam in three of six sections of the room you fought him in, the slams hurt but usually wouldn't kill you if you had high health. The thing is that some time after the slams he's do another ability that hit the same three areas the slam hit, but with no visual effect on the areas during cast time and this would almost certainly kill you if you got hit.
There was an addon that tracked which sections had been slammed to help you in avoiding the follow-up.
Malkorok had another thing where for most of the fight any healing done to someone would give an absorb shield instead of actually restoring their health. I think Hiru has mentioned that fight not being well suited for disc priests. Which I would imagine why it didn't make this list.
Would love a part 2. I didn't start raiding until HFC and it's really cool to hear about the mechanics of previous bosses.
Keybind your "action button" people, makes life so much easier.
I know that this is an old video, but i love the skitra ilusion mecanic when you have 3 fakes skitras, its my favorite fight in the raid
As a healer who, at the time, really liked adderall, I loved Iskar so much lmao
I've never been so shouted at by my own guildies as in the Iskaar encounter _"BEESWAX! THROW IT! THE TANK! THE TANK!.... GODDAMIT BEESWAX!"_
Lord Rhyolith whom you had to kite in order to dispel his armor buff
How about Bloodlord Mandokir? He actually had the ability to level off his kills, and there were also ghosts in the arena bringing the dead back to life
I'm watching you
Lady Vashj was a very unique fight the required lots of communication and team work. It belongs on the next list.
Hey Hiru! Awesome list, once again. I was expecting to see the beams from Mythic Archimonde on here, as that mechanic basically required an addon. Without knowing where everyone’s beams were going, you were sure to be killed by it.
Also, on the Iskar fight, there was also the phantom add that would link 2 players together, and if anyone ran near a linked player that wasn’t their partner, the linked player would instantly die. Only the one holding the eye could see who they were linked to. (My guild never once successfully navigated that mechanic. We always burned the add before he could get the cast off haha)
G'hunn fight had a pretty unique mechanic too. Having mobile classes + sometimes a healer with you running with an orb , and how you needed to coordinate it between other players, because of the debuff
I love the heal to max boss fights, it makes the healers that much more important AND keeps us heals on our toes
I would love to see a video for every raid in which you explain in 20 seconds the gimmicks of the bosses. (i.e. Iskar, you had to pass an eye, Xhul'orac: you painted the room with 2 colors etc)
You can say what you want about Cataclysm, but for me, it had the best raid (1st tier), the best dungeons and some of the best class specs in WoWs history. Yes, there was little endgame content, but twinking was amazing.
I dont know if i would classify this as a very interresting mechanic but getting that blue crystal as a healer on the Ultraxion fight in Dragon Soul just felt way too good
One of my favorite details about the Iskar fight is how the room changed if you were holding the eye vs. not.
Kael’thas’ legendary phase
Ultimate Frisbee with Vashj
Netherspite beams
Nefarian’s ability mimicking
Thaddeus’ polarity (reused a lot)
Blood Queen’s hunger debuff
C’Thun - the first to send players somewhere else during the fight
Spine of Deathwing’s burst phase
Cthun was first raid boss to send people somewhere else but not the first boss- darkmaster gandling in scholo teleported you to a random room.
Elisande's time mechanics were such that everything that happened in Phase 1 would then happen exactly the same way in Phase 2...and then everything that happened in Phase 2 would happen exactly the same way in Phase 3. This is why you'd use Herolustwarp on the pull: to mitigate the amount of crap that would carry over to the rest of the encounter. Nighthold in general is one of the best raids ever.
I think the Gorefiend fight in HFC was pretty awesome, too, with the "everyone can die a few times" mechanic to DPS in his belly.
What about the construct mechanics while fighting Teron Gorefiend in BT or Flame Leviathan in Ulduar?
Dude.. If Anzu had a mere add-on being done for the sole purpose of the fight.. Teron had an online bloody game made just to practice the damn mechanics!! Genius call on Teron! Well done!
It's top ten interesting mechanics, so Flame Leviathan wouldn't qualify.
@@Vaelosh466 Why not. The combination of vehicle combat, defence towers is pretty darn interesting.
Hellfire Citadel was so wild overall that I completely forgot Iskar having such a complex mechanic. Mostly remember the Archimonde lasers and setting up a giant dps ring bomb...
My guild let me fly as a UH DK in 25 man fl for alysrazor one time, that was probably the most fun ive ever had in that game.
Ryolith is another very unique mechanic with the coordination of dps on each foot to make him go where you needed to
Alysrazor was one of the more interesting fights as a tank too. As a tank you had to kite and kill the big birds that spawned. The birds would hatch from an egg, and upon hatching fixate on the closest target (which should be the tank). The fixated target would do increased damage to the bird - so you were the only player in the raid who could do proper damage to it, and you had to kill it before the next egg hatched or the tornado phase began. The bird would occasionally enrage, which could be removed by feeding it a worm (i.e. kite it to the worm).
This was the only way to remove the worms from the battlefield, who were particularly nasty during the tornado phase. But you couldn't just feed the worms to the bird immediately, because the worms were the only way to remove the bird's enrage.
Tomb of Sargeras had honestly 2 unique fights:
Fallen Avatar with soaking the lanes and transitioning not with hp but with energy!
Mistress Sazine with BUTTERFISH mechanic (was so awesome)
you should make a dungeon version of this list :D its interesting to see how blizzard have designed bosses over the years
I have an idea for a new list. "Top Ten Unique Models in WoW". Now, alot of character models and riggings are reused over and over again in wow. Draenei are Mogu, Saberons are Worgen, Vulpera are Goblins, etc. Even for bosses, most of them are reused from other sources. Helya is old Kiljaden, Avatar of Sargeras is Firelands Ragnaros, Gorefiend is Therazane, etc.
But sometimes, Blizz creates wholely unique models for characters, and NEVER reuses any of their assets for future bosses. Like the Lich King, Madness of Deathwing, Ghuun, the Brain of Yogg-Saron, Queen Azshara, etc. There are also some pets with unique models and rigging.
And hell, I know of a really obscure one that alot of people forget about. In the Howling Fjord, at Scalawag Point, there's an NPC named Olga, the Scalawag Wench, who uses a unique human model, that seems to be from WoW's alpha, for some reason.
I loved Yogg-Saron's fight. Having to avoid looking at the boss at all to prevent sanity damage was cool, and being able to see important lore moments mid-fight that we would otherwise never get to see was awesome
HFC was my first raid in WoW and still my favorite. Iskar was FANTASTIC FUN!! I remember loving Kilrogg's fight, too and that one void entity that makes you balance fel vs void on the platform. There were so many quality fights in that raid, man
Lady Vashj had a similar item toss mechanic to Anzu. Killing them elementals to loot the core and then having to throw it to someone at the top of the stairs, and then I think them having to toss it to someone near the beacons you had to use the core on [or whatever they were exactly]. I loved for years afterwards when I would see people I knew did that progression with me, targetting them and hitting my special YOU HAVE THE CORE macro. While certainly less involved that a specific addon, the macro, reasonably so, a required macro for Lady Vashj raids in my guild. The core, of note, immobilized you completely, so while it wasn't exactly a 'hot potatoe', it was a super duper heavy potatoe!
Nefarian's class call mechanic was really cool and unique. I don't think I have seen anything like it since, but I havent done a lot of the recent raids. Vanilla raids!
I don't feel like Operator Thogar was a unique boss at all. I admit it was cool, but the trains were basically slow moving beams that sometimes spawned adds.
With so many bosses, I understand that some of them WILL get cucked, but there are definitely some that deserved to be in here above boss like Hagara, Elisande or Dreamwalker.
Just citing bosses from Vanilla:
> Viscidius' frost / physical damage requirements
> Nef's class calls
> Loatheb's Healing debuff / REQUIRING multiple consumes to survive
Or some things that DEFINITELY are wholely unique but mostly make up the entire encounter and not just one mechanic:
> Chess event in Karazhan
> Vehicle combat in Ulduar
Plus, Elisande would have deserved to be on the list if you gave her justice. On mythic, the time stop mechanic isn't just a glorified phase reset that lets you execute more, but it actually activated the echoes she left behind using her other spell, making each phase more hectic with the earlier-phase spells happening at the same time as they happened in the earlier phases.
People don't associate Razorgore with most of the upcoming bosses where you control stuff because there you control the boss itself, not adds. That didn't come up again until Socrethar in Hellfire Citadel.
I wanted to list some Brawler's Guild mechanics here too, but let's stick to raids:
Sha of Pride Mythic pac-man, Malygos 3rd phase, Flame Leviathan, Karazhan chess, Brackenspore flamethrower, Spine of Deathwing, Atramedes sound, Tsulong (the boss health bar switch), ICC Gunship, Blood Queen Lana'thel, Nazgrim literally being a warrior npc, Tyrant Velhari 2nd phase, Paragons of the Klaxxi bonus abilities (and temporary titles), Lord Rhyolith, Primordius, Ji-Kun, Spoils of Pandaria
Atramedes in Blackwing Descent was pretty unique. Having to hit the gongs to prevent people from being found was pretty cool, one of my favourites.
I remember alysrazor, I was always chosen to go up as an ele shaman simply because I was one of the few who could consistently do the aerial mechanics.
Adding to Elisande: the real special deal was, that she would repeat the casts she did in the phase before at the exact same time and place and art and if you got 2 times ring, youll get 2 rings in p2+p3, if you get 1 in p1, you only get 1 in p2+p3 etc. so it was half of she did all abilities all the time where they are added, it was she used them during the start, until it was done kinda hard to explain^^
Speaking of the Mekkatorque fight, one of the raiders in my guild is actually colorblind, and the fight gave us some trouble, but it made the victory a lot sweeter
What actually seems more interesting in the Elisande fight are the bubbles that either speed or slow the time flow of yours (as does Chromatic Anomaly), which you had to handle the debuffs by. Otherwise, I kinda agree altho 10 isn't enough to mention all those very interesting and unique bossfights in the game :D You should do a 2nd episode of this.
Not a raid but dungeon I remember with a unique mechanic was Murozond on the end of time, in which the room begins to fill with aoe damage until you reset time, the issue was you could only do it 5 times and if you couldn't do it on time it will wipe you.
I think Argus deserves a honorable mention. In the last phase where dying was a mechanic with the tree with limited resses, and even if dead for good you could still contribute to the fight by collecting orbs instead of just lying on the floor watching.
you missed one that was so infamous is spawned a song. " I WILL NOT MOVE WHEN FLAME WREATH IS CAAASSSTT! "
Lich King Necrotic Plague, made tank life real scary when it passed to you at like 10 stacks and healers didn't dispel it right away
What about Lich King Heroic25?
It has a phase that drags you into FROSTMOURNE, and you have to dodge spirits and let Terenas guide you.
And this fight needed a shit ton of coordination trough Ville Spirits (which were soaked by Retri Palas with bubble) and the freezing platform that you had to step on and Arthas destroys it after. And just when you think you are done, HE KILLS EVERYONE, trying to make you a servant of the blade but Tirion breakes out of his icy prison, shatters the sword and releases all the cursed spirits who seek revange. Terenas gets out too, casting mass resurrect on all raid and then you are finally able to defeat the fallen prince who is been chocked by his daddy.
I really expected to see Blood Queen Lanathel from ICC.
I remember that she's super hard in heroic that u must have many strong dps to become vampire to kill her. Else there will never be enough dps to kill her before berserk.
The guild I was in back in WoD HATED Iskar. I loved that fight as a hunter. I didnt like that they benched me on the first Mythic pull of Archimonde when I was their 3rd best dps and almost never screwed up mechanics. Especially since I was there for every other mythic kill.
The safety dance! My guild listened to that song on vent while we did that boss
Operator Thogar is my favorite raid fight in the entire damn game. Raiding it when it was current was the MOST fun I've ever had, and I wish I could go back in time to do it again.
I'm amazed that c'thun and flame leviathan were not mentioned, those were the first two that came to mind when I read the title.
I think you underplayed the time rewind aspect of the Elisande fight as it was an actual time rewind. On heroic and later her abilities echoed through time and she used the previous abilities she tried out to kill us at the exact time and place how it played out in the first or second time line. I think that really gave it a feeling that she really rewinded time for herself and tries something new.
trying to get the "nobody get hit by anything" achievement for alysrazor was literal agony for the guild I was in for firelands, I got that stupid mount though so worth it
How about a list of bosses with the most mechanics.
does siegecrafter blackfuse count, the conveyor belts were quite unique.
Ooo yea especially as a hunter you could do every belt by disengaging off the pipe you would normally go in. That was a lot of fun. That whole raid was wild
Blackwater Behemoth's combined mechanics of the pufferfish buff, Gaze From Below, and teleporting mid-fight could count. I love that fight.
Operator thogar on Mythic was epic tbh. they made 3 trains spawn each time instead of one which made the mechanic very difficult to avoid for certain classes. there was even a phase in the fight where you had to split the raid because two add trains would simeltaniously spawn in the center 2 rails. thought i should mention the mythic mechanic because it wasn't brought to light in the video. made the fight 10x more interesting
Shout out to Malacrass in Zul'Aman who would use copies of player spells/abilities.
I liked the orb mechanic on G'Huun, it was fine coming up with ways for different classes to do it as efficiently as possible. It's too bad the rest of the fight didn't have any particularly interesting mechanics.
What about Yogg Saron zero lights and Mimiron Hardmode?
On valithria Dream Walker the portals were a very fun mechanic too. Having the healers run into the portals to pickup the debuff stacks so they could have enough healing to heal the boss. But my favorite part was going into the portals as a shadow priest, getting enough stacks to 1 shot every mob outside, and topping the dps meters despite only fighting adds for like 15% of the time. I remember accidentally killing myself with Shadow Word: Death... Good times.
Lady Vashj belongs on here. Originally you couldn't move at all when you picked up one of the orbs. You were also limited in how far you could throw them. Basically you had to make chains of players, each using the item to pass it to someone else in order to get it where you needed it, all the while dealing with the other mechanics.
You should do a video about the most interesting raid mechanic that players love the most.
Major domo in firelands was extremely unique at the time. Having to get a buff as a healer to keep up with the ever increasing health pool of the tank was the first time I felt challenged as a healer doing a mechanic.
That's Baleroc.
If you want to be technical, the M.O.T.H.E.R fight in Uldir required communication on LFR, since having a full LFR group run through at once and having to deal with all the adds AND the boss would make the fight a pain. Yeah, it was mostly one way, between whoever decided to/got picked to be the raid leader and the rest of the raid, but it was still a boss before Mekkatorque that required communication.
I remember doing Mekkatorque with a colour blind guy. Poor dude was having really bad time in the robots … until I started calling the keybind number instead of a colour since they never changed. He never had issues with this mechanic again
Hiru, I got an ad on this video... I know it pays your bills but I dont wanna wait for 5 seconds, 6 with click time added, to watch your video, stop it, thank you! big fan tho
oof, I'm so sorry! I will work on this immediately
@@hirumaredx thanks man, im glad you get where im coming from, all the best to you tho!
shut up. you are getting this video for free. it took him hours to make this video, and you are complaining about 10 seconds to watch it. Sad.
@@kingdavey90 He was being sarcastic, dude. lol
don't even have to see the video to know I'm gonna like it. Please do top 100 raid mechanics & top 100 dungeon mechanics
if you get multiples from the same dungeon, just list them all the first time that dungeon comes up and go through them dungeon-wise
Lady Vashj immune phase needed to be here; where you had to interrupt the pillars by chain passing, a specific item dropped by a specific add which spawned from time to time, among raid members, which also rooted them in place. This needed to be done 4 times, by basically having a conga line to each pillar.
The Chimaeron mechanic felt like a toned down version of Anub'arak in Trial of the Crusader - where it wasn't only a waste to heal people "too much", it would actively hurt the raid, so you really had to balance it. Add trying to go for the Immortal Crusader on top of that...
End of Time using the big Sand clock to rewind time to survive is way more interesting than Elisande's rewind.
Can't believe Eonar didn't make the list. My favorite fight.
I remember very clearly that Heigan was glitch in Wotlk, and there was a specific place in the area were the splash damage don't hit the raid.
So the "safety dance" was basically to stand in place and don't move at all for the entire fight xD.
Missed out on the "pass the ball" on lady Vashj in TBC, that was unique for the time, most of the current raid mechanics came out in TBC and Lichking.
Heh, Chim - the fight where if you do it right as a tank you'll die. I ended up one tanking that fight pre-nerf one time from around the first double break on. Don't know what happened - experienced co-tank and healers, inexperienced DPS in that group, but my co-tank died on the first double break, then instantly died on the next after brez. We kept going so the DPS could see the fight, so certain I would die that I never bubbled off the four breaks during intermission, had them the whole time. Was a surprise when we hit phase two, an even bigger surprise was the resto shaman ankh'ing and being the last one standing getting the killing blow.
There are some with really interesting mechanics also that just affect one role, like Baleroc in FL for healers as an example.
I was in a guild of friends at the begining of cata. So we did our own little theory crafting for the chimeron heroic fight. So you couldn't stack, so we found out what was the max amount of players we could have in a healing rain without stacking and made a rotation of people going to particular clock positions.
... in heroic all you had to do was have melee spread around the back side of boss and ranged dps spread usually toward the 2 corners and healers in the middle behind tanks. when the robot got knocked out you'd stack and tranq/bubble/etc and aoe heal through it.
@@illiji915 That's what we did as a Pally healer is used to be a lot of fun.
I remember on Iskar would also use the Fel Chakram on three people who had to run to specific spots on the platform so it bounced perfectly between them. but as a priest, the talent that almost everyone forgot about but I LOVED being able to use, Spectral Guise let you drop Fel Chakram target making it so no one had to move and it was almost always available unless you got targeted back to back. I want Spectral Guise back =[
alot of these interesting mechanics that some people hated but some people loved should be implemented in raid encounters you don't HAVE to do. That one side room that does nothing to stop the raid from progressing and only drops some pretty decent pieces of gear if you do the boss.
As someone who did Ishak on mythic pre-nerf, that was one of the hardest bosses of all time. So frustrating and so so so many wipes.
My guild used to play the safety dance song while fighting Higen. Unfortunately for them I was also a hunter with aspect of the cheetah. Behahahahahaha.
the anubarak fight in toc, in the 3rd phase he'd use leeching swarm that leeched 20% of your current hp and healed the boss, so the raid had to be kept at very low hp in order to actually kill the boss, but you would also get penetrating cold debuff on 5 ppl that lasted for 18s and dealt around 6k dmg every 3s, so u had to heal up those 5 ppl in under 3s and then keep them up for the entire duration, and the way u dealt with that was to use dampen magic on whole raid with nature resitance totem which made leeching swarm unable to kill u (since it always dealt minimum 300dmg) and the whole raid could stay under 10hp (literally 10hp not 10% :P)
well, there are the bosses you needed entire sets of resistance gear to fight, making them unique. for example Hydros the unstable in SSC
Lady Vashj when she was current content I thought was very unique... many weeks in that room
SSC in BC Had The Same Item drop mechanics If i remember right.
Hey, something I can actually comment on. Raiding's what I play wow for, and even though I only joined in the tail end of Tomb of Sargeras, I can appreciate all the cool unique stuff that's been done since I started and in the past. My favorite fights for this type of category are KJ's second intermission, Argus's third and fourth phases, Mekkatorque's robots and Stormwall's second phase from BDA, and Orgozoa's tanking mechanics from AEP. Honorable mention to basically the entire Azshara fight, even if it's a tad annoying at times.
How did not Lady Vashj make this list? Using nets to kite adds, while waiting for a rare add to spawn, kill and loot that add, then pass the item you looted through the raid group, still the raid fight I remember most fondly
Thogar should have included having to kite mobs to be hit by the trains.