have they considered maybe -not- having essentially a boss fight as regular trash?
For those that haven't run into them, Iceblood Garrisons are neutral 0/8s that only take one damage at a time, and spawn a (green) Grunt each turn. They're always paired with a (red) Peon, an orc that heals the Garrison to full each turn. The third minion is either some other orc or worse, a Reflecto Engineer (which are super annoying in their own right).
The problem is the ever spawning Grunts, which each passively decreases the damage all other orcs take by 3, and gives +2 ATK to all orcs every time they attack.
Unless you have a setup that can either nuke the Peon down immediately, deal multiple hits with a single move or otherwise somehow negate healing (I haven't yet tested how +weakness affects the Garrison), or a beast with the "kill spawns" treasure, you often find yourself quickly overwhelmed.
With a nature team, Bru'kan and Guff can take out the Peon on turn 1 and then switch the attention to the garrison and the grunts on turn 2. With other teams, you usually need two turns to take out the Peon, but regardless, the Peon should always be first priority. After that, the garrison is defenseless and an easy picking.
The (green) orcs can hurt your casters, but for the aforementioned nature team Malfurion will take them out all the while healing the casters for each used nature ability. A holy team with only casters are a bit more vulnerable, but should still be able to outheal the enemies.
What is your standard team in Alterac? I used a nature team to take out all the Normal bosses and then it's not a problem. Even when switching to orcs and a holy team for Heroic bosses it worked fine.
Oh, there are multiple ways to deal with the encounter (and I actually have been trying to farm H Lokhlar with Malf/Gruff/Bru/Mutanus/2 carries, and it gets me through the run pretty much every time, but I've only gotten Stranger like.. once in 9 runs, which is a whole other rant) with the standard nature comp team being one of them.
My point was mainly it feels like this trash can potentially take out more comps than those that can specifically deal with it, which imo is poor trash design.
"Good" trash should kill 1 or 2 mercs if you make a mistake or have a poor or risky comp. Trash that requires specific setups to get by or else completely wipes you is bad.
Agreed, sometimes I've lost 1 or 2 mercs after being sloppy or going for an elite encounter that I knew I should have avoided, but in general the only trash I've had problems with are the Heroic Winterspring ones.
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have they considered maybe -not- having essentially a boss fight as regular trash?
For those that haven't run into them, Iceblood Garrisons are neutral 0/8s that only take one damage at a time, and spawn a (green) Grunt each turn. They're always paired with a (red) Peon, an orc that heals the Garrison to full each turn. The third minion is either some other orc or worse, a Reflecto Engineer (which are super annoying in their own right).
The problem is the ever spawning Grunts, which each passively decreases the damage all other orcs take by 3, and gives +2 ATK to all orcs every time they attack.
Unless you have a setup that can either nuke the Peon down immediately, deal multiple hits with a single move or otherwise somehow negate healing (I haven't yet tested how +weakness affects the Garrison), or a beast with the "kill spawns" treasure, you often find yourself quickly overwhelmed.
With a nature team, Bru'kan and Guff can take out the Peon on turn 1 and then switch the attention to the garrison and the grunts on turn 2. With other teams, you usually need two turns to take out the Peon, but regardless, the Peon should always be first priority. After that, the garrison is defenseless and an easy picking.
The (green) orcs can hurt your casters, but for the aforementioned nature team Malfurion will take them out all the while healing the casters for each used nature ability. A holy team with only casters are a bit more vulnerable, but should still be able to outheal the enemies.
What is your standard team in Alterac? I used a nature team to take out all the Normal bosses and then it's not a problem. Even when switching to orcs and a holy team for Heroic bosses it worked fine.
Oh, there are multiple ways to deal with the encounter (and I actually have been trying to farm H Lokhlar with Malf/Gruff/Bru/Mutanus/2 carries, and it gets me through the run pretty much every time, but I've only gotten Stranger like.. once in 9 runs, which is a whole other rant) with the standard nature comp team being one of them.
My point was mainly it feels like this trash can potentially take out more comps than those that can specifically deal with it, which imo is poor trash design.
"Good" trash should kill 1 or 2 mercs if you make a mistake or have a poor or risky comp. Trash that requires specific setups to get by or else completely wipes you is bad.
Agreed, sometimes I've lost 1 or 2 mercs after being sloppy or going for an elite encounter that I knew I should have avoided, but in general the only trash I've had problems with are the Heroic Winterspring ones.