[Skip to Main Content]
Diese Seite macht ausgiebigen Gebrauch von JavaScript.
Bitte aktiviert JavaScript in Eurem Browser.
Live
PTR
12.1.0
PTR
12.0.7
Only 30 Guilds Have Killed Mythic One-Armed Bandit in 21 Days - Hardest 6th Boss Ever Made
Geposted
25.03.2025 um 15:45
von
Squishei
It's been 21 days since the start of the Race to World First and a shockingly small number of guilds have killed the 6th boss of the raid—Mythic One Armed Bandit.
6th Boss Kill Stats
As of March 25th, 2025 at 1 PM PDT, only 30 guilds have killed Mythic One Armed Bandit currently marking this as the hardest 6th boss in recent history.
There have been 21 full days since the raid release and we've compiled the number of kills for past raids 21 days after Mythic launch using
Raider.io
to see how things compare:
Liberation of Undermine (One-Armed Bandit) - 30 kills
Nerub-ar Palace (Ky'veza) -
88 kills
Amirdrassil (Smolderon) -
165 kills
Aberrus (Zskarn) -
266 kills
Vault of the Incarnates (Dathea) -
70 kills
Sepulcher (Lihuvim) -
177 kills
Sanctum of Domination (Painsmith) -
153 kills
Castle Nathria (Council of Blood) -
132 kills
Ny'alotha (Xanesh) -
550 kills+
Eternal Palace (Queen's Court) -
149 kills
Battle of Dazar'alor (King Rastakhan) -
666 kills
Uldir (Zul) -
196 kills
As you can see, no raid tier in recent history has ever compared to the kill rate of Mythic One-Armed Bandit currently. About 80% of guilds (32/150) who have killed Sprocketmonger are currently stuck on One-Armed Bandit.
Why is One-Armed Bandit So Hard?
One-Armed Bandit has been untouched since the start of the World First race and is one of the hardest 6th bosses ever made due to a number of reasons -- class stacking, the coin visual, and random RNG making the damage check harder.
Class Stacking & Damage Profile
For a 6th boss, class stacking isn't unheard of, but the damage profile of this boss is
similar to Stix
--
spread cleave
. There are three immobile Reel Attendants and you want all three adds dead before Spin to Win finishes casting in 30 seconds. You are allowed to kill the third Reel Attendant a little later but it will likely cast an extra set of mechanics which increases kill potential via
Siechflammen
. If you look at the kills of the current guilds, almost all of them have a combination of 4 Shadow Priests and Affliction Warlocks
at minimum
, plus a Devastation Evoker or two. This is because these specs are by far the best classes and are essentially required to make the DPS check in time.
Unlike Stix where the spread cleave was needed to break the bombshells before you can clump and AoE cleave them down, the Reel Attendants will never move and you have 3 target spread cleave the entire time making this specs the best, always. Shadow Priests, Affliction Warlocks are at least 75% to 100% the damage of any DPS and Devastation Evokers are ~50% of any melee DPS on this encounter which highly encourages the class stacking.
With today's class tuning nerfing Shadow Priest by ~3%, this may actually make One-Armed Bandit
harder
with the weekly reset or at the very least neutral to last week, as Shadow Priests were absolutely the best class for the encounter. Unless the boss is nerfed this week, I don't see kill rates on this boss increasing much and the kill rate on this boss is already very very low by the historical data above. Every guild is currently trying to prepare 3 Shadow Priests due to this boss and many guilds are not going to be able to do this, and realistically shouldn't need to do this.
The Coin Visual
The Coin visual on Mythic is the same as Heroic -- as in the targeting line only shows for the beginning part of the roll. Unlike on Heroic, you actually have to roll the coins through commonly used areas by the raid, including through melee making it possible to run over players. Getting rolled over almost certainly means death on Mythic difficulty.
In a vacuum, the blue lines would work perfectly fine for targeting, but the fight is super chaotic and to me it seems like a massive quality of life loss that the coin's path isn't completely highlighted the entire way along the path. We have the complete path for many encounters in the raid such as Vexie's bikes, and Gallywix's Giga Zap. Oher line mechanics in this raid and past raids have a hitbox exactly identical to their animation allowing you to stand at the end such as Fyrakk's Blake lines and Gallywix's Rockets. It doesn't make sense that this mechanic only shows the beginning of the path, especially when this mechanic is so deadly.
RNG
This is a slot machine boss ultimately but there's some RNG in the way the adds spawn. On Mythic, players are doing a set order for the symbol dunks. The difference between the two adds you're killing spawning in the middle + either VS left + right is non-trivial and can lead to some nasty overlaps for melee or a much lower dps output. The overlaps are playable and the amount of dps loss can be compensated based on the number of Shadow Priests and Affliction warlocks you have, but many guilds are going to find this boss very frustrating due to this.
Should There Be A Nerf
Do you think there should be a nerf to Mythic One-Armed Bandit so far? When should be the right time to nerf bosses after the Race to World First?
From an
old interview with Ion Hazzikostas and Morgan Day
, they talk about timing of nerfs after Amirdrassil.
Ion Hazzikostas
The other piece of that is the timing of nerfs. The reality is, it's no secret that across the Mythic playerbase, you're looking at the range from the RWF competitors to "mere" Hall of Fame guilds to those who are getting Cutting Edge in the middle of the Season to those who are squeaking in under the wire at the end of the Season. There is an incredible range of coordination and skill, frankly, in the game and we're trying to deliver a satisfying progression experience for all those groups. Some amount of nerfing is going to be required to achieve that, and that's something that the WoW team has done with our raids for as long as WoW has existed. The thing we do need to be mindful of when we do that though, is we always want to make sure that we're not undermining guilds' progression experience that are already partway through the fight. We actually were urged by a number of Hall of Fame level guilds going into the end of last year, not to take too heavy a nerf bat to those last couple of encounters because they were enjoying the challenge. They just wanted to make it a bit more consistent, but they didn't want something that was suddenly going to undermine all the effort that they've put in getting as far as they had. So those are all factors that we take away from Amirdrassil and we apply to all of our raids going forward.
They definitely admit that some amount of nerfing the raid is needed, but they also don't want to undermine guild's progression. With the amount of guilds currently stuck on One-Armed Bandit, it's likely that many more will get stuck on this boss this week, especially with the Shadow Priest nerfs. Ultimately, it's more than likely they're going to need to nerf this boss and in theory, every week that they don't nerf this boss will undermine more guild's progression because more guilds will continue to stack up on this boss due to it's difficulty and comp requirements which causes more guilds to be directly undermined once the nerfs hit.
Anmelden um Kommentar zu erstellen
Englische Kommentare (52)
Schreibe einen Kommentar
Ihr seid nicht angemeldet. Bitte
meldet Euch an
, oder
registriert Euch
, um einen Kommentar einzusenden.
Vorheriger Post
Nächster Post