After the recent July 20 hotfix for Affliction Warlocks' Drain Soul and Haunt damage, Affliction may be not so bad for single target.
In our last installment, we breached the gates of Hellfire Citadel (thankfully, they lent our cannons some ammo because we forgot ours), took down a Gundam reject, and made a quick side trip to defeat Kromog's hipster brother. This week, we slide through the Halls of Blood, intent on keeping it in our friends bodies', or spilling it from our enemies. Onward!
The second wing of Hellfire Citadel LFR, Halls of Blood, opens up today on US realms.
This post is going to go through the first six bosses of the raid, giving tips and details to cover exactly what you need to successfully tank these encounters. This isn’t a general fight strategy, but rather a focus on exactly what you need to know, as the tank, to do your job.
Now that we have some new raid content to tackle, it seems appropriate to look at it from a Mage perspective.
With patch 6.2 just a day away, we're headed to Tanaan Jungle to face the rest of the Iron Horde -- or are we? Let's take a look at the story so far, and what you need to know in terms of what you'll be seeing in patch 6.2 lore, Tanaan, and Hellfire Citadel.
You know, we spend a lot of time talking about the various Warlords of Draenor as they're presented in the latest expansion's version of history. Lords of War was supposedly Maraad's tales of these old warlords, but the stories were pretty specific. And in some cases -- like Kilrogg's vision of his death -- they seemed like a direct reference to the alternate version of Draenor's warlords, rather than our own.
So far, we seem to be taking part in a weirdly cyclical version of history, where things happen out of place and out of order from the timeline we know. But there's an undercurrent of familiarity, as if time was attempting to reassert itself.
If you don't want more spoilers about patch 6.2 and the legendary questline, you should probably avoid this post.