Midnight Overview
Changes to Enemy Casters in Midnight
On the Midnight Beta, Mythic+ testing has begun and there appears to have been some massive philosophy changes to enemy casters in Midnight which should make coordinating interrupts easier:
- Fewer enemy casters overall.
- Longer casts and cooldown times on important interruptable abilities
- Bolters nerfed massively
There are many pulls where there is nothing to interrupt, but you can combine multiple packs to still have some priority kicks to hit. All major trash abilities that are “important” to kick appear to have been standardized at a 25+ second cooldown and have a 4+ second cast time.
Bolters also seem to have a new philosophy and gone are the days where you must stop every cast, or die. Bolters are more like archers that you can interrupt, and deal triage damage that needs to be healed up before the next major damage event. You no longer need to have interrupts or stops for every cast, and letting some go off is perfectly fine.
Overall, coordination has been made much easier for interrupts as you only need one interrupt (one person) per important caster, making it much easier to coordinate and determine how many free kicks you might have for bolters or other reasons.
Bolters
Before we begin, we’re going to define a Bolter. Bolters are an enemy caster that will prioritize casting a single target spell on a random target. Usually these spells end in “bolt”: Shadow Bolt, Arcane Bolt, Frostbolt, etc.
With that out of the way, Bolters are receiving some major nerfs in Midnight, with some having previously been announced and some other things to mention now that there’s testing:
With the removal of interrupt capabilities from healers, we’re making an effort to change the behavior of enemies that use spells like Shoot or Frostbolt. We want enemies with these spells to more evenly spread their targeting to different players of your group, which should reduce cases where a single player might take a large spike of damage while others receive none.
Blizzard
CLASSES
- The Global Interrupt duration has been increased:
- Developers’ notes: We would like players to have more effective tools against caster enemies, particularly in dungeons. To that end, we are increasing interrupt durations across the board in PvE content.
In addition, there are also a lot less bolters in these dungeons, and there’s a maximum of 2 bolters per pack. Bolt damage appears to have been reduced as well, when comparing the damage of a bolt to the max health pool. We’ve compared +12 damage bolts across various dungeons in Midnight and Season 3 of War Within and the damage appears to have been nerfed by about 20-25% or ~9% max health on a +12.
With 418k health in Myth 2/6 gear:
With 14.4M health in 709 gear (just under Myth 2/6):
Lastly, Bolters cast times have now been standardized at 2.5 seconds; no more 1.5 second bolts (looking at you Holy Smite).
There’s been a concern over “Boltslop” in Midnight, but that word doesn’t exactly have a clear definition from person to person. If your definition of “Boltslop” is “there are casters that cast repeatedly”, then yes, these continue to exist in Midnight. If your definition of bolters is a caster where every interrupt needs to be kicked, then this this seems to no longer be a problem in Midnight and a dungeon like Priory shouldn’t happen again.
Overall, these are the nerfs that Bolters are taking:
- Bolters are less common and more spread out.
- Bolters now spread their targeting across the party.
- Bolts deal less damage.
- Bolters have longer casts.
- Bolters will be locked out of casting for longer when kicked.
Bolters now seem to be more in the line of an archer (with benefits), as the bolts are just triage damage that a healer needs to heal up. You can of course interrupt them, and should when available, but it should no longer be required to interrupt many, if not all of them, until super high keys.
Midnight Mythic+ Breakdown of Interrupts
We’ve broken down all the interruptible abilities in the 4 Mythic+ dungeons available for testing below. There’s a lot of information including the name of the mob, the number of times you pull that mob, what it casts and the maximum number of mobs in a single pack (does not include combining packs). The number of times you pull a mob might slightly differ based on route, but the data can still be used for a rough estimate of how many you will face in a dungeon.
Seat of the Triumvirate
In Seat of Triumvirate, there are only 4 mobs with interruptable casts, one of which is a boss. Only one of these is a “bolter” and these mobs have a maximum of one per pack, except for a the packs in front of the 3rd boss (which has 2 in a single pack). One mob casts a channel, and can be stopped using CC.
If you’re trying to avoid crazy pulls, you can easily keep the number of mobs that cast per pack down to a maximum of 2.
- Ruthless Riftstalker
Channel Shadowmend - Max per pack: 2
Al’gethar Academy
Al’gethar Academy shows off the new philosophy of interrupts very clearly, as it’s the most recent dungeon of the bunch and we still see some massive changes to the design. Many interrupts have been removed from the dungeon, with the eagle trash no longer having any, and all Scepters being removed. Maximum number of casters is 3, in the Vexamus area, but all of the kicks are on long cooldowns and there are no bolters.
There are no bolters except for the final area of the dungeon, which consists of 2 double packs of bolters and no other casts.
- Corrupted Manafiend
Casts Surge - Max per pack: 2
Skyreach
Skyreach is a returning dungeon from WoW and has the lowest number of bolters overall. Many of the packs just need one person to interrupt a priority mob and the rest of the creatures don’t have any kicks. In terms of trash complexity, this felt like the easiest dungeon.
There are only two packs with bolters, one has two and can be skipped by taking the other path in the fork, and one is required at the end of the dungeon.
- Driving Gale-Caller
Casts Repel - Max per pack: 2
- Initiate of the Rising Sun
Casts Solar Bolt - Max per pack: 2
Pit of Saron
Pit of Saron is by far the heaviest caster dungeon and it’s not even close. While other dungeons have one bolter type, and a couple other priority kick mobs, Pit of Saron has so much more – it has a multi-kick tank-buster, two different types of bolters, and the most kick coordination that is needed in a dungeon so far.
However, there are upsides as Pit of Saron is a very open map, and this means that you can combine pulls how YOU want to. Bolters and casters usually only have one in each pack so if you don’t want many casters in a pack, just don’t pull multiple caster packs together.
Please note that there were significant changes to Pit of Saron mid-last week reducing the total number of casters. The list below has been made post-nerf.
- Gloombound Shadebringer
Casts Shadowbolt - Max per pack: 1
- Dreadpulse Lich
Casts Icy Blast on Tank - Max per pack: 2
- Plungetalon Gargolye
Channel Plungegrip - Max per pack: 1
- Rimebone Coldwraith
Cast Frostbolt - Max per pack: 1