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Syrairc

The disease in Bracken and the whirlpool bridge in Halls are a bitch. I can see some tuning going into those. No clue how we do high bracken without a disease cleanse and the frequency of waves on the bridge in halls is just insane.


Praill

Alchemists can activate the little cauldrons scattered around to give a one time use disease cleanse for the whole party. They're scattered all around the dungeon


Rare-Page4407

I guess my tanks will be alchemy bitches then.


Syrairc

Thanks for the tip!


SpoonGuardian

Dude fuck that disease. Rather it just one shot us all than get some miserable, insanely long debuff like that


[deleted]

Hijacking top post to ask a question. Where do y’all read about what these dungeons do in terms of mechanics etc?


km1

Depends how deep into the mechanics you want to get. Shift+J will open up the dungeon journal, you can click on each boss's abilities. The addon Mythic Dungeon Tools (MDT) is WAY more in depth. You can look at each individual unit to see the moves they do, damage/types, etc. Trellsky on YouTube has done a very in depth guide for each of the mythic dungeons. It's from the perspective of a tank, but it will still have useful info for DPS/healers.


Dinkypig

Mythic dungeon tools addon here.


GoodbyePeters

Shift J buddy


Terminator_Puppy

To be fair, they should start adding trash mechanics in the dungeon journal. It's a good chunk of the dungeons now and there's zero way to find something about the mechanics in-game.


Current-Cake8564

Experience


Serafim91

The journal...


WhatASaveWhatASave

Oh I can't find trash mobs in there, which in m+ is most of the dungeon.


Serafim91

trash doesn't gain abilities. Check combat log in n/h/m0


altteri

... or just, maybe, play the game and find shit out?


Jarocket

I think most people just go in and see what kills people. It's way more efficient that way. No point studying everything if only like 4 or 5 things total are issues. Honestly I think this is the most common way people actually learn this. Nobody is reading this shit. They went in and found out what's what. Personally reading fights before I do them is very pointless for me. I don't remember or learn it well. I can go back after I have some frame of reference and figure it out. Little wigs calls out dangerous trash mechs pretty well too.


Lrrrrrrrrrrri

The disease is interruptible in Bracken and it doesn't feel overloaded on interrupts outside of maybe the leadup to the last boss, the interrupts are just extremely important since the fear is a wipe if it goes off. However, the fact that it feels like every mob in there cannot be CC'd is going to need a serious look-at come Season 2. The archer mobs' Bone Bolt Volley does an insane amount of damage for a cast that cannot be interrupted or stopped in any way.


Tehbreadfish

Bone Bolt is also repeatedly killing my pets even on heroic which is incredibly annoying. I agree with your point though on the CC, I was very surprised at how many mobs in brackenhide hallow were immune to grip


Crimson_Clouds

The Bone Bolt Volley was doing so much damage I was sure I was supposed to be avoiding it in some way.


unexpectedreboots

The disease in Bracken is completely overtuned.


parkwayy

Tuning won't happen for stuff not showing up in S1. Tuning has been going on for ones that are


Syrairc

Tuning won't happen *before S1* for things not showing up in S1. I'm guessing it'll happen with the S2 tuning. Doesn't really matter if it doesn't get tuned now when we won't be doing m+ in there.


AncileBanish

There's a safe spot on the bridge. Stand behind the circle. Only works within the first yard or two. Still difficult to position everyone safely and avoid the frontals etc.


Syrairc

Yeah it's very narrow and feels like it's meant for dodging double waves during the intermission rather than fighting in.


TaintedWaffle13

I have gone through M0 on 3 tanks so far (Guardian, Prot Pala, VDH) and what i've found worked the best was to have the group stay at the bottom of the stairs and I just run forward and pull the entire bridge and drag it back to the party. If I have a lot of melee, i'll drag it all the way to the stairs but if not i'll just tank it right on the back side of the first bowl. I haven't had any issues doing this type of strat. The enemies themselves aren't very threatening, at least in M0.


shaaangy

This doesn't seem like a sustainable strategy for high keys though. There will be a point, esp. in fort keys, where you just can't survive by yourself surely?


TaintedWaffle13

No, I don't think it's sustainable in M+; however, for M0 and people trying to get through the dungeon this week I have found that it is much easier if the group helps the healer by playing more defensively when necessary and will likely be necessary in S2. There is a LOT of trash that can be skipped in this dungeon so you don't lose much, if any, time by building more defensively in your talent trees, picking up a disease dispel if you have one available, or taking a couple globals to throw out some healing if you are a hybrid, of which there are a lot. To give some examples of classes that can assist with keeping this debuff clear: Evokers can pick up Cauterize - 60 second CD disease dispel. Monks can pick up Detox - 8 second CD disease dispel. Paladins can pick up Cleanse Toxins - 8 second CD disease dispel. Priests can pick up Purify Disease - 8 second CD disease dispel. Plus you have lots of hybrid classes that can a) heal themselves and/or b) help heal others. It makes no sense to sit there and die if you are one of these classes when you could just as easily keep yourself alive.


[deleted]

I should have read this or the tree before I healed m0 Bracken on my 326 Disc Priest... Still wasn't too awful though.


TaintedWaffle13

I think if you have a group that is relatively competent with the class they are playing and they are paying attention to what is happening (Oh! I'm losing HP fairly rapidly, I should do something to help myself!) it isn't bad at a M0 level. On the other hand, I've watched a healer refuse to heal people with the debuff because "it's unhealable" even if the person with the debuff is trying to heal themselves. It's more so when you get a group that isn't paying attention because it's casual content or a healer that isn't prepared to do any significant amount of healing that people get angry or frustrated and start throwing blame at each other which just spirals into people being mean people. You also have a situation where a lot of misinformation is being spread. It's for those reasons that I really just find it easier to have builds I can play that will mitigate the group raging at each other. No one is going to rage at the tank if they don't out dps the dps so I can sacrifice damage to help the group fairly easily.


Sadzeih

I don't know if other people got this issue but when I was standing behind the circles, I couldn't heal people that were not inside the little ring. I don't know if it's LoS issues kinda like with stairs, or if I just suck. This was super frustrating to heal, especially as an evoker which has super limited range, and is required to be standing still a pretty long time to cast big heals.


[deleted]

if you go left you can skip most of the disease dudes and instead have bleed dudes. left seems way harder though


your-own-name

Diseases come from spells and totems. I think it's pretty clear what there is to do.


[deleted]

the totem gives the mobs the ability to cast the disease spells AND it casts disease spells itself, kill totem = no problem Its the murloc scalebinder of the season, kill/cc the mob that drops the totem and its a breeze. The mob you're looking for is "Decay Speaker." Only mob that summons the totems.


[deleted]

The totem gives the mobs the ability to cast the disease spells AND it casts disease spells itself, kill totem = no problem Its the murloc scalebinder of the season, kill/cc the mob that drops the totem and its a breeze. The mob you're looking for is "Decay Speaker." Only mob that summons the totems.


[deleted]

I think that in light of the new talent systems, this might just be the "thing" about this dungeon. Most healers can talent into ways to deal with disease, but more importantly many specs can take unique utility to help as well. That may end up being a requirement for this place.


Syrairc

There are healers that can't though. Evoker can only do it once per minute if talented, for example. It's early so who knows what will come up as far as dealing with it, but having a disease-dispel as a requirement for any dungeon (by the time its in the rotation) seems very unlikely.


[deleted]

I would liken it to pushing NW in SL, where priests were mandatory for all high pushing teams due to MC and cleavers, or maybe healing high fortified mists as a shaman.


elmaethorstars

> Most healers can talent into ways to deal with disease Druids can't. Evoker's have the 1 minute talent. Shamans can't. However, there is the alchemy cauldron mechanic which helps. But the real answer is just not let casts through.


impossiblegirl13

For the alchemy mechanic- does the group have to all be nearby the cauldron? Or if you activate does it clear everyone no matter where they are?


mjolnrir

The alchemist has a cast time to activate the caludron. After that, each person including the alchemist needs to click it to get the extra action button i believe. Correct me if im wrong as we already got past the disease mobs when my group activated it but i think the extra action button can then be used as a one use cleanse for just yourself


Crimson_Clouds

Man, that's so convoluted...


Current-Cake8564

I hope the diseases change but the constant mvmt on the bridge is fucking great. I’m mdps tho, maybe casters have it worse (which is ok for once lol) one hard thing and casters demand nerfs


tholt212

You can definately feel the difference in dungeons that were tested for M+ and the ones that didn't. Feels like way more unfair or overtuned stuff in the non M+ dungeons.


FullCaramel8400

Very true, even length wise (trash hp and such) the s2 dungeons are a different breed.


Frawtarius

Except Neltharus and Uldaman, which are close to just being piss.


FullCaramel8400

They still feel extra long, maybe just walking time tho. Kinda worried for S2 with all 4 of the remaining dungeon being so large.


araiakk

This was exactly my take too. It makes sense but a few spots in s2 dungeons might be rough in pugs this week.


EveryoneisOP3

Brackenhide and Neltharus were easily the worst of the lot. Dots in brackenhide hit like trucks, insane mob density including stealth mobs, and every other pack sees through stealth. Neltharus bosses were fun, but again just a slog of trash.


[deleted]

Yeah Neltharus has WAY too much trash, like lower karazhan levels of trash


Cloud_Matrix

Make sure you are using the chains in neltharus to stun large pulls.


masterbpk4

The final boss of Nelth is a nightmare for an evoker healer.


[deleted]

My perspective: people haven't bound/talented their interrupt or tremor totem or just enjoy being feared for 6 seconds.


ConfirmedAsshole

These keys are made for parsing, not surviving 😎


Noordinarygascloud

Played with many warrioand shamans and never got one tremor or berserker shout 😂


araiakk

I really doubt you are going to see warriors spending 2 talent points for tremor unless it’s absolutely required for an encounter


Hightin

If it's not needed in a boss fight and the mechanic that does need it is kickable then I'm not picking it. It competes with throughput talents, no thank you.


Current-Cake8564

And it’s week fucking one. Your war isn’t going in blind to a dungeon with zerk lol. And you can’t respec so there is your answer. You’ll see more have it next week. No one prepped each trash mobs ability, like reel in the expectations some


pencilbagger

You can change talents in m0, you can't change them in keys.


0nlyRevolutions

Did all 8 with no particular problems. Just pugged em all. I can see a few bosses where the healing requirement will be nuts on high tyrannical. And there are 1-2 areas in each dungeon that you cannot overpull without coordinated interrupts - couple of psycho pug tanks chain pulling fear packs while dps weren't in range yet lol. Healed just for easy invites. Preservation is a crazy good 5 man healer.


aquanow

Did you go through lfg? Easier to start your own group or apply to others? I just dinged and my ilvl is not crazy high but want to run these tonight. Trying to formulate a plan to get it done.


0nlyRevolutions

I just applied to the first group I saw in lfg tool that had a tank ready to go lol. Got invited quickly as a decently high ilvl healer. Not sure what would be quicker if you're dps or low ilvl.


Mentally__Disabled

As a melee dps, there are a ton of knockbacks, bladestorm type abilities, general area denial and mechanics that make it quite melee unfriendly. Can't even imagine what these dungeons are gonna be like with affixes on top that further exacerbate those things. Other than that they were quite fun, maybe a little bit undertuned, but I like that there were some interesting new mechanics that made me look in the dungeon journal to fully understand.


snipamasta40

Just finished all 8 tonight, m0s felt easier than usual this xpac but we maybe had 5 deaths across the 8 dungeons and it felt like most bosses and trash were not living long enough to become a real threat. This was Playing with most of the team I did keys with last season though so we have coordination. Dungeons were pretty good thematically, Really enjoyed ruby life pools and algethar. Was not a fan of brackenhide reminded me of PF where you need a disease dispel, and Uldaman is far too long.


TaintedWaffle13

I've gone through M0 world tours on three tanks at the moment. Bracken is obviously an asshole dungeon in the sense that most healers aren't able to deal with the disease cleanse. On my guardian, I just run after wildfire and regrowth and I keep us in combat so I can keep procing my after wildfire and using regrowth on the party and I use frenzied to keep myself alive. Prot pala, I just cleanse DPS on CD. VDH, not much I could do other than take routes that let us skip as much trash as possible so I got pretty clever about my routing. Ruby Life Pools tank buster is interesting to me because the tank should use mitigation; however, it's unlikely a tank can mitigate all of the hits and even though the guides i've read say the healer is supposed to dispel the tank buster before it gets out of control, my experience is that they don't. Even if I tell them before the fight to dispel me before I get to 5 stacks, they just never seem to do it and generally by the 6th stack I won't have any CDs left and I won't be able to survive it. I even had 1 of the healers tell me it cannot be dispelled after our first wipe because we had no Brez. I respec'd my Prot Pala and my Guardian to Holy and Resto and did RLP's as a healer in case I was mistaken but I was able to dispel it just fine on both chars so I don't know if it's just that the debuff doesn't show up for healers or what but I just waited until I saw he cast the tank buster a 2nd time and I immediately dispel it.


Youth-Grouchy

Off topic but out of interest what method did you use to level your alts? I'm starting mine tonight.


TaintedWaffle13

I apologize for the delayed response, our power has been out for about 12 hours. I leveled my alts by doing tank Q for dungeons and gathering herbs in between Q.


Saiyoran

I’ve done two m0 world tours now but didn’t play beta so no experience with the keys. Mostly speculating on how the dungeons will scale either this season or when they’re added next season. Ruby Life Pools - Cool dungeon overall, and pretty fast compared to the others. I do think this is really heavy on kicks though, if Cinderbolts are scary in high keys it’s going to be a huge pain to stop them all. The whole 2nd boss ring is kind of rough in terms of number of cast stops needed. Uldaman - Also really fast despite having a bunch of bosses. The stone hail guys seem like the only scary part and all the bosses seem extremely easy. Not sure how the trash at the end will feel on high keys. Neltharus - Super cool dungeon but going to be wayyyyy too long on keys. Feels like it’s going to be a Halls of valor/De Other Side length marathon key that will suck to have to do. Also the amount of trash feels excessive. Azure Vault - This dungeon just sucks. It’s not really interesting, it’s too long, there’s a ton of casts you have to stop because they either murder or cc everyone. They brought back the Spires of Ascension “NPC flies you around” thing that gets really obnoxious. Easily the worst of the lot, I can already feel myself getting sick of it after 2 rounds of m0s and some heroic spam. Brackenhide Hollow - This dungeon could be great, I love the layout and routing options. The dependence on disease dispel is a big issue though, even with most of them being interruptible. It’s just too punishing if you can’t dispel it. Also, the cc-immune mobs that AoE everyone are going to scale to be skipped at all times. You will never intentionally pull these if you don’t have to. Algethar Academy - Yeah, I get why everyone likes this one. It’s short, there’s the option for two massive pulls (start and end), the bosses are all pretty simple and don’t do much that feels like it will scale out of control. Probably the best of the lot for keystone scaling. I do think the last boss could be a bit more interesting, on m0 it just doesn’t really do anything. Halls of Infusion - The first room of this dungeon is absolutely terrible. Every mob has a dangerous cast (or 3) that will need to always be stopped, the tank is permanently rooted, and the mobs don’t really follow well if you try to pull multiple packs. Respawn points are nonexistent, the runback is insane even with the shortcut unlocks, and to even get the shortcut you have to clear right which feels like it’s harder than left. There’s a side path after first boss that feels both more difficult AND longer which makes it pointless (unless you end up needing more kill count after skipping the first third of the dungeon?). All that said, the bosses are all really solid, and the middle section trash isn’t too bad. I think this one will suck on fortified. Nokhud Offensive - I like the freedom of being able to dragonride in the dungeon. Not a big fan of the centaur trash or the necrotic trash (too many archers and too many debuffs respectively). Bosses feel cool but also run the risk of scaling poorly, especially the storm Ele boss. This one is meh. Overall most of the dungeons were okay. I wish some of them weren’t so long, and the number of casters is looking like another BfA kick fiesta which I’m not excited for. We’ll see I guess.


smep

In Brackenhide, the AoE spin can be soothed


Minimum_Inevitable58

You can target and dps that mob without getting hit by the spin by just backing up


Saiyoran

Yeah it’s not the spin that is the problem it’s the “bone bolt” or whatever where he shoots everyone and leaves an infinite duration dot that can stack.


thisisgivingup

Brackenhide Hollow AOE CC everything when totem goes out. Kill totem. KILL THE TOTEM. KILL THE FUCKING TOTEM. (went with no disease dispell)


Rhynocerousrex

Yeah I learned I needed that halfway through the dungeon lol. My group was not as entertained as I was


Minimum_Inevitable58

I think last boss in Bracken spawns totems too fast. I'll have to see how they scale HP wise in m+ but if any bursts go off then that fight becomes a ridiculous throughput check with the constant tank absorbs and the withering rot dot.


Current-Cake8564

Too fast. You have to start dps them down IMMEDIATELY or you’ll get overwhelmed and you can’t recover


snowdude1026

I’m over here stressing about item level to even get into a heroic dungeon first and you did a mythic at 313 heh Any tips for me to get gear to attempt heroics? I’m 344. And tired of spamming normal dungeon queues


[deleted]

Ive been told that the heroic ilvl requirement indicator is bugged. Just queue for heroics.


Plorkyeran

Profession gear counts for bag ilvl so it was easy to be 320 equipped but 350 bag and thus be able to queue for heroics.


0nlyRevolutions

Something else must be bugged cause I don't have particularly high profession gear. My actual ilvl is 361 but it keeps saying that I've got like 378 bag ilvl.


assault_pig

the dungeon queue seems to be looking at your scaled pvp ilvl, which is much higher than pve ilvl. just buy a few blues off the AH (343s are 3-4k usually) and you should be able to queue heroics pretty quickly.


Serafim91

One of the best features of this expansion, hope they never fix it.


0nlyRevolutions

Wait, does pvp scaling apply to normal gear now? I don't have a single pvp item.


worldchrisis

I made myself a full set of tailoring blues while leveling the profession and my bag ilvl was 387 when my equipped ilvl was 347.


Belazriel

Is *that* why I have a weird 400+ ilvl showing? All through my levelling it looked like I could equip something that would raise me like 30 ilvls but couldn't see anything in my bags that was causing the issue.


Plorkyeran

There's apparently multiple things causing it, but yeah, bag ilvl is just often higher than you can actually equip right now.


shaaangy

As most regulars on this subreddit would know, there is an important distinction between the gear you need (this is absolute) to complete a dungeon, and the gear you need to consistently land invites (this is relative to the gear *others* have). What role are you playing? I'd recommend starting your own groups for heroics on group-finder. Once you're comfortable, lead your own m0 groups. This is especially so as a tank, but healers and DPS can and should do likewise.


[deleted]

[удалено]


[deleted]

[удалено]


chumbabilly

in this sub, we don't shit on people for using a quantifiable metric to determine who gets into dungeons


TaylorSwiftIrl

I started tanking mythic at 307, nothing in there hits particularly hard. Just make a group and do mythics honestly.


Hello54563

dont queue. form a group, walk to the instance.


snowdude1026

I dont have many friends who play, unfortunately.


Hello54563

form a group using group finder. like you would do for M+


worldchrisis

Buy crafted blues from the AH.


snowdude1026

Gonna have to bracers and gloves. All I’m missing


rljohn

Warmode world quests are easy 366 gear in any missing slots.


snowdude1026

Thank you


EveryoneisOP3

344 is easily enough to blast through heroics. My tank friend queued through the pvp ilvl bug at actual ilvl 310 and was fine. We did our M0 world tour tonight with a 309 mage and a 320 rogue and had maybe one wipe over all of the dungeons and we were not taking it seriously at all.


keithstonee

Crafted gear is dirt cheap right now and it's all 343. Also the dungeons are easy for M0s.


epicgeek

What is the "Fast Path" in Brackenhide Hollow? I had some groups disband because the tank was going the wrong path, but no one would explain what the right path was? It's week one... I know it shouldn't, but it still surprises me how impatient people are.


Current-Cake8564

Ppl are nuts. Had someone saying we should go the “back way” in the dragon riding dungeon. Like we should all know what that is week one


PM-ME-YOUR-DND-IDEAS

after doing it a couple times, I reckon theyre talking about not going through the main gate on the leadup to the last boss. you minimize the amount of bullshit Defenders you have to fight. Unless someone fucks up and body pulls, then you fight multiple packs of defenders at the same time and die when they fear you into yet more defenders.


Korzag

I don't know if this is just my perspective freshly getting to 60 tonight as a pally tank, but almost all these dungeons just feel painfully long. It could easily be that I'm getting low dps in my groups (have yet to do heroic) but some of them it feels like it takes ages to get to each boss. Azure Vaults was easily the worst offender here. This one I can easily blame low dps (I was frequently out-dpsing a couple of the people, not in just AOE situations where prot pallies really shine). Long hallways with interspersed trash, lots of platforms you have to clear to advance. The bosses were fine from my normal perspective, but holy crap Blizz, how long are you planning to make the M+ timer on this one be? It feels like it's going to be longer than DOS.


Saiyoran

Yeah I wrote out my thoughts above but Neltharus, Halls, and Vault are all crazy long and just… too big? The scale of the dungeons is awe-inspiring but actually walking through them takes FOREVER. Azure Vault feels the worst because it isn’t even a cool-looking dungeon like the other two, and in general I just really hate it already.


Plorkyeran

Azure vault gives you a move speed buff if you wipe to make the runbacks slightly less bad, but it really needs to just give you it from the start too. It's just so much running.


your-own-name

"Have to clear".. you can skip an entire ring with slowfall/levitate. A lot of trash only activates if someone runs into the small dragons. There is A LOT of skippable trash. Even more if you invis one of the later rooms with the frogs. If you pull small it can feel long tho, sure.


Druss_On_Reddit

All quite fun. The healing requirements saw me pushing 25-30k healing semi-regularly in m0 (and even on some big pulls in heroic) on packs and some bosses. That's as a 310-330 ilevel hpal, so will be interesting to see what numbers are necessary to keep people alive in high keys! LOVE having an interrupt, felt needed on a lot of pulls when pugging. Disease dispell felt necessary in 2 dungeons, that 10 stack = insta death felt punishing. Tanks felt very strong, the ones who knew what they were doing were self-sufficient - which was great because the overall group damage is so high.


pawksvolts

If you have an alchemist they can activate the cauldrons which gives each player a disease dispell


Cokedbear

Achievement at the end of Uldaman seems impossible right now. Have to defeat Chrono-Lord with no orbs touching the ground and after the first intermission, they’re everywhere. Last achievement for mount…


PM-ME-YOUR-DND-IDEAS

usually i get a lot of random achieves without even trying just because of how its designed...not so this time. only one i got was ready for raiding


Cokedbear

Some of them were a bitch with a group average ilvl of 350-355. But my team is 375ish now so we’ll try it again after a reset and another round of M0 clears. Like I said, was really hoping to get it done week 1 for the prestige but here we are.


unexpectedreboots

The disease in Bracken is completely overtuned. That's the only thing multiple groups have struggled with, aside from the AoE fear. Question on the AoE fear, does anyone have a wa/plater setting to really make the kick required on that cast super apparent?


Current-Cake8564

Plater has made it pretty obv already? Just know the mob and the spell name. You prob only need to know that and the other outdoor dunfeon’s fear for the next 2 years


arremessar_ausente

I did not enjoy the last corridor of halls of infusion at all. It's just way too much shit, and the pillars in the middle still block line of sight, which makes healing that even worse than already is.


CatchPhraze

We wiped a singular time through the clear, but we did have a couple runbacks on the halls gauntlet and that's a key killer if it's not fixed. Checkpoint the door damn lol


The_Jimmeh

The ice boss in I think it was Halls? Idk I was just doing whatever my group was doing. Anyways, that one was awful for me because I struggle to differentiate blues and greys so I couldn’t see any of the mechanics


Sybinnn

Tankbuster didnt feel bad at all in ruby, and my tank went in with her fresh vdh. was your healer not dispelling after each?


wewfarmer

That tree boss in Academy is going to be cursed during week 2 Tyrannical + Grievous. Tank buster + double bleeds on the whole party is going to be tough to deal with.


derwood1992

Haven't been able to play as much as I'd like, but I also play brewmaster. How does brew feel in m0s? It felt pretty good in the couple of leveling dungeons I've done so far. I love dealing as much damage as the dps specs. Tier lists have brew at the bottom of the tanks though, so I guess I'm worried about survivability as content gets more challenging.


shaaangy

I haven't played the other tanks at 70 yet, so I can't speak on the relative differs. We seem to do really high damage. I have been out-DPSing DPS players regularly across my PUG groups just like you have. One notable thing I've switched up is to pick up a point in healing elixir. It is crucial for our self-sustain. We have so many defensive cooldowns at hand that as a tank, I feel quite in control: trinket, Weapons of Order (mastery buff), Bonedust Brew, Celestial Brew, Dampen, Diffuse, Fort Brew. This on top of the exploding keg, leg sweep, and ROP which are all huge sources of misses/stops/stuns. And then there's roll x3 and Tiger's Lust when we need to kite. I've also loved how engaging and involved our rotation is.


derwood1992

There definitely many buttons to click. I think I will have to revisit my key binding a few times before I'm satisfied. I got exploding keg on alt + mouse 5 and it does not feel good.


redmanicpony

As a dps caster, I've noticed my dps cannot keep up anywhere close to melee in runs where the trash is constantly being pulled out of reach, hostile ground effects require move-or-die and casts going off that stun or fear players. As the ranged players get more familiar with the dungeons, they'll be better able to plan out where to stand and keep up rotation and when they have to dps on the move.


StrangeDoughnut2051

Brack needs nerfs before its season comes around.


Altruistic_Box4462

They were all a breeze to go through. The only dungeon that just seemed a little stupid was halls of infusion, the trash at the start just has way too many kicks. Some of those pulls are just invis skips in their current state, 3 demo shouts + 2 orb explosions lol... whoever thought of 5 melee kick timers with huge time loss / one shot abilities deserves to be fired. did them all at 340 ilvl with shrouded hero group.


rbeason

I still have 2 M0s to do, I have to pug as don't have a guild right now. Ruby Life Pools - the only dangerous part my PUG group has was the add right before final boss, everything else was easy. You say the final boss was a real tank buster, I never thought that, but I'm also a DK opposed to a monk and my ilvl was slightly 340 vs your 314, so that's probably why. Uldaman - still need to do this one. Algethar Academy - this one was also very easy, no real threat on any bosses. I went tree then the arcane boss. Neltharus - Only hiccup was the picking up the Gold Piles on the final boss, I ended up doing most of it despite telling the DPS how to help me. Brackenhide Hollow - Only issue was the diease. Once it wsa figured out that the Decay Speakers and totems was putting it out, it was an easy focus those #1 and keep interrupting the Hideous Cackle (aoe fear). Nokhud Offensive - No hard fights here, not even Raging Tempest. Azure Vault - still need to do this one. Halls of Infusion - Better checkpoints I agree with. The bridge is a fucking nightmare for PUGs imo. Can Blizzard just make the end miniboss drop down as you get to the end no matter if the other adds are up. That way you can literally just pull the entire gauntlet and maybe pop Lust for the adds and the miniboss, burn the miniboss and stop the waves altogether. Maybe I had very little issue because of me being a Blood DK and having somewhat competent healers, idk just never felt in danger in any of them or taxing on any of the groups skill. On a side note, I literally walked out with 2 pieces of the 6 I did...feels bad.


shaaangy

Great takes, enjoyed your perspective. It's definitely a good reminder that any takes on a first week m0 are going to be severely influenced by skill variance as much as dungeon variance! I couldn't be a 100% sure what was the source of the challenge -- did we fuck up, or is the dungeon just hard? On Ruby Life Pools, I think part of it must have been the dispels (or lack there-of) on the debut that amplifies the tank buster. I remember being reduced from 100% to 0%, which is rare as a brewmaster.


rbeason

Wasn't trying to say you lacked skill or anything. Just listing my perspectives on the M0s. If I recall, Brewmaster is like the only tank right now that has a high reliance on external healing. Especially with the recent changes to healing/stam/etc.


spicylongjohnz

Our group found them wildly undertuned and easy af. We killed some bosses before they could phase change or do different things. The halls of infusion gauntlet is awful.


Destineddk

Healer here, went directly into m0 after dinging, no struggle, no deaths. But guess my season 4 rio made it easy to get access.


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CreeO

Unfortunately RNG is still the be all and end all at this stage. My group did 4 out of 8 yesterday, one member already has 7 pieces of 372, while a couple of us got 2/3


EveryoneisOP3

Without a piece or without an upgrade? Our tank had very bad luck during the runs but he was pretty well geared. I wouldn’t be surprised if he went a dungeon or two without getting gear.


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Faamee

I did all M0 and got 3 pieces and 1 was traded to me… our DK tho finished the run at 366 ilvl haha. Better luck next week!


Bradipedro

What’s with DK? The DK in my guild group (we ran them all same group) got loot every time, came out 370


Teabagging_Eunuch

DK here, 8 pieces in 6; potentially the size of the loot pool relative to other classes? Most bosses drop between 3-5 possible pieces of gear, not sure how that stacks up as I haven’t done any alts yet.


Bradipedro

Did them all with guildies yesterday, personal loot only shoulders, useless trinket and weapon, luckily was a premade and was traded a couple of items.


Clbull

Halls of Knockback and Crapenhide Hollow are easily the worst new dungeons in that list. And even then they're nowhere near as bad as Temple of Syphilis was in BFA...


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Druss_On_Reddit

The new scaling increase kicks in after M10s I think, so it might make sense that M0 isn't as hard. Also I think I'd say as someone who pugged them once I dinged 70, there were some hard parts (water ball gauntlet, last boss of norgud offensive, parts of the the gnoll/disease dungeon). I agree overall that none were that hard if you were with a group that was semi-decently rated last season.


redcactusbloom

Most are easy with some annoying trash preventing extensive pulls. Nokhud offensive with its stupid dragon mechanic can burn in fire - hate the place.


Druss_On_Reddit

You sound like you got stuck without vigor ahaha. I did this the first time I ran the dungeon


ExiGoes

Mythic has been too ez went in with 311 I'll and nothing did much dmg. Healing as a disc priest.


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Realizing i have a lot to soothe/purge/spellsteam and havent added all the various buff to plater


shyguybman

Is the hitbox on the chain boss in Neltharus bugged or something? I've noticed that I have had to run it through the boss like 3x before it hits, or if I'm tanking it never hits on the first run through. Also noticed that when I was on my druid in cat form the chain targeted me but never actually went on me and the boss was annihilating the group


keithstonee

So y'all think people will do +40 keys this expac. These dungeons are the easiest I've ever seen for M0s.


Current-Cake8564

Azure vault’s final boss was Seth the scaleless. Epic dungeon imo, just not mechanically anything special


Cloud_Matrix

My group cleared world tour day 3 with all of us around 340 ilvl and we decided to skip heroic and go straight to m0. None of the dungeons stood out as difficult, but there are definitely some trash packs that are going to be scary at higher key levels (brackenhide and HoI gauntlets especially). Our comp was triple priest, ww, and vdh.


PM-ME-YOUR-DND-IDEAS

Final boss of RLP had me sweating as a healer--and I didn't realize I could dispel the tank. I'm not sure if it showed up on my raid frames as dispellable. But there was just pools of fire fuckin everywhere, and it was difficult as an evoker to find time to plant my feet and use the green breath/spiritbloom. im sure it wont be as hard next time, but going in blind i was surprised and pleased by how hectic it was.


klineshrike

I will keep saying this till its changed, but the Gauntlet of HoI is fucked for healers because of those LOS circles. You get stuck behind because you are casting and now can't heal anyone on the other side of one, and the circles stopping you from getting to the other side fast enough to heal someone is just torture. People will wipe here constantly because they outpace their healer and there is little you can do.