ZAQUL (The Eternal Palace)

CLIMATE: The theme of moving between different dimensions with crisp, psychedelic colors and beautiful animations makes the combat atmosphere definitely one of my favorites. Rating: 5/5

MECHANICS: During the clash we have to deal with annoying skills (Crushing Grasp) but also, for the most part, well thought out. Interesting mechanics, moving between dimensions in order to control the boss' abilities and communicating about the boss' positioning definitely provide a lot of enjoyment to the gameplay. Rating: 5/5

FUN: You can see the similarity to Mythrax, which manifests itself in slightly exaggerated damage. It's known, the combat has to be difficult, but at times, towards the end of the clash, chaos crept in. Each of these skills almost killed the raid at one time - Maniac Dread. I don't like that kind of thing, and I think the fight would have been just as difficult without that kind of damage boosting. Rating: 2/5

HEALING: It's demanding. I had my hands full almost the entire time, and I think this boss is perfect for testing the healer's skills, except of course that last phase which is a bit overdone. Rating: 4/5


CARAPACE (Ny'alotha The Waking City)

CLIMATE: As I wrote in the latest guide - wonderful combat. Beautiful showing of Fury of N'Zoth, who makes the mistake of underestimating us as opponents and has to flee into deeper and deeper zones of his armor, finally showing us his lair. Rating: 5/5

MECHANICS: there's no fooling around, the mechanics are really very simple. My guild and I only needed three tries to beat him, which is definitely not a score worthy of the penultimate boss. However, that doesn't change the fact that the mechanics shown in combat are very well thought out. The only problem is that it's very hard to make a mistake in them and to die you have to try really hard. Rating: 3/5

FUN: I had a great time with this game. Enjoyable boss, cool combat flow. Rating: 4/5

HEALING: There is only one moment in phase one where you need to focus more on healing. In the second phase, it looks similar. Only the third phase gets a little harder, but if the players know what to do, it doesn't pose any threat to the group. Rating: 3/5



G'HUUN (Uldir)

CLIMATE: By far the best boss in all of Uldir. All that "mold" surrounding us is impressive, just like those "coconut chips" falling from the sky - I don't even know what to call it, anyone have any idea? Plus the look of the Blood God himself is a piece of work. Rating: 5/5

MECHANICS: Basically, the very idea of moving the orb to the Reorigination Module is a cool thing, but players who weren't delegated to it don't really have anything to do. I was one of them, and generally it's pretty boring until phase III starts. It starts to get more interesting in Phase III when Malignant Growth comes in, which I really like as a mechanic. Rating: 3/5

FUN: The combat is okay and compared to the whole Uldir, which I find tragic, it was pretty good. Rating: 3/5

HEALING: There isn't much to do until phase III. Mostly using cds is for boosting your log score. Rating: 3/5


JAINA (Battle for Dazar'alor)

CLIMATE: It is very good. The fight on the warship with Jaina, the attacks by the Covenant fleet, the boarding, then the descent into the frozen sea... It creates a great atmosphere. Rating: 5/5

MECHANICS: well thought out. The first phase is easy, and the skills we have to counter fit perfectly into the atmosphere of the fight. Later on, the presence of the freezing mechanic and the need to stay warm in order not to die is very interesting, and using it at the right moment in phase three makes the fight itself that much more interesting. However, I have to admit that it was Jaina's Ice Block on Heroism that stole my heart, as I think it's the funniest element introduced by Blizzard. Rating: 5/5

FUN: several different platforms to fight the bosses on, unusual mechanics that are challenging but also a lot of fun - what more could you want. Rating: 5/5

LESSON: Incredibly boring first phase. It lacks challenge, only the transition between phase one and phase two requires a bit of healing. Then again, there's not much of it until phase three, when it's hard to keep up with keeping players alive. I'm not a fan of this kind of solution. Rating: 3/5


UU'NAT (Crucible of Storms)

CLIMATE: A platformer lifted vividly from Ny'aloth's raid. A boss with an unusual look and of course the great eye of N'Zoth must not be forgotten - I cannot give a different rating. Rating: 5/5

MECHANICS: How to use almost the same mechanics in two fights consecutively and not get lynched ? You have to be a WoW raid designer. Again, we have 3 artifacts to use, the effect of which is similar to the fight with Cabal, but this time the roles are reversed. In that fight, the boss used the artifacts against us, now it's us who, after capturing them, will try to use them against him. In addition to artifacts, the boss also has many mechanics that we have to control. Uu'nat is very complex and complicated boss. Rating: 5/5

FUN: I had a lot of fun on this one, I was a Void Stone carrier, and it's always a lot of fun to perform such extra functions in a raid. The combat requires a lot of focus and communication, but despite the large number of wipe it doesn't get frustrating, and that's appreciated. Rating: 4/5

HEALING: This boss is really, really challenging from a healer's perspective. One of the few fights where we had to dissect the use of healing cds, and that wasn't usually needed on a Heroic raid. Rating: 5/5


AZSHARA (The Eternal Palace)

CLIMATE: It doesn't impress me. The platforming doesn't impress me, while the depths and creatures swimming around are a definite plus. Azshara's model brilliant, majesty, pride and confidence well reflected. Rating: 3/5

MECHANICS: Charging the ancient panels was a good idea, requires the entire raid and communication to be involved. Other than that, generally speaking, lots of mechanics but little specifics. That is, at Heroic level, until the final phase, there aren't a lot of deadly abilities that pose a real threat; only escape from the long charging Azshara explosion, but I don't know if it killed anyone. More threatening mechanics appear in the final phase, such as Nether Portal and Piercing Gaze. And of course Overload, which I'll mention in a moment. Rating: 3/5

FUN: It was the last boss that made me most disappointed. Neither was particularly difficult or interesting. Defeating. Azshara didn't give me much satisfaction. Rating: 2/5

LESSONS: It's a shame to say. Other than a few abilities where the raid received damage (which were mediocre by the way) there wasn't much going on. Incredibly boring for three consecutive phases, only the fourth could provide some challenge thanks to the Overload skill, which is literally 10-15 seconds of sharper healing. Rating: 2/5


N'ZOTH (Ny'alotha The Waking City)

CLIMATE: It's okay. The boss model is brilliant as always - N'Zoth looks amazing. The platform itself is not crazy, it doesn't stand out in any special way. Rating: 3/5

MECHANICS: It's much more interesting here. It requires a lot of movement, communication, focus and excellent knowledge of tactics. The theme of detaching the mind from the body perfectly fit the actions of the Old God throughout the history of Warcraft, the real threats of losing Sanity, pairing up and avoiding other players - it was a worthy opponent, and at the same time the last boss of Battle for Azeroth. Rating: 5/5

FUN: The description above sums everything up perfectly. The combat is challenging, engaging and exciting. In the entire add-on I didn't enjoy killing a boss as much as I did here. Rating: 5/5

HEALING: It's challenging. We had to work out exactly who was using what healing cd and when, so that made it a lot easier, which doesn't change the fact that we were forced to do it by damage. They weren't too high or too low. Perfect for a healer to have something to do throughout the fight, but not stressed to death. Rating: 5/5


With that, we have come to the end about the ranking.