DuckyDuckyFebruary 23, 2025

Heroic Mug'Zee, Heads of Security

I'd kiss me.

In the bowels of the Gallagio hotel's big-ass empty heart room are conjoined twins with a penchant for shamanism and NRA meetings. This story of love and hate comes to head when the liberal shaman, Mug, and the conservative Zee are brought closer together in a way they never thought possible. The power of being beaten within exactly 40% of their lives allows them to overcome their differences and conjoin mysticism and gunpowder in a way that unfortunately doesn't complement the other and maybe they need new hobbies.

#Link to this headingResources

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#Link to this headingMechanics

#Link to this headingShared Phase One Mechanics

Head Honcho
Room Section Based Abilities
Moxie
The Evolving Brute
Double-Minded Fury
Mental Breakdown(s)

#Link to this headingMug Mechanics

Earthshaker Gaol
Archaic (English) Jail
Frostshatter Boots
Ice, Wall, Crazy
Danger
Stormfury Finger Gun
Pull That Finger
Molten Gold Knuckles
Dripping in Gold
Tanks

#Link to this headingZee Mechanics

Unstable Crawler Mines
Would hate to see these stable
Holy Shit
Goblin-guided Rocket
TSally Bomba
Double Whammy Shot
The Only Shot Approved By RFK Jr.
Spray and Pray
Multi-Bullet Jutsu

#Link to this headingMK II Electro Shocker

Zee spawns 2 Electro Shocker adds when he becomes head honcho.

Surging Arc
Chain Lightning, but Different
Faulty Wiring
It Fell Over In Exhaustion

#Link to this headingVolunteer Rocketeer

The Goblin-guided Rocket's pilot survived, barely.

Disintegration Beam
Gradual Spiciness
Rocket Jump
Near death, but never near the ground

#Link to this headingIntermission

At 40% Mug'Zee transitions into the intermission.

Static Charge
Lightning McQueef
Bulletstorm
The Hills Are No Longer Alive

#Link to this headingPhase Two Mechanics

The conflicting personalities of Mug and Zee come together in a rapturous marriage of shamanism and NRA meetings. What are they doing? So glad you asked, it's everything — they just do all of their phase one mechanics. Oh, and they Bloodlust.

#Link to this heading"Strategy"

#Link to this headingMug, Red Side

The red side with the Mugmug is the tolerable side as of February 27th, 2025 AD. We need two groups of 5 players to stand in each Gaol to help kill the Goon-filled center. I heard that even once part of the wall is broken you still can't hit the Goon without being in the Gaol, but that could be fake news. The players on the outside need to be mentally prepared for just how slippery Frostshatter Boots are, movement, stopping, and turning is a nightmare.

#Link to this headingZee, Blue Side

If you've watched a video then you know that this side is problematic. There is a vulnerability soak mechanic that might require us to split the soaks if we get the mechanic more than once, but I'll discuss the two major mechanics.

  • Quite a few Unstable Crawler Mines spawn and fixate players. They are crowd-controllable until they reach full energy, but even if we successfully leave them in some corner of the room they'll eventually rejoin the fight and a myriad of mechanics break the mines. The problem with the mines is not the mines themselves, but the bombs that fly out of them as 4 soak circles that deal massive raid damage if any of them are missed. If the mines are even slightly close to each other the resulting bombs could land under another mine, cascading into the entire raid scrambling to soak bombs.

    I genuinely don't know how to approach this mechanic besides trying to grip one out of the pack, soak the bombs, and repeat. Nobody on the PTR got the boss below 80% because of this mechanic, so we'll have to see what clever use of game mechanics Liquid and Echo come up with. Or whatever nerfs Blizard makes watching them fail to it.

  • The Double Whammy Shot is a, "lets really try to kill this player" kind of boss mechanic. The player selected is at the mercy of a tank to use as much active mitigation as possible and anything unmitigated is dealt to the original target (or any other person in the line of fire). That player isn't out of the woods yet, as they explode for another massive amount of damage 6 seconds later, hence the "Double-Whammy".

#Link to this headingIntermission & Phase Two

Uncharted waters, these are. The intermission is uninspiring with Mug'Zee charging at someone and spinning around doing conical damage from each arm as he T-poses. Phase 2 has no other mechanics, just all of them from phase 1 at the same time, and he Bloodlusts. It's not likely we spend time on heroic Mug'Zee on Tuesday so we'll refine our strategy after other guilds figure it out.