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

[ETA: the cap was removed, so this weakaura is no longer useful]
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 :)
Title: Re: Horrific Visions
Post by: Marco on February 24, 2020, 02:44:29 PM
More specifics and additional changes: https://us.forums.blizzard.com/en/wow/t/horrific-visions-updates-coming-with-weekly-maintenance/449849/129

* Pages for the final three cloak ranks are decreased from 6/12/18 to 4/6/8, halving the total number of visions those ranks will require from 18 to 9 over those three weeks.

* Dailies will award 325 coalescing visions instead of 250.  (Worth an additional 0.39 vessels per week if you do all available dailies including the Friday evening set.)

* Major assault awards 2500 in addition to the vessel, and the minor assaults go up from 5500 to 6500.  (Worth an additional 0.45 vessels per week if you do all three assaults.)

If you do everything, you'll get 5.44 vessels per week: 2.55 from the assaults, 1.2 from lesser visions, and 1.69 from dailies.  Plus a bit from events/rares/etc..

[ETA: the blue post was supposed to say that dailies award 30% more coalescing visions, not 50%.  I redid the calculations with the actual number.]
Title: Re: Horrific Visions
Post by: **andius on February 26, 2020, 06:44:03 AM
Managed to do a completed clear, still had the Auto-rez and about 50 of a bar of sanity left on Andius my BM hunter, item level 454 (rank 11 cloak). Was relatively easy and considerable easier than Stormwind.
Should do better in Stormwind next week if I can figure out where the portals are in the maze that is the mage district :/
Title: Re: Horrific Visions
Post by: Glognar on March 02, 2020, 01:58:42 PM
Did a clear of Ogrimmar this week with 452 BM hunter and was surprised how easy it was in spite of the terribly efficient run.

After the horrible time I had with Shaw in SW, was expecting much harder. Guess I'll se what SW looks like this week...
Title: Re: Horrific Visions
Post by: Marco on March 02, 2020, 06:55:49 PM
I guess it's not easy to make vessels stack, but today's hotfixes include:
Quote
* The currency limit for Coalescing Visions has been removed.
Developers’ note: Especially since the removal of the unique cap on Vessels, we’ve seen a lot of feedback about the inventory clutter of multiple Vessels. By removing the cap on Coalescing Visions, players should now feel free to buy Vessels from Wrathion as needed, rather than stockpiling them in bags.
* Cache of the Black Empire will award 12,500 Coalescing Visions instead of a Vessel of Horrific Visions and 2,500 Coalescing Visions.
So we can just hoard the coalescing visions instead, and buy vessels as needed.
Title: Re: Horrific Visions
Post by: **andius on March 03, 2020, 06:58:37 AM
I guess it's not easy to make vessels stack, but today's hotfixes include:
Quote
* The currency limit for Coalescing Visions has been removed.
Developers’ note: Especially since the removal of the unique cap on Vessels, we’ve seen a lot of feedback about the inventory clutter of multiple Vessels. By removing the cap on Coalescing Visions, players should now feel free to buy Vessels from Wrathion as needed, rather than stockpiling them in bags.
* Cache of the Black Empire will award 12,500 Coalescing Visions instead of a Vessel of Horrific Visions and 2,500 Coalescing Visions.
So we can just hoard the coalescing visions instead, and buy vessels as needed.

I love this it is a nice and simple change. With them just removing the cap on coalescing visions there is very little chance that the change could break somethings else which may have happen if they made the vessels stack.
Once all the vessels in my bag are used up I'll be only buy another vessel just before doing a run, less bag lint <3
Title: Re: Horrific Visions
Post by: Marco on March 06, 2020, 08:01:43 AM
A blue post on increasing corruption resistance after cloak rank 15: https://us.forums.blizzard.com/en/wow/t/malefic-cores-and-catching-up-with-corruption-resistance/462021

It works approximately like I thought.  You can increase corruption resistance by +3 per week, either by doing a full-clear vision (no mask requirement, apparently) or killing the last boss of the raid on normal or higher.

If you get behind, there is a catch-up mechanism, but it's apparently limited to two increments per week, and if the blue post is correct, you'll have to do both activities (two full-clear visions won't suffice).  That's a long road to being at optimal power if you get started late, and a lot of group-finder raids on normal N'Zoth.
Title: Re: Horrific Visions
Post by: Piralyn on March 06, 2020, 08:10:41 AM
I five masked Orgrimmar last week and just now finally five masked Stormwind. Nerf DHs etc etc

Poorly formatted notes from experience that might help folks--primarily with the Long Night (50% sanity) or Daredevil (+400% sanity drain from attacks) masks:

Orgrimmar
The primary bosses to be worried about here from a sanity drain perspective are the slime in the Valley of Wisdom--particularly with Lead Feet--and the guy in The Drag with his Void Torrent and Rexxar. I've had mixed luck with avoiding the Drag boss's torrent by standing directly inside of him. I haven't had any luck at fully avoiding a cast by dashing around him--although that usually at least gets me out of a few ticks which is probably a better choice than the all or nothing option of standing perfectly inside his hitbox. You can also reset a cast by Shadowmelding. He won't reset health, but he'll lose his target momentarily and have to restart the cast.

With the health/damage buffs, I don't feel like the "Burst Rexxar down before his boars void quill your entire sanity bar" is super viable. You might be able to with consumables/hero drums/CDs, but any sanity drain attacks getting through on a five mask run is a bad time. He's likely the last boss you have left before Thrall, though, so if you'll have an orb to use afterwards, it might still be viable--especially if your self-rez is still available. The safer strategy is probably to slow play through his first two boars--stopping damage on him and swapping to burst down the boar as soon as each one spawns. He will spawn the last two simultaneously, so if you don't have a long AoE stun, that might be the time to swap to burning him.

Not a lot of tips for the slime in Valley of Wisdom with Lead Feet, other than only move to get out of his spews/sprays.

Gaming the Gift of the Titans internal cooldown can help with these, but your mileage may vary on how easy that is to do.

Shortcuts of note: Swinging around the back of the big building next to the boss in the Valley of Spirits lets you avoid the two Faceless guys before him and potentially pick up a chest or potion or two on the other side of it without having to double back after killing the boss. You can use an invis pot to skip the stuff on the center island next to the AH in Rexxar's area. I usually cut across the water to avoid the bridge stuff too. There is an elite there, but his attacks can be a pain to dodge--especially with lead feet--so I think you're likely to lose more sanity than you'd gain from Elite Extermination. Some people have had luck going out of bounds and hopping across buildings to avoid these, but an invis pot should be easy and cheap.


Stormwind
Bosses to really worry about here are Shaw, Umbric, and the slime in the mage quarter.

I would say the Slime is most dangerous of all, especially with lead feet, because his attacks can hit you multiple times. I've had my sanity go from like 550 to 0 in a single Split Personality disorient with Daredevil. Lead Feet alone is bad enough, since you can't always be moving to avoid his plops and sprays, but Split Personality is KILLER here. Even if you're paying attention to when it's about to happen from the screen effect, you don't really have a choice but to keep moving. I'm not sure how you do this one without gaming Gift of the Titans to make sure it's up when you pull him.

Umbric with Lead Feet is a huge pain in the ass, but I've found that moving until the slow is basically capped and then stopping until it's fully dropped and then going again gets me across the room faster than just trying to plow through the slow. You're going to take Sanity damage here no matter what, because his Arcane Missiles do sanity damage. If you interrupt those, you probably won't have one up for Polymorph, which with Burned Bridge can add up to a lot of sanity damage real quick. Gift of the Titans will help a bit, but it likely won't last through a significant chunk of the fight given the downtime of chasing him across the room.

Shaw is more annoying than really dangerous--the Eye sanity drain shouldn't be too big of a deal unless you're looking at three of them at once. I've found that, when he goes invisible and starts placing ground AoEs, if I run pretty far away, that makes it easier to avoid the eyes since he'll run over to you when he's done. An eye or two might zip over to you, but you shouldn't have all three of them right around you. It can be difficult with Burned Bridge to position him to have him in front of you without damaging the eyes, since you can't just backpedal the way you came. Strafing usually got him into a position I could hit without turning towards eyes.

One other miniboss with Daredevil that might be a surprise problem is the caster in the Trade District. His channel does sanity damage, which is negligible normally but adds up quickly with Daredevil. You can't keep the channel interrupted the entire fight--you're going to take SOME of them. Unless you're close to max sanity already--so the 200 from elite extermination will cap you back out--you may want to wait until Gift is up to engage him. There's plenty of other stuff to kill in the area, so it shouldn't be difficult do to that.
Title: Re: Horrific Visions
Post by: jsoh on March 06, 2020, 09:17:36 AM
With the health/damage buffs, I don't feel like the "Burst Rexxar down before his boars void quill your entire sanity bar" is super viable.

Slow playing Rexxar also has the advantage that if you wait until Gift's ICD is up before pulling, it should proc after killing the first boar, giving you 20 seconds of burn time before things get ugly. From my own (nearly scuffed) 3 mask run, I found that sanity wasn't the huge issue, but mistiming my bubble and eating a crapton of damage from 4 angry boars was. I suppose between Long Night/Daredevil you'd run out of sanity before HP with uncontrolled boars, but its my anecdote to provide.

One issue that I've found on solo runs is that the NPCs with me will pull shit that I've skipped, and I'm not sure if they're just eager beavers with a hard-on for murdering K'Thir, or I've somehow body aggro'd from 100 yards. The two most common instances (from Org, at least) is the Dominator pack in Valley of Wisdom, just before and to the right of the bridge to the fleshbeast (hello surprise 5s stun from 40y away), and one of the big Aqirs (but _not_ elite, so you dont get the sanity return) at the base of the ramp, leading up to Rexxar, but before the big elite there.

For Umbric, I believe that any toy/item that has a health bar will break his channel. For stealth-capable classes, I've seen reports of stealthing in, dropping an auto hammer or Archmage Vargoth on one of his teleport points, and then engaging works. Marco reported (possibly 2nd hand) that golden banana works nicely for non-stealth classes, as it has a huge throw range.
Title: Re: Horrific Visions
Post by: Marco on March 06, 2020, 10:15:56 AM
Throwable totems are also good for Umbric; I've personally had success with throwing an earthbind totem at the target location.  I'm not sure whether Umbric's teleports are fixed or if he always goes to the furthest location.  If they're fixed, I could head him towards that side, and then use the golden banana for the other teleport.  I will second the opinion that it's better to save interrupts for his polymorph cast.  Burned Bridge sanity damage is not multiplied by Daredevil, but Umbric tends to follow up his polymorph with another arcane missiles cast, so you wind up eating a full set anyway.

For Orgrimmar, note that the calculus of avoiding the elite bug before Rexxar needs to be re-evaluated on each cloak upgrade.  He's always worth +200 sanity, and the cost of fighting it goes down each time you get an insanity resistance bump.
Title: Re: Horrific Visions
Post by: Piralyn on March 06, 2020, 10:35:23 AM
For Orgrimmar, note that the calculus of avoiding the elite bug before Rexxar needs to be re-evaluated on each cloak upgrade.  He's always worth +200 sanity, and the cost of fighting it goes down each time you get an insanity resistance bump.

Sure, but if you get hit by too many of his poisons--and I think his cone is instant and unavoidable--you'll wander under a loss of control effect for several seconds, which is going to stack up burned bridge under you and sanity damage from that, plus whatever other sanity damage you might take due to not being able to move to avoid his next attack(s). If it's Split Personality week, you're liable to get hit by a loss of control effect just trying to dodge his stuff anyway, which will then get you more debuff stacks to get closer to that loss of control effect/etc. He can also charge and knock you back, even if you're already in melee range I think, which can either knock you out of bounds or into Split Personality clones.

It's not that it's impossible to come out ahead on him with the 200 sanity gain from killing him, I just think it's incredibly easy to skip him and the risk of things going off the rails is not trivial. When we're at Rank 15 cloaks, sure, it'll be easier to come out ahead, but my experience with my successful five mask runs has been mitigating manageable risk always beats out gambling to get a little ahead on sanity. I don't think that coming out +50 or +100 sanity from that guy is going to make a significant difference on Rexxar. You're likely still going to have to use an orb pre-Rexxar or burn your self-rez no matter what, so why risk it proccing from death/loss of sanity 20 seconds before him?
Title: Re: Horrific Visions
Post by: Marco on March 10, 2020, 03:34:40 PM
I did five-mask Orgrimmar after upgrading the cloak to rank 14.  I used one orb before the Drag boss, one before Rexxar, and one before Thrall.  I wound up eating full void torrents pretty much every time on the Drag boss; it's especially hard to run in a tight circle around him with molten feet.

The bug boss before Rexxar doesn't seem all that threatening.  His breath is short-cast but eminently avoidable, especially if you're in close.  I don't think he has a headbutt (the non-elite large bug in the trash just before Rexxar does), so you only have to worry about the frontal breath and the spray.

I got 4379 and 3991 mementos for my last two 4-mask runs when I was upgrading the cloak, and only 2300 from the five-mask run.  So clearing more trash and trying to get all of the chests and odd crystals is more lucrative than blitzing through with an additional mask.
Title: Re: Horrific Visions
Post by: ghoselle on March 10, 2020, 08:13:59 PM
I 4-masked it in tank spec while getting the last doodads to upgrade my cloak, and had a sanity orb left over.  Things that let you break snares seem to free you from leaden feet -- this includes druid shapeshifting...
Title: Re: Horrific Visions
Post by: ghoselle on March 12, 2020, 01:04:00 PM
https://blizzardwatch.com/2020/03/12/horrific-visions-will-number-one-source-corrupted-gear-next-week/

Looks like all gear from visions will be corrupted gear starting next week.
Title: Re: Horrific Visions
Post by: Marco on March 17, 2020, 11:43:49 AM
This week is the final cloak upgrade, requiring at least four visions to get the eight pages.  (If that seems like a slog, just think how it was originally going to be 18 pages.)  The upgrade just gives you a bump from 75% to 80% insanity resistance; this is big for visions but won't help you elsewhere, so there's no need to cram the vision runs into the beginning of the week.

After this week, there will be three levels of engagement:

* To increase corruption resistance by +3 once per week, do one full clear (it seems no masks will be required for this).  Or kill N'Zoth on normal and you won't have to run any visions.

* To get good corrupted gear, do at least one full clear per week with as many masks as you can manage.  The rewards scale up to ilvl 470 at five masks.  Successive runs at the same difficulty will get you the next lower tier of loot that you haven't gotten for the week (so, for example, three four-mask clears will get you a 465, a 460, and a 455 piece).

* To get sockets, do as many visions at you can at the highest mask level where you can be thorough.  It will likely take at least five visions to earn one socket.
Title: Re: Horrific Visions
Post by: Marco on March 26, 2020, 08:22:55 AM
The Drag boss has a tree stump next to his encounter area, which blocks void torrent.  Melee can run around it during the cast; it makes the fight take a while, but with minimal sanity loss.  Weirdly, it does not block player line of sight, so casters can continue DPSing during the cast, and pet classes can just set up opposite the tree stump from their pets and do the whole fight standing still.

On Umbric (back in Stormwind), toys no longer seem to stop his ice storm after he teleports, but class abilities like totems still seem to work.

I've started running Purification Protocol on every character who runs visions, since stunning aberrations can effectively neutralize a lot of mob packs.  On Rexxar it's good for stunning his boars, particularly when he summons two at once.  Some people prefer Reaping Flame for its ability to delete mobs (particularly casters who can stun or fear you), but I find that avoiding the 45s cooldown is an extra thing I prefer not to have to think about.
Title: Re: Horrific Visions
Post by: ghoselle on March 26, 2020, 09:21:05 AM
There was a weak aura that was being shared around a week or two back - I highly recommend getting it.  Specifically it tracks the duration and cooldown of the gift which gives you 15 seconds of corruption immunity.  Knowing when that can proc can make a big difference.  Having it off cooldown for Rexxar means that it will likely proc on one of the first 2 boars you kill and you'll be able to kill the rest without losing sanity.  I found that I was paying attention to this cooldown a lot for engaging any of the mini bosses, and that managing it made them much easier.

I managed to do Ogrimmar 5 mask as ~471 tank - I ended it with over half sanity, the get out of jail still left, and I used a sanity orb before Thrall despite being at 80% sanity.  I did get  lucky with Twilight Devastation procs (turns out as tank, they almost 1-shot the boars; so of 6 boars across 2 fights, 3 died to TD+cleave.)
Title: Re: Horrific Visions
Post by: jsoh on March 26, 2020, 09:41:04 AM
There was a weak aura that was being shared around a week or two back - I highly recommend getting it.  Specifically it tracks the duration and cooldown of the gift which gives you 15 seconds of corruption immunity.

https://wago.io/14Sz-T-dm
Title: Re: Horrific Visions
Post by: Marco on March 29, 2020, 08:59:34 AM
My notes on five-mask runs:

* With a rank 15 cloak, you do not need to pull quickly or do big pulls.  I never pull more than one trash pack at a time outside of the starting zone, and never pull a trash pack with an elite.  Avoiding mishaps and understanding your mistakes is more important than going fast.

* High-mask runs are generally easier solo or in a group of two.  You have more control over mob positions and burned bridges is less of a factor.  If you do go in a full group, have someone go tank and let that person pull.

* Trash packs do not drain sanity, except by making you run over burned bridges.  Their abilities go after your health, and at five masks they can kill you pretty readily.  Identify casters (especially ones with names like Tormentor or Dominator) and kill them first.  If there are multiple casters, line of sight can often be used to group them up.  You can use purification protocol to stun aberrations, particularly tentacles that will otherwise waste your time by burrowing.

* Elites are trying to drain your sanity.  Every elite has two abilities, one of which is sometimes more subtle than the other.  Pay attention as you fight them; if you have unexplained sanity loss, look them up on wowhead after the run.  For example, the elite before the valley of spirits (Orgrimmar west) has a decimator ability that sends a projectile out and then back.  If you only dodge his charge and not his decimator, you'll lose a ton of sanity with Daredevil active.

* Picking up sanity potions is a pretty big boost.  Doing some lower-mask runs where you try to get all of the chests and odd crystals will help you get familiar with where potions can be found.

* Sanity food can be a substantial boost if you need it.  Try to use it in middle areas or the starting area rather than lost areas, as you'll lose less sanity from sitting for ten seconds.  It doesn't interfere with your food buff.

* Every madness has counterplay, even if it isn't perfect.  Leadfoot is about not moving when you don't have to.  Split Personality is about moving away from walls before it procs and not fighting near walls when you can avoid it.  Molten Feet is about triggering it safely each time it procs, or standing still when you can.

* If there's an elite with an ability that can't be fully countered (like Boundless Corruption with leadfoot, or the elite in the trade district with the channeled sanity drain), try to pull it with Gift active.
Title: Re: Horrific Visions
Post by: Snique on March 29, 2020, 05:48:10 PM
Sanity food?
Title: Re: Horrific Visions
Post by: jsoh on March 29, 2020, 07:34:48 PM
K'Babs. Restores 100 sanity if you eat for 10s. 3m CD.

Slightly pricey on the AH, but.. you know..
Title: Re: Horrific Visions
Post by: Piralyn on March 30, 2020, 11:46:35 AM
As Marco notes, it's most useful in the lighter areas, since you will continue losing sanity at the normal rate for the area while eating. If you're still losing 5 sanity a second or whatever in the hard areas, then you're only gaining 50 sanity out of the food due to the time it takes for it to give you sanity. That's not a huge boost. The primary situations I've found it to be useful have been A) I don't feel quite comfortable with the sanity amount I'm going into a mini boss with, but it's close, and using an orb will mean I likely won't get the full 200 sanity from Elite Extermination or B) about to head into a mini boss that Gift is useful/mandatory for (Corrupted blob in Trade or Valley of Wisdom) but the internal cooldown isn't quite up. In that case, it will let you 'tread water' on sanity for a short bit. You'll still have to kill something to proc Gift most likely, but it at least gives you time.

I have, however, found the 20% movement speed food (Baked Voidfin) to be extremely helpful. While you can mount up and move through a lot of the Visions, sometimes the distance between packs is short enough that it doesn't make sense. That +20% movement speed seems to add up a lot of bits and pieces of time throughout a run and the little nudges it can make to when you reach certain points can make Gift or Orb usage timing work out better than without it.
Title: Re: Horrific Visions
Post by: Marco on May 19, 2020, 01:40:20 PM
I find https://wago.io/VisionCounter very useful for doing thorough vision runs.  It tracks the number of chests and odd crystals you've found in each zone, without any manual action required.  (If you get confused by it thinking there are four chests in the starting zone, that's because it's counting the ethereal's reward chest for odd crystals.)
Title: Re: Horrific Visions
Post by: Snique on May 19, 2020, 03:48:18 PM
Is there a concise summary of crystals and ethereals somewhere? I have bumped into it once or twice but not enough to GAF.
Title: Re: Horrific Visions
Post by: Marco on May 19, 2020, 04:53:33 PM
https://www.wowhead.com/guides/horrific-vision-odd-crystal-locations-stormwind-orgrimmar

There are two per zone, with four possible spawn locations per zone (three in the starting zone).  They are harder to find than chests since they're tucked into corners, but with enough experience you can learn where to look.  Finding all ten is worth 425 mementos when you talk to the ethereal, independent of how many masks you use.