Is it true that Anomalus forces players to have AR > 200?

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Is it true that Anomalus forces players to have AR > 200?

Post by 987004590 » Mon Apr 14, 2025 6:52 pm

To be honest, I still can't believe such a mechanism exists. Someone who has not experienced a brain stroke for at least ten years could never design such a mechanism. Even more unbelievable is that someone could guess at this kind of mechanism. Can anyone without at least twenty years of experience with brain strokes really guess such a mechanism?

I truly can't believe it. I believe they must have guessed the mechanism incorrectly. Is there anyone official who can confirm this mechanism?

Additionally, does AR detection exist throughout the entire BOSS battle, or is it only present at the beginning?

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Erhog » Mon Apr 14, 2025 7:05 pm

225+ buffed, for the whole fight Boss randomly using ability which will put player in dispellable magick which will drain 500hp/mana every sec, if player has lesser resist - this debuff will be put on the whole raid and instantly wipes it.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Bigsmerf » Mon Apr 14, 2025 7:51 pm

This shit was not it turtle team never cook again
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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Grizb37 » Mon Apr 14, 2025 7:55 pm

Boss locked behind 800g plus spend on AR gear is not great design.

Just to be banked and kept for only that boss.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Wolf of Rage » Mon Apr 14, 2025 8:01 pm

That is just ridiculous design.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Elisleris » Mon Apr 14, 2025 8:08 pm

Without good resist, like 250 AR you will simple died on second half of fight

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Snoodydood » Mon Apr 14, 2025 8:45 pm

Because God forbid a boss has mechanics and makes you do real work for you raid right?

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Wolf of Rage » Mon Apr 14, 2025 8:51 pm

One is having many, varied mechanics.
One is having real skill-check difficulty.
One is having a long endurance fight that tests consistency and the ability to go on for longer periods of time either without making mistakes, or while managing to recover from them and salvage the situation.
One is having short-term, twitch-based, reaction sequences, in which you must be quick and accurate to not miss or mess something up.

It is a completely other thing to have artificial, value-inflated, fake challenge -- gated behind money sinks and a very zero-or-one check that basically states, "If you don't have X of Y, you and likely everyone else fails the entire encounter and will not progress any further in this place."

Screw off with that noise. That is not hardness. That is just being lazy with design. It's a lame attempt at tackling mechanic-skipping speedruns.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Grizb37 » Mon Apr 14, 2025 9:03 pm

Snoodydood wrote: Mon Apr 14, 2025 8:45 pm Because God forbid a boss has mechanics and makes you do real work for you raid right?
I wouldn't call spending 1k gold on gear for 1 fight a mechanic lol

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Snoodydood » Mon Apr 14, 2025 10:38 pm

1k gold is definitely an exaggeration lol i know i didn't spend anywhere near that much on my AR gear, maybe 300 tops but I had it all made like 3 months ago and had been saving arcane essences for several months.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Atreidon » Mon Apr 14, 2025 10:49 pm

The reward for having arcane resistence should be taking reduced damage from arcane based ability and occasionally resistibg arcane based debuffs. Not being subjected to a raid wipe nechanic when you have ar is extremely counterintuitive.

"Oh you have 3 pts of Arcane resist too few? RAIDWIPE"

Aside the fact that the arcane res pieces are expensive and players are starved for bankslots slots, this sounds like a horrible implementation of a gearcheck. Have the gear and we literally disable the raidwipe mechanic. Ony cloak at least is one item only and that thankfully is only on a select few raidmembers

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Xudo » Tue Apr 15, 2025 7:14 am

Bosses that require certain resistances is a staple of WoW raid design.
When you progress MC you have to put heavy fire resistance gear on MT for Ragnaros and Baron Geddon.
Princes Huhurah and Ouro is nature resistance gear check.

Afterall, I read somewhere about requiring AR gear in kara 40 long before its release. You had plenty of time to prepare.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Voodoochile » Tue Apr 15, 2025 7:24 am

Xudo wrote: Tue Apr 15, 2025 7:14 am Bosses that require certain resistances is a staple of WoW raid design.
When you progress MC you have to put heavy fire resistance gear on MT for Ragnaros and Baron Geddon.
Princes Huhurah and Ouro is nature resistance gear check.

Afterall, I read somewhere about requiring AR gear in kara 40 long before its release. You had plenty of time to prepare.

git gud
The difference is that resistances made those fights easier, but zugging or semi-zug was still an option.
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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Madmane » Tue Apr 15, 2025 8:32 am

Grizb37 wrote: Mon Apr 14, 2025 7:55 pm Boss locked behind 800g plus spend on AR gear is not great design.
How is this worse than buying flasks every week?
At least resistances are a one-time purchase.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Wolf of Rage » Tue Apr 15, 2025 10:05 am

You're still buying the Flasks.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Erhog » Tue Apr 15, 2025 11:29 am

Wolf of Rage wrote: Mon Apr 14, 2025 8:01 pm That is just ridiculous design.
Boss going into enrage after 20% and start doing 6k arcane damage to the whole raid every 5 sec so you'll need arcane resistance anyway to reduce it to any reasonable amount - 225+ reduce it to ~2k which is much more managable.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Likaleo » Tue Apr 15, 2025 1:49 pm

Oh no raid where 10guys cannot curry whole raid and everybody have work oh no

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Wolf of Rage » Tue Apr 15, 2025 2:17 pm

Likaleo wrote: Tue Apr 15, 2025 1:49 pm Oh no raid where 10guys cannot curry whole raid and everybody have work oh no
Average sardonic response attempting to seem intelligent despite clear criticisms.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Likaleo » Tue Apr 15, 2025 3:56 pm

Wolf of Rage wrote: Tue Apr 15, 2025 2:17 pm
Likaleo wrote: Tue Apr 15, 2025 1:49 pm Oh no raid where 10guys cannot curry whole raid and everybody have work oh no
Average sardonic response attempting to seem intelligent despite clear criticisms.

But your 'clear criticisms' doenst have value because boss also has mechanic check/skill check. This server is classic+ and classic has resistance bosses since phase one. Economy is part of the game so ofc there should be bosses where everyone has to contribute more than just bring your arse to raid

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Wolf of Rage » Tue Apr 15, 2025 4:18 pm

Yeah yeah shut up with your lame regurgitated nonsense.

Contribute more than just repeating D-tier slop for comments; this isn't just your nth "wah raid requires 1% brainpower too hard" -- no this is seriously lazy design, you no-wit imbecile.

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Lazarvs » Thu Apr 17, 2025 2:51 am

i don't understand, you guys realise this is supposed to be harder than naxx correct? We all been cruising in Naxxrammas, so having content that ain't "farmable" by default is actually a good Challenge. Yes, challenge. I understand you want to look shiny and see even higher numbers so you can brag on SW but some people here actually enjoy the fact that someone reinvented some parts of a 20 y/o game and made it challengeable for a change. Kinda makes it thrilling again. So much tears it could flood the earth here in this thread jeez... i imagine if you guys had to open AQ gates it would take 5 years or so.
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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Voodoochile » Thu Apr 17, 2025 5:08 am

Lazarvs wrote: Thu Apr 17, 2025 2:51 am i don't understand, you guys realise this is supposed to be harder than naxx correct? We all been cruising in Naxxrammas, so having content that ain't "farmable" by default is actually a good Challenge. Yes, challenge. I understand you want to look shiny and see even higher numbers so you can brag on SW but some people here actually enjoy the fact that someone reinvented some parts of a 20 y/o game and made it challengeable for a change. Kinda makes it thrilling again. So much tears it could flood the earth here in this thread jeez... i imagine if you guys had to open AQ gates it would take 5 years or so.
Yeah, I believe that most people understand that a stat-check doesn't actually constitute a challenge. This is why dmg sponges/non-interactive one shot mechanics are widely hated across all genres when used as a "difficulty increase" because its lazy. Its not actually harder, it just takes longer or instantly kills you.

Not to say that Wow classic doesnt set a precedent for this being a raid mechanic, but dont pretend that this is in anyway increasing the challenge. Once you buy or make the gear, THEN you can progress on the boss. Its a buy in. Until you get those stats, there is no fight.


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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Atreidon » Thu Apr 17, 2025 7:09 am

Lazarvs wrote: Thu Apr 17, 2025 2:51 am i don't understand, you guys realise this is supposed to be harder than naxx correct? We all been cruising in Naxxrammas, so having content that ain't "farmable" by default is actually a good Challenge. Yes, challenge. I understand you want to look shiny and see even higher numbers so you can brag on SW but some people here actually enjoy the fact that someone reinvented some parts of a 20 y/o game and made it challengeable for a change. Kinda makes it thrilling again. So much tears it could flood the earth here in this thread jeez... i imagine if you guys had to open AQ gates it would take 5 years or so.

It is supposed to be hard, and not a check on your ability to buy bagslots for arcane res gear and having to carry it around. Any other resistance fight in the game you wear it to lessen the impact of their abilities.
In anomaluses case, the debuff gets 40x more potent if it hits someone 1 resistence below an arbitratily set point.

A fundamental fact of an RPG where gear matters should be that you can choose what gear you wanna use.
Some guilds dont wear frostres gear on sapphiron and use more healers, others deal with it mainly in the form of consumables, there are many ways to deal with its periodic damage.

But having a fight that actively punishes you for bringing players who are a few points shy of a resistance cap, is a guildbreaker. Cast the debuff more often and make it resistable. Then groups with less ar on average are at a disadventage. But its not outright impossible

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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Lazarvs » Thu Apr 17, 2025 5:07 pm

I don't understand the issue still. Throughout the game, you needed FR gear on specific people or in the entire raid, until you had gear to "brute force" it.

Ragnarus needs FR for MT.
Drakes on BWL need cloak of onyxia for tanks, plus Nefarian, and you need FR gear for the MT on Firemaw.
AQ40 has the Viscidus and Huhuran encounter for NR gear and the Twins for SR on the warlock tanks.
Saphiron can be brute forced if you got dope healers but FR is still advisable.

To add to theese particular fights, they were alot harder when they were released in the Retail Vanilla, and they were consequently nerfed patch after patch because people cried about them.

You need to get money you say? No, you need to farm materials to be able to do the boss. Such as you farm for gold to buy consumables for raids. The boss is being a cockblocker? Too bad. You set an example on RPG's needing gear to do specific PvE bosses, that's kinda the point in wow, if you think you're gonna walk into a raid dungeon with the same set and use it from the start until the end, then we're not playing the same game, be it in terms of dps execution, healing effort or tanking for specific fights.

It is following the same logic as other 40 man raids, you have 1 to 4 bosses who some specific class or the whole raid needs resistances, but the difference here is that it is claiming a hard gear for everyone, well, you had alot of time to gather materials to craft the required gear, and most likely, you sold them at the AH. And now you're crying about it. Sounds like you're riding the bicicle and pushing a stick on the wheel.
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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Voodoochile » Thu Apr 17, 2025 5:46 pm

Lazarvs wrote: Thu Apr 17, 2025 5:07 pm I don't understand the issue still. Throughout the game, you needed FR gear on specific people or in the entire raid, until you had gear to "brute force" it.

Ragnarus needs FR for MT.
Drakes on BWL need cloak of onyxia for tanks, plus Nefarian, and you need FR gear for the MT on Firemaw.
AQ40 has the Viscidus and Huhuran encounter for NR gear and the Twins for SR on the warlock tanks.
Saphiron can be brute forced if you got dope healers but FR is still advisable.

To add to theese particular fights, they were alot harder when they were released in the Retail Vanilla, and they were consequently nerfed patch after patch because people cried about them.

You need to get money you say? No, you need to farm materials to be able to do the boss. Such as you farm for gold to buy consumables for raids. The boss is being a cockblocker? Too bad. You set an example on RPG's needing gear to do specific PvE bosses, that's kinda the point in wow, if you think you're gonna walk into a raid dungeon with the same set and use it from the start until the end, then we're not playing the same game, be it in terms of dps execution, healing effort or tanking for specific fights.

It is following the same logic as other 40 man raids, you have 1 to 4 bosses who some specific class or the whole raid needs resistances, but the difference here is that it is claiming a hard gear for everyone, well, you had alot of time to gather materials to craft the required gear, and most likely, you sold them at the AH. And now you're crying about it. Sounds like you're riding the bicicle and pushing a stick on the wheel.
Pretty much, yeah. It's not a good mechanic, but its in wow vanilla. Especially once it is no longer an option like it is throughout the rest of the raids to how much resistance gear you want the raid to have. You can do Shazzrah, Ragnaros, Vaelstrasz, Huhuran with minimal resistance gear if you choose to in favor of hard zug. It was hard, and still a stat check, but the theorycraft around it is fun. Much less so on Saphiron, but it still existed. But dialing it to the point of non-viability to the alternative just makes an already non-interactive mechanic worse. And like I said before:
Not to say that Wow classic doesnt set a precedent for this being a raid mechanic, but dont pretend that this is in anyway increasing the challenge
Futhermore, I think that Shaman should be reworked.
>Futhermore, I think that Shaman should be reworked.
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Re: Is it true that Anomalus forces players to have AR > 200?

Post by Piacrt » Thu Apr 17, 2025 10:23 pm

If you spent 1k on resist gear you weren't prepared. Should have anticipated that it was needed the moment the recipes were added to the church NPCs. Made mine back when the 1.17.2 patch dropped initially for a couple hundred gold, ran Black Morass for off pieces and did my Kara Crypt attune for the ring. Shame the Kara Crypt stam ring was nerfed but that would have been an option as well.

302 AR unbuffed as a leather user, just git gud.
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