The Sanctum of Domination is one of the most challenging dungeons in World of Warcraft. This article discusses how this dungeon reflects the difficulty players are dealing with on their journey to raid Molten Core, and introduces some story-based lore about what could be causing it.
“Shackles of Fate: A Peep into Shackles of Fate” is a new book by Matt Burns and David L. Williams, which discusses the history and lore of World of Warcraft. The book includes an in-depth look at the “Sanctum of Domination,” a hidden area within Azeroth that was revealed in Legion.
We haven’t seen Sylvanas in LFR yet, but Shackles of Fate looked to be That One Level according to TV Tropes thus far.
While the first two wings soon became no-brainer cleans once players understood a few key things, Shackles of Fate still presents a significant obstacle towards the end of the second week live owing to numerous harsh mechanics and tight requirements for tanks, healers, and DPS alike. Even today, towards the end of week two, every run would consist of wipes with every boss, with a large number of people departing right away and waiting for fresh players.
This affects my raiding time as well – the queue time! Your usual waiting time used to be about 15-30 minutes as you waited for people to clean wings 1-2, but now that wing 3 has been added, the queue time has more than quadrupled as you wait for people to complete wing 3.
Mechanics aren’t difficult to understand and perform when there are a lot of them. However, I continue to believe that the bosses’ health pools are overtuned. The majority of players should be able to go past the boss health bar after a month and a half in the raid and gearing up, although this is often the case in wing 3 runs. I realize that the DPS check is part of the Guardian challenge, but Fatescribe and Kel’Thuzad, particularly Fatescribe, might be a little thinner.
Guardian of the First Ones is a very simple monster, with the exception of a DPS check. When the monster begins performing Purging Protocol, tanks have a straightforward duty to switch for shattering hits and pushing the boss to a pillar (an LFR raid normally survives one cast without hiccup). When the monster recharges his energy, DPS should avoid it, stack by the pillar, and punch buttons furiously, since after all pillars are demolished, you only have till the boss’s energy runs out before wiping. From the viewpoint of a healer, the monster is very fascinating since you must deal with unexpected damage peaks, give adequate AoE, and manage your large cooldowns – this is precisely the fight where my Holy Priest excels and feels extremely essential!
The boss is interesting in a good manner because of the DPS check. We nearly burnt him, there were no pillars left, he cast two Purging Protocols, which we just survived, and he fell down on the third cast, which would wipe the raid – 3 seconds before wipe!
Fatescribe I despise Roh-Kalo because he is so chubby. Massive health pool and a slew of fat additions to deal with, not to mention the runes’ wiping mechanism. I’m usually ready to perform runes, particularly when I’m playing a quick class like a DH, druid, or shaman. In any battle when it’s required to travel to some portal, carry items, mount a rifle, or anything like that, I’m always in. The secret to success in LFR, as found, is to avoid spawning adds and allowing the tank to bump into spawning shadow, even if it means putting a strain on the healers. Otherwise, DPS is often insufficient, and we are left with adds when others have already spawned.
Kel’Thuzad is a fascinating yet tedious boss. Spikes, tank shadows, abominations, and banshees are just a few of the adds to be concerned about. I discovered that when I last played the wing with my druid, I barely nuked the boss since I was constantly on adds. Needless to say, I’m usually on portal runs – albeit slow casters are really worthless there since they don’t have the time to cast and must constantly move. I wish the monster had some “resting” stages where you could simply nuke him for a bit without having to focus/clear adds, but apart from that, the battle is meaty, rich, and fascinating.
Little flavor elements that address the boss narrative and/or open world gaming experience are something I wanted to commend about the Sanctum of Domination boss design as a whole.
Tarragrue is a Torghast boss that must be defeated with anima abilities. Killing garbage on the Eye of the Jailer platform fills the same 5-stars indication as it did in the Maw! When it’s full, the Eye’s attention is attracted to you, and it’s ready to battle. According to the mythology, the Nine – 6 Val’kyr are dead at the time of the meeting, thus you must fight the remaining three, while the others are merely souls to assist them.
Garrosh has always been a smoldering ball of fury, and the encounter design reflects that. As you enter the chamber, Ner’zhul addresses his orc wife. Painsmith might have been done better since he’s all spikes, but spike traps aren’t very frequent in Torghast runs — they could, for example, replace the field-rolling spikes from tanks during release the instrument! with lines for flame burners
Fatescribe and Guardian are references to Korthia, but there’s nothing else to say. Both bosses are a miss here, as amazing as Korthia is in terms of gameplay and as poor as it is in terms of narrative. Kel’Thuzad, on the other hand, is responsible for the whole wing. Dalaran’s mage self as a core of his essence is pure gold if you ask me. Adds are a nod to Naxxramas (god I hated the endless add event on transmog farm), he’s a master of ice magic – as we’ve seen even as far back as Warcraft III, and phylactery’s trip to his former pre-lich self, Dalaran’s mage self as a core of his essence is pure gold
In summary, these little details demonstrate that Blizzard is concerned about game lore and design in general, and that is what makes it so valuable.
Sylvanas Windrunner is the next destination.
The “shackles of fate wow lfr” is a book that follows the story of a human warrior who wakes up in an abandoned city with no recollection of how he got there. He must find his way out and discover what happened to him.
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