Deadly Cupcakes

Game Discussion => Theorycrafting and Class Discussion => Topic started by: Marco on January 13, 2020, 10:00:15 AM

Title: Horrific Visions
Post by: Marco on January 13, 2020, 10:00:15 AM
wowhead has a strategy guide up.  I haven't tried these on the PTR, but the guide's recommendations are consistent with comments I've seen elsewhere.

https://ptr.wowhead.com/guides/horrific-visions-strategy-faceless-mask-consumables-tips

The first five runs contain a significant dilemma: killing the end boss terminates the vision, but failing to kill the end boss means you don't upgrade your cloak.  Once you get to cloak level 5 that dilemma is significantly reduced, as you get your cloak upgrade items from side areas which don't end the vision.  It's apparently not that difficult to clear a corrupted area or two once you have the Sanity Restoration Orb (run #2), but for people with any anxiety about failing a run, I'd recommend going straight to the end boss until cloak level 5; it doesn't sound like you'll miss a lot in the medium or long term.

You can always practice on an alt, if you want to put in the extra time.

(For me, the real horror is the thought of using an item to start a vision and getting "Transfer aborted: instance not found".)
Title: Re: Horrific Visions
Post by: Piralyn on January 13, 2020, 11:45:02 AM
Ur a horrific vision
Title: Re: Horrific Visions
Post by: Piralyn on January 13, 2020, 11:45:19 AM
I felt like Kristin would be disappointed if I didn't post that.
Title: Re: Horrific Visions
Post by: jsoh on January 13, 2020, 12:10:25 PM
Ur a Kristin
Title: Re: Horrific Visions
Post by: Marco on January 14, 2020, 10:23:36 PM
My experiences this evening (on a well-geared demon hunter):

Lesser vision (solo): I failed the daily objective; you had to discover six mobs using an on-use item and kill them, and I only found three.  I think I went to the wrong parts of the lesser vision, and also got bogged down by a rare (which I didn't have time to kill).  Two of my friends did this in a group and had no trouble.  I believe the failure cost me 1000 coalescing visions for the week, which wasn't a great feeling but isn't going to be a big deal.  Tomorrow's lesser vision should be substantially easier since I'll have a rank 4 cloak (and maybe the restoration orbs, but I'm not sure about that).

Vision #1 (solo): went straight to Thrall.  Tried to thread trash and wound up pulling several packs at once, which was fine as a DH but might have gotten me killed on a more fragile class.  No trouble winning the fight in time.  I can't imagine being able to do a side area on this run.  It didn't seem like failing this run would have much of an impact since you can't upgrade the cloak yet; you'd just miss out on 100 mementos.

Vision #2 (group of three): experimented with doing the Drag (a corrupted zone) first.  Had to abort and go back to Thrall without finishing the side objective, partly because we didn't know how the side objectives worked, but mostly because we accidentally used orbs #2 and #3 at the same time.  Lesson learned: appoint one person to use the orb.

Vision #3 (group of three): did the Drag correctly and had time at the end to clear some extra trash packs.

Vision #4 (group of four): did both corrupted zones, starting with the one to the left.  We pushed one of our orb uses a bit close to the wire (you can't it out of combat), but we had some margin at the end to pull some extra trash and use an orb right before Thrall.  Thrall with two buffs took about a third of a sanity bar to kill.

I experimented with being a tank for part of run #2, but was DPS (as was everyone else) for the other group runs.  There wasn't a lot of damage.

Doing side areas in the early runs generates enough mementos to get some extra research upgrades quickly.  This feels nice, but probably isn't going to matter after a couple of weeks due to the increasing upgrade costs.

The first choice you make doing research upgrades is to pick a group trait or a solo trait.  You'll eventually double back and get the other traits on that row, but for the short term that choice will stick with you.  For today's runs, three of us picked the group trait, which pushed up the max sanity of the party from 1000 to 1450.
Title: Re: Horrific Visions
Post by: jsoh on January 15, 2020, 06:47:32 AM
Data point.

A friend of mine - a 421 guardian druid, no raid/m+ gear - failed the first vision in part because he couldn't dps Thrall down before his sanity went away. I'm not sure how much sanity he had going in, or the degree to which he was failing mechanics, but I thought I'd point out that relatively under-geared tank specs may have issues soloing, due to low dps.
Title: Re: Horrific Visions
Post by: Piralyn on January 15, 2020, 06:56:53 AM

Lesser vision (solo): I failed the daily objective; you had to discover six mobs using an on-use item and kill them, and I only found three.  I think I went to the wrong parts of the lesser vision, and also got bogged down by a rare (which I didn't have time to kill).  Two of my friends did this in a group and had no trouble.  I believe the failure cost me 1000 coalescing visions for the week, which wasn't a great feeling but isn't going to be a big deal.  Tomorrow's lesser vision should be substantially easier since I'll have a rank 4 cloak (and maybe the restoration orbs, but I'm not sure about that).

They did not do a great job (to me) of making it clear you can go inside the city/building. I only found one or two in the area you zone into, but once I went towards the Shrine and went into the building, I found a dozen or two. I'm not sure if that'll change as more people realize you can go in there.
Title: Re: Horrific Visions
Post by: Piralyn on January 15, 2020, 07:01:39 AM

Vision #1 (solo): went straight to Thrall.  Tried to thread trash and wound up pulling several packs at once, which was fine as a DH but might have gotten me killed on a more fragile class.  No trouble winning the fight in time.  I can't imagine being able to do a side area on this run.  It didn't seem like failing this run would have much of an impact since you can't upgrade the cloak yet; you'd just miss out on 100 mementos.

Vision #2 (group of three): experimented with doing the Drag (a corrupted zone) first.  Had to abort and go back to Thrall without finishing the side objective, partly because we didn't know how the side objectives worked, but mostly because we accidentally used orbs #2 and #3 at the same time.  Lesson learned: appoint one person to use the orb.

Vision #3 (group of three): did the Drag correctly and had time at the end to clear some extra trash packs.

Vision #4 (group of four): did both corrupted zones, starting with the one to the left.  We pushed one of our orb uses a bit close to the wire (you can't it out of combat), but we had some margin at the end to pull some extra trash and use an orb right before Thrall.  Thrall with two buffs took about a third of a sanity bar to kill.

I experimented with being a tank for part of run #2, but was DPS (as was everyone else) for the other group runs.  There wasn't a lot of damage.

Doing side areas in the early runs generates enough mementos to get some extra research upgrades quickly.  This feels nice, but probably isn't going to matter after a couple of weeks due to the increasing upgrade costs.

The first choice you make doing research upgrades is to pick a group trait or a solo trait.  You'll eventually double back and get the other traits on that row, but for the short term that choice will stick with you.  For today's runs, three of us picked the group trait, which pushed up the max sanity of the party from 1000 to 1450.

This mostly matches my experience solo as an equally well-geared Demon Hunter, because as the Old Gods have warned me time and time again MY FRIENDS HAVE ABANDONED ME.

That's good, though, as it does indicate things scale/balance relatively well between solo and groups, other than you don't have the rez safety net when solo. I think I was able to get the Drag done on my second attempt, but it was pretty close.

I suspect that classes without a standard interrupt are going to have a tough time soloing due to the number of cast abilities that can stun you and/or eat your sanity. Even with my interrupt and stuns, I felt like I was a bit short sometimes. Classes that lack in AoE or self-healing my struggle to solo, too, but I honestly don't know how many of those there even are any more.
Title: Re: Horrific Visions
Post by: Piralyn on January 16, 2020, 06:18:25 AM
I soloed my fifth vision last night and had a pretty easy time. I made a few mistakes in dealing with abilities and still managed to clear both side areas with enough time and orbs left to try to poke my head into one of the remaining two "high level" areas to try and kill some trash, but immediately upon entry the game screamed at me that this area was too challenging and I should upgrade my cloak, so I bailed out and just killed Thrall. Still had half a sanity bar left despite--again--some bad plays and wasted time wandering around.

One additional thing that I picked up on at the tail end of my fourth vision and went after more aggressively in my fifth were the mysterious vials that are on the ground behind signs/around buildings/etc in the visions. There's five different colors--I think--and it felt like the colors stayed consistent in what they did across the single run, but I'm not sure if they're permanently consistent or randomized between runs/weeks. I can't find a table anywhere that outlines specifically what each color does, so it's hard to say.

Three of them gave bonuses that had a side-effect after expiration. One was 2% health back every five seconds, but then I was significantly slowed when it was over. for a bit Another was a often-proc'ing firebreath, but when it expired I'd lose control and run around on fire for a few seconds. Another did something like increase crit chance, but would cause me to vomit uncontrollably when it expired. The durations stack, so if you can find multiple of these, you can avoid the side effects entirely--at least until I zoned out, at which point I ran around on fire for a few seconds. They disappear when consumed, so if you're in a group, only one person will be able to use them, which will likely make it harder to avoid the side effects. The side effects are fairly minor, although I could see loss of control being a big problem in certain windows.

The other two colors either restore or reduce sanity. I believe the one that knocked off 75 sanity from me was the black vial. I don't recall which color was the sanity restoration, as I only saw it once.

These buffs do seem pretty significant, though, as I was way ahead of my timer from the previous run.
Title: Re: Horrific Visions
Post by: ghoselle on January 18, 2020, 09:35:36 PM
Doing this on a slightly undergeared alt (~ilvl 400) dps-monk Thrall DPS'd me down before I could dps him down on my first trip in.  Sanity wasn't the issue, having enough survival cooldowns and health was.
Title: Re: Horrific Visions
Post by: Piralyn on January 19, 2020, 09:16:53 AM
Doing this on a slightly undergeared alt (~ilvl 400) dps-monk Thrall DPS'd me down before I could dps him down on my first trip in.  Sanity wasn't the issue, having enough survival cooldowns and health was.

On Pira, who was around 410 and is now around 425, I've had to swap out my DPS runic power dump for Death Strike pretty aggressively on the first one and another random one. I'm not sure what the difference has been on various attempts, although I guess non-tanks are vulnerable to crits and all... Still, it's seemed like a surprising amount of variance, despite avoiding all the avoidables.

I've been surprisingly okay on my Shadow Priest, even without using Vampiric Embrace, which seems odd with the other data points even though Shadow Priests get a 30% damage reduction after two hits.

Any class without a lot of passive mitigation (Plate) or sustain is going to probably have issues. There seems to be some variance, though, and I'm not quite sure what that might be.
Title: Re: Horrific Visions
Post by: HeidiB on January 19, 2020, 09:31:20 AM
A friend of mine - a 421 guardian druid, no raid/m+ gear - failed the first vision in part because he couldn't dps Thrall down before his sanity went away. I'm not sure how much sanity he had going in, or the degree to which he was failing mechanics, but I thought I'd point out that relatively under-geared tank specs may have issues soloing, due to low dps.
Me too as an ilevel 437(?) Mistweaver.  I had him down to about 25% when the timer ran out.  I could probably have made it work if I'd kited the trash to the entrance and blown all my cd's there rather than clearing trash carefully.
Title: Re: Horrific Visions
Post by: jsoh on January 19, 2020, 01:17:58 PM
Any class without a lot of passive mitigation (Plate) or sustain is going to probably have issues. There seems to be some variance, though, and I'm not quite sure what that might be.

"Are you a clothie who has to face tank with limited/no sustain? Go get a group"

Zipping through a MMOC thread, many people are complaining about the same thing. Some specs (hello Havoc) are just stupid OP. Some (shamans seemed to come up a lot, as well as non-Frost mages) have a very rough time.
Title: Re: Horrific Visions
Post by: ghoselle on January 19, 2020, 03:06:59 PM
Doing this on a slightly undergeared alt (~ilvl 400) dps-monk Thrall DPS'd me down before I could dps him down on my first trip in.  Sanity wasn't the issue, having enough survival cooldowns and health was.
Grabbing a couple upgrades (including crafting a 400 weapon to replace the 370) saw me at ilvl 410 and able to do this as windwalker monk.  I ran it 3 times, and the last run was the iffy-est -- I had to use a healing pot and ended at about 30% health.  The previous 2 I didn't need healing pots.  So there is definitely some RNG or something going on.  I did make a point of getting food & flask, and some cheap enchants, but it felt like overkill. 
Title: Re: Horrific Visions
Post by: Fernia on January 20, 2020, 08:59:42 AM
As a shadow priest, I am not having any problems melting faces and murdering Thrall, but I've been reluctant to do the side-quests solo.  My first real run I grouped up with guildies, and we ran out of sanity --- I think it was a matter of having two new cloaks in a group with some upgraded cloaks.  We landed up losing two during the Thrall fight to sanity exhaustion and that left us short of DPS.

I'm thinking the best strategy is to just solo through for the first 4 upgrades or so, and put all your points into the group powers.  When you need to run the side quests you will be well equipped, and you will have a team that compliments each other nicely.  Despite what the guides say about being FOREVER BEHIND IF YOU DIE in the Vision ... it's not going to matter that much, and down the line we are going to be getting blogged down in some of the harder later cloak upgrades.
Title: Re: Horrific Visions
Post by: Marco on January 20, 2020, 05:16:07 PM
It looks like it's going to start making sense to bank vessels and coalescing visions at some point, because some cloak upgrades will require multiple visions.  You can bank up to five vessels and 25K coalescing visions.  (So check how many you have before turning in a lesser assault for 5.5K visions.  Greater assaults give you a vessel directly.)

Looking at the wowhead guide, the midrange looks like:

to get to rank 6: one vision (one corrupted area)
7: one vision (both corrupted)
8: one vision (both corrupted)
9: two visions
10: three visions
11: four visions

where you can do one of those per week, starting with this week.  So banking some vessels over the next two weeks (after getting to each week's cap) may help with the subsequent weeks.  It looks like you can potentially reduce the number of runs by clearing some lost areas and getting lucky.

The high end requirements aren't fully known.  It looks like rank 12 may require just one lost area, but subsequent upgrades may require a substantial number of visions (6, 12, and 18 pages respectively).  It might be possible to speed these up by running with masks enabled.

This evening I did an end-of-week run to get to cloak rank 6, in a group of four people with rank 5.  Since we knew we would be guaranteed the upgrade after one corrupted area, we decided to be adventurous and try our first lost area.  My plan had been to run the drag (near-east) and then swing north to the valley of wisdom.  It turns out that you can't approach the valley of wisdom from the east, so we had to run back around and get there from the southwest.  The madness effect in this lost area (Split Personality) has a substantial learning curve.  You have to notice the edges of your screen turn purple, and then watch for a ring of black patches appear with one gap.  It doesn't close in, but it's very easy to run into the ring if you aren't ready, or if something else is forcing you to move.  The objective of this area seemed to be to kill small bosses in the west and east, then kill a bigger boss back where you came in.  We wound up losing one person on the big boss and having to use a revival afterwards, leaving us just barely enough sanity to kill Thrall for some extra mementos.
Title: Re: Horrific Visions
Post by: Glognar on January 21, 2020, 08:11:13 PM
So I went to do a corrupted area. Killed a few things and got to the zone but there was a 'flaming' barrier. I gave up and killed the boss but of course wasted a vessel.

Tried to walk through and it stopped me. Just looked at a video and it looks like they pushed on barrier and eventually got through.

Am I missing something?

Title: Re: Horrific Visions
Post by: Piralyn on January 21, 2020, 08:39:03 PM
You should be able to right click on it to dispel it, although I'm not sure if on your first one or two it prevents you from doing that, since you're not likely to be able to complete a side area and kill Thrall on your first go without the Sanity restoration extra action button
Title: Re: Horrific Visions
Post by: Glognar on January 21, 2020, 08:50:08 PM
Well damn. I've got a Rank 5 cloak. Was trying to clear a corrupt area for my next quest.
Title: Re: Horrific Visions
Post by: Piralyn on January 23, 2020, 06:46:13 AM
The Stormwind Horrific Vision seems to be--from my small sample size of friends--pretty universally despised compared to the Orgrimmar version last week.

Some of that might be the Madness effects. This week the two easier side areas have a thing that will catapult you several yards forward and leave a giant flame pool behind you if you move when the debuff is up. I'm not sure that you can wait out the debuff and avoid dropping the pool/getting flung. I tried to hold off for several seconds when I noticed it, but it's very difficult not to move for an extended period of time in the visions. Unlike the shadow chasing you in Orgrimmar, this gets significantly worse in a group setting, as the flame pools are visible to everyone and can damage everyone. So, if there are five of you in there, that's five times the giant flame puddles to avoid. The fling is a pretty significant distance too, so you're fairly likely to get flung into another pack--and every miniboss in this vision has some pretty significant "move out of shit" requirements.

The Dwarven district bonus area requires you to go around and plant bombs and then kill a mini boss. The distance traveled is probably pretty similar to the previous two areas, although it feels like there's a bit more trash to kill. There's not a lot you can skip, so getting flung into another pack by the madness isn't great but isn't a huge time waste as long as it doesn't prevent you from using an orb before you run out of sanity.

The Trade district felt like a HUGE time sink to me. You have to clear basically everything in the area and do a lot of back tracking. The first two objectives are to kill one mini boss and then another, both of which are at the far end of the area. After that's done, you have to go around and unlock eight cages. They seem to spawn in consistent areas, but it's still some extra running and mild backtracking, further compounded by getting flung around every five seconds. The burrowing tentacles in here, at least as a group, seemed buggy as hell and would constantly burrow even with someone in melee range, eating up even more time.

Alleria is arguably less threatening, but takes way more time, than Thrall. Since she's ranged, she does not like to move unless you get out of line of sight. This is problematic due to the Dwarven District giving her bombs that leave giant fire puddles on the ground. You can kick these bombs away if you right click on them when they spawn, but there's not a lot of time to do it. The Trade District mechanic she gets is a long silence and slow drag towards her that does something bad if you run into her. That one isn't too dangerous, but it's--again--another 8-10 seconds you can't damage her. Her inherent ability is a long cast AoE spell that does a ton of damage and wipes out a huge amount of sanity, which you have to line of sight behind the columns. You can do a little bit of damage while it's casting, since it's such a long cast, but that's yet another span of time you can't really DPS her.

She also intermittently shoots a barrage of arrows up in the sky that telegraph swirls on the ground you have to avoid. There's a lot of them and not a lot of time to react, but there's usually some gaps to quickly side step into. This is also compounded by the fact that madness for the main area puts a dark spot on the ground you're supposed to stand in to gain a damage buff, otherwise you do 10% less damage.

If you struggled to DPS down Thrall last week in a Sanity bar, I imagine Alleria will be a bigger problem this week just due to all the interrupted DPS time compare to having to just side stepping Thrall's abilities. I didn't find her really threatening from a survival-perspective compared to Thrall, it just takes what feels like a long time to kill her because of the mechanics.
Title: Re: Horrific Visions
Post by: Piralyn on January 23, 2020, 06:52:05 AM
Outside of all the madness/mechanical differences, some of the mobs make this week feel shittier than last week. You have the same kind of channeled AoE damage, cast-time AoE stun/shockwave type mobs as last week, but there are a few mobs sprinkled in the main area with a channeled non-interruptable ability that makes them take 75% less damage and reflect a pretty significant amount of damage (15k?) back every time they're hit. The only way to interrupt this is a Stun or a push/pull ability like Death Grip that interrupts casts via movement. There doesn't seem to be an internal CD on the damage reflect, and it did a pretty hefty chunk of damage to our rogue before we noticed what was going on.

If there's only one in a pack, it's not too bad. There is a pair that guards the route to the trade district, and another one nearby. I was able to handle three at once on Pira with Strangle, Death Grip, and Ghoul stun, but that's obviously an outlier. If you don't have any stuns, you kind of just have to wait for them to finish the channel, which I think was like ten seconds. That's obviously Not Ideal.

Madnesses are supposed to change weekly, so it's possible that when the Stormwind comes back around in two weeks (assuming the visions alternate week to week), it may not feel like such a slog, but a lot of the actual mechanics feel pretty shitty compared to Orgrimmar.

If you were able to get five visions in last week and only need to do one (two bonus areas in one run) this week, you'll probably be thankful to not have to go in multiple times. It might be wise to stockpile visions/currency this week if you're not confident about clearing this or you struggled in Orgrimmar, since you can stockpile five of the actual Vision items and 2.5 visions worth of currency.
Title: Re: Horrific Visions
Post by: Piralyn on January 23, 2020, 06:56:38 AM
Also worth noting: If you are on the sixth upgrade quest where you need two items, you only need to clear two side areas. You do not have to kill Alleria in the main area. So in that case, it's better to clear the two side areas and "fail" the main area by running out of sanity than to make a run to Alleria if you don't think you'll have enough sanity to clear the two areas and kill her too.

This concludes my Horrific Vision TED Talk.
Title: Re: Horrific Visions
Post by: ghoselle on January 23, 2020, 07:56:10 AM
So, Stormwind is super stealthable. 

I did two runs last night on Ghoselle and one on Duskyrose.  On the first run I hit a bug where I couldn't get in to Dwarven district -- it just wouldn't let me in, which was frustrating because I was at the "get 2 things from side areas" with my cloak.  So I ended up doing the bank area and Alleria.  I cleared maybe half the mobs in the bank area on my first run.   On my second run I was not good about controlling where I was knocked back and ended up pulling most of the bank area.  I was experimenting also with doing this solo as cat rather than bear, and honestly, cat felt way dicier -- my health was a concern in a bunch of the fights, and on the 2nd run I ended up actually dying when a knockback threw me across multiple packs, though that was partially my own fault for having stealthed past them and not having a safe area to fight.

On Dusky, I just needed to kill Alleria, so I did.  It was pretty quick and smooth.  Maybe it was having a pet, but the dps time interruption was pretty minimal.  So I suspect 2-man'ing her with a melee & ranged will mean the ranged gets full dps time.  The one mechanic is melee range only; the other is super long cast time, so you can dps during most of it if you are well positioned.
Title: Re: Horrific Visions
Post by: Marco on January 24, 2020, 03:37:32 PM
Since the dailies started awarding more coalescing visions and the cloak upgrade quests slow way down after the first week, it's a lot easier to hit the 25K coalescing vision cap by accident.  I ran across a weakaura to warn you when you hit 20K so you know to go buy a vessel.

https://wago.io/WJvmWqWWB
Title: Re: Horrific Visions
Post by: Marco on February 03, 2020, 08:28:46 PM
Today's hotfix notes had this interesting bit:
Quote
Further reduced the health of enemies in Horrific Visions for players who enter the instance as a solo healer or tank specialization; healers will face enemies with 42% less health and tanks will fight enemies with 25% reduced health.
Developers' note: We'd like players to be able to upgrade their legendary cloak without feeling like they have to change specialization. The difficulty of Horrific Visions adjusts dynamically based on party composition, but they're still a bit rough for solo healers and tanks, so we're making some tweaks to help those players out.
I have some questions about the developer's note--does a party of five with a tank and healer face different scaling than a party of five DPS?  What happens if you change specializations inside a vision?  But the change at face value seems good.
Title: Re: Horrific Visions
Post by: Snique on February 04, 2020, 06:17:50 AM
Aside from the obvious value of upgrading the cloak through tree "talents" what is the purpose of running more higher level visions? The incremental change on the cloak itself seems small but maybe that's because I'm consistently getting good upgrades from emissary quests and raid boss drops?
Title: Re: Horrific Visions
Post by: Marco on February 04, 2020, 06:51:52 AM
You get several things from upgrading the cloak:

* At rank 6 you get an on-use ability that lets you cancel corruption effects with a 3m cooldown.  This is intended as counterplay when, say, an eye spawns on you during a must-stack mechanic in a boss fight.

* At rank 12 you get a strong main-stat proc.

* You get steadily increasing corruption resistance, typically +8 every two cloak levels.  At rank 15 the cloak has 50 corruption resistance, and it continues to increase slowly beyond that.  This lets you wear more corrupted gear without the ill effects.

* Least importantly, you get slowly increasing stats, as with your neck.

The other aspects of the cloak (insanity resistance and titanic research) just feed back into horrific visions.  There is an insanity mechanic in the last two bosses of Nyalotha, but the cloak's insanity resistance doesn't affect that.
Title: Re: Horrific Visions
Post by: jsoh on February 04, 2020, 07:04:19 AM
Aside from the obvious value of upgrading the cloak through tree "talents" what is the purpose of running more higher level visions?

You can theoretically get near-mythic quality (470) gear if you can complete a full vision w/5 masks, and heroic quality (460) from a full vision w/3 masks. I am explicitly not offering an opinion on the value proposition of this manner of gear acquisition.

Memento income also scales with how much a vision you can do, which will be interesting once you complete the entire research tree, and are in the position to start buying sockets/vanity items.

ETA: rank 3 essence bits also come from completing lost/corrupted areas, there's that as well.
Title: Re: Horrific Visions
Post by: Marco on February 08, 2020, 07:03:56 PM
This post and its comments go over secrets in horrific visions: https://www.reddit.com/r/CompetitiveWoW/comments/f0cewz/hidden_bufflocations_in_visions/

The bit about potion colors is interesting--the potion colors are shuffled each run, but you can find out which color is bad (sanity decrease) by looking in a specific location in the tainted (starting) zone.

So far I've mostly been skipping these, but some of them are probably worthwhile to get, if it means getting through the lost zones faster.
Title: Re: Horrific Visions
Post by: Marco on February 16, 2020, 06:42:15 AM
The bit about potion colors is interesting--the potion colors are shuffled each run, but you can find out which color is bad (sanity decrease) by looking in a specific location in the tainted (starting) zone.
A wowhead article points out two related tidbits:

* Once you find out the bad potion color, the color of the +100 sanity potion can be known via a simple mapping (black -> green -> red -> blue -> purple -> black).
* HandyNotes has a plugin mod with horrific visions locations; the above mapping is displayed (in longer form) as a note on the position of the bad potion.

https://www.wowhead.com/news=311190/what-do-the-potions-do-in-horrific-visions-determining-the-bad-and-good-potions-
Title: Re: Horrific Visions
Post by: Marco on February 20, 2020, 12:19:59 PM
This weakaura displays a table of potion effects: https://wago.io/kxredzlg9 .  You need to click on the color of the poison potion for each vision.  It defaults to displaying in a very central location, so you'll likely want to move it after importing.  With the table up, a reasonable strategy is to focus on sanity and fire-breathing potions, while ignoring the defensive ones.

wowhead has a guide to the masks up here: https://www.wowhead.com/guides/horrific-visions-faceless-masks-acquisition-rewards-mask-runs .  You get introduced to the masks after you do a full clear.  To earn additional masks, you do lost areas with at least one mask up.

Demon hunters can double-jump over Split Personality patches by standing still and pressing space twice, according to Tom.  Pressing the "move forward" key while you do this will mess it up.

I'm having a variety of experience on my three characters.  Havoc is probably the best vision spec, is my raid and M+ main with 463 ilvl, and got an early lead in mementos by doing relatively aggressive group runs.  On that character, a full clear with no masks is a snooze, and for my last two torn pages this week I did a full clear with two masks (Dark Delusions and Burned Bridge).  Tom (also havoc) did a full clear with all of the masks except Long Night after finishing his rank 11 cloak upgrade, owing partly to the 43% increased longevity from the large insanity resistance bump.  My enhancement shaman (ilvl 443) also seems to have a good toolset for killing stuff in visions, but is more fragile.  He hasn't yet managed a full clear--partly because he only just picked up Gift of the Titans and doesn't yet have the defibrillator.  My destruction warlock (ilvl 447) doesn't feel as well-adapted to visions, although he's not terrible.  Also no full clear on that character yet.

Looking ahead, next week's cloak upgrade will likely only require one run, although it will be necessary to complete a lost area.  The rank 12 cloak upgrade provides a large main stat proc with a pretty high uptime (15s duration, should happen every 40s or so depending on haste).  The following weeks will apparently require a lot of pages (6, 12, and 18) and therefore a lot of vision runs, but the rank 15 upgrade only provides a bump in insanity resistance, so visions at that point should be more about collecting mementos for sockets than about boosting the power of the cloak.  After rank 15 it is supposed to be possible to increase the cloak's corruption resistance in steps of 3; we don't know exactly how that will work, but I expect we will continue to be time-gated with one increase becoming available each week.
Title: Re: Horrific Visions
Post by: jsoh on February 20, 2020, 01:29:29 PM
Anecdata follows.

* The weak aura that Marco mentions is incredibly helpful. A++ would use again.

* Based on reading of reddit threads, Havoc DH, Unholy DK, and BM Hunters are considered the platinum classes for clearing. DH - in particular - has the almost perfect trifecta of burst, sustain, and mobility. Other classes at similar gear levels can clear with multiple masks, but from what I've read, those 3 specs have a significantly easier time.

* Mythic raider at the office complains bitterly about sustain on his zap shaman.

* Once I worked out the kinks, I (452 ret paladin) was easily able to clear (0 masks) Org last week, with a rank 9 cloak (gift, no self-res) with plenty of sanity left. I also managed to clear SW this week with a rank 10 cloak (still no self-res), but was cutting it very close at the end. I was using the 2% health/minute food, but upon reflection, I did not feel that was necessary for 0 masks, and would have been better served by using the 20% movement speed food.

(Note: part of the problem for SW is that the mage quarter is a fricken maze, and then with limited mobility, you blow a lot of time on Umbric. As always, SW sucks)

* By contrast, my boomkin (mid 440s, level 7 cloak, I think) struggled badly to be able complete both medium areas + Thrall. I felt much squishier (both incoming damage, and low sustain), and couldn't burst things down anywhere near as well. Part may be talents (lets not talk about essences on alts), but I think its also structural.
Title: Re: Horrific Visions
Post by: Marco on February 21, 2020, 04:47:46 PM
Planned changes for next week's reset:
Quote
Coalescing Visions now drop in higher numbers from Assaults and Daily Quests.
The Unique(5) inventory cap on Vessel of Horrific Visions has been removed, allowing you to carry as many Vessels as you like.
Up to 4 Torn Pages of “Fear and Flesh” quest items can now drop in Horrific Visions from objectives on the rank 7-11 Legendary cloak upgrade quests (was a max of 2).
You’ll need to clear more than two sides areas in one run to get more than two pages. The rank 13-15 quests will still drop a max of 2 pages, only from Lost Area objectives.
Still four runs to get rank 11 this week, but it's a catch-up if you're behind and yet able to do lost areas.  The increased coalescing vision income and the lifted cap will make it more possible to stock up for the rank 13-15 upgrades, though the post gives no specifics on the first part.

https://us.forums.blizzard.com/en/wow/t//449849/1
Title: Re: Horrific Visions
Post by: **andius on February 22, 2020, 02:27:54 AM
Now if the Vessel of Horrific Visions stacked it would be great :)