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Shroud of Zul'Jin
<Shroud> is a US Horde guild with mostly adult members that progresses through end-game content at a moderate pace. We have raided steadily since Summer 2007.

We raid from 8pm - 11pm EST on Tuesdays, Thursdays, and Sundays.

Loot is handled through officer loot council with priority given to attendance, raid needs, and attitude/loyalty.

And whoever walks a furlong without sympathy walks to his own funeral drest in his shroud...

- Walt Whitman


7/11M: Mythic Kin'garoth Down!

Edyn a posted Feb 27, 18

This past Sunday—just a week after Imonar fell to Shroud’s raiders—the team claimed another victory, this time over Kin’garoth.

The fight added a new mechanic of which add to kill last during each intermission, as this would then decide which ability of Kin’garoth’s would become empowered. We decided to primarily kill the red decimator add, as this ability was not too tough to deal with, as it merely required spreading out and avoiding getting hit by players targeted with decimation.

Killing the same add last multiple times over the fight added a stacking 25% increased damage buff on the boss, in addition to empowering abilities, making the fight more difficult. Because of this, we swapped the order of the adds we killed on the third set.

The fight was fairly straightforward and similar to its heroic counterpart, but killing adds quickly was far more important than it was on heroic. Apart from that, avoiding balls and letting tanks soak them when needed was probably the only mechanic we struggled with, but considering how quickly we killed the boss (just under two raid days), we actually did not struggle much at all.

Congratulations to everyone on a second progression kill in a week’s time! Next up is Varimathras. Looking forward to getting some solid progression time on this boss.

Sunday night, after several grueling weeks of progression, Shroud’s raid team finally vanquished Imonar the Soulhunter. Real life causing attendance issues made it so that a fair chunk of progression time was actually spent either reclearing farm or simply not being able to do progression at all. As a result, this boss died later than it should have, but thankfully, he did die.

When we first began progression, getting to 60% and then crossing the second bridge safely was perhaps our biggest issue. We would steadily lose people and be unable to have a full raid make the journey to the third platform. We eventually got through and began to get to this platform regularly, but it took a fair amount of cooldown coordination to do so, along with personal responsibility in general.

Personal responsibility, in fact, was a big problem throughout the time we spent on this boss. Getting hit by the balls Imonar would send out periodically as we attempted to cross was a common occurrence. Not only was this more damage on the raid and more pressure on the healers to keep everyone alive, anyone getting hit would be slowed, obviously hampering the long walk across the bridge. We generally improved on this the deeper into the fight we got, but there was still a fair amount of avoidable damage being taken.

Another issue was keeping tanks alive during more difficult bridge crosses, as they were popping cds and clearing our path of traps, wires, and mines. We had some attempts where we lost a tank and were unable to rez, due to having to use it earlier that had a good chance of resulting in a kill had we been able to rez. This made the fight even more frustrating than it already was, because we could have a relatively good attempt and be ready for the last platform with plenty of time on enrage only to lose a tank, be unable to rez, and then lose our remaining tank on the final platform, resulting a very low percentage wipe.

Indeed, we lost a tank on our kill and were unable to rez, but through pure magic and a little willpower somehow pulled off a ridiculous kill.

Congratulations to all involved! Next up is Kin’garoth. Hopefully we can improve a bit and avoid taking so many balls to the face.

In the past couple of weeks, Shroud's raid team took down Eonar and then Portal Keeper, for our fourth and fifth kill.

For Eonar, the biggest addition was needing a few groups to jump on a ship, quickly take down an add, click an assigned crystal, and then fly back over to the rest of the raid. We used a WeakAura to know where to be at all times, which made the fight considerably easier. It was still very similar to heroic however, so apart from the ship, we still completed the fight by running around a bunch and killing things.

Portal Keeper Hasabel was also very similar to heroic and primarily required us to make sure adds stayed interrupted and portal minibosses died quickly. There were a couple of additions to portal bosses, and we needed to grab debuffs to drop on them in order to actually kill them. For the orange portal, we needed three debuffs from the green portal in order to drop the three stacks of 90% damage reduction the miniboss had. For the green portal, we needed a debuff from the purple portal to negate the healing received by the miniboss.

Once we nailed down the debuffs, we were able to easily take down the minibosses and progress through the encounter. As long as imps stayed interrupted, the main platform stayed under control and the boss eventually fell over.

Congratulations to everyone involved on two new kills! Imonar is next and we've already made some decent progress in just a few pulls.

A couple weeks ago, Shroud’s raid team dismantled the Antoran High Command in mythic Antorus.

The fight was not too dissimilar from heroic, the most important differences were related to pods. On mythic, you could only ever enter a pod once, as you would be afflicted by a debuff preventing you from entering a pod again on that attempt. The next change was that you would now be harassed by bats while in the pod, that would primarily need to be killed by dps outside the pod. You gained a button in the pod to nuke one bat, but it had a long cooldown and was best used in situations where the dps wouldn’t be able to easily take down bats quickly (the double bat spawns).

We tried multiple ways of dealing with certain mechanics, namely bats and mines. When we first began progression, we were leaving the bosses where they spawned when activated, meaning melee would need to move away from the boss to be able to reach the bats, which was not ideal. We started tanking each boss to the right side of each pod, allowing us to aoe the bats on that side, maximizing aoe, and making bats die much faster. Left side bats were generally not an issue, taken care of easily by ranged.

As for mines, we tried manually clearing some of them to prevent high damage later if the third pod was unable to clear a large number of them. We then realized that this was unnecessary, and if the mines were primarily clumped together, the players assigned to the third pod could clear the majority of mines with relative ease.

With these changes made, we had a much easier time on the fight. It was now about doing as much dps as possible at the start, to make the fight as short as possible, which meant lusting at the start, when everyone’s cds were available. We also tweaked our strat to plan on beating the encounter on the second pod, which meant stacking all of the shields near that boss, instead of placing them near the third pod, since the third pod would not be necessary.

It took some time, but eventually we were able to stay alive long enough and push dps hard enough to claim victory when we were on the second pod.

Congratulations to all involved! We’ve already started on Eonar progression and very nearly had a kill after about a day of progression. We should see a kill very soon.

About a week before Christmas, Shroud's raid team beat the second encounter in Antorus, the Felhounds of Sargeras.

The fight was a bit different from heroic, but still easy to execute. At the beginning of the fight, we would be marked with a debuff, indicating which dog we should be near. Three minutes in, this would change, and we would swap. Taking the opposite damage of the dog you were assigned to would trigger some extra damage on players as well as either a fire patch or a grip to the closest player.

In addition to this mechanic, the dogs do not share a health pool in mythic, so we had to be sure they stayed within a few percent of one another when the fight was nearly over, in order to prevent them from healing up.

All in all, this boss was another easy introductory encounter, much like Garothi. The changes were minor and relatively simple to deal with, and we pulled through and got ourselves a kill.

Congratulations to all involved! We're already making some decent progress on High Command, and hope to have a kill soon.

Screenshot is below, kill video will be added soon.

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