Having leveled a Druid, Paladin and Shaman now, I’ve done Hall of Thanes on all three and the amount of damage going out from trash mobs is absurd. I’m literally OOM every single pull. 100% to 0% mana and often times even that isn’t enough and people end up dying.
This is despite being in full intellect/spirit greens. I’m as geared as I can get, appropriate level (15) and yet it still feels brutal to heal.
Druid has it easier since Regrowth+Rejuv gives you time to sit and regen, but for the other healers? There’s so much damage going out that I’m casting max rank heals almost nonstop. No time for regen.
Why is a low level dungeon tuned this difficult? There are heroics in TBC that are easier to heal than this.
Haven’t done HoT but I have healed every other dungeon to 20 on a priest, shaman and paladin and I really couldn’t disagree more. Maybe HoT specifically is overtuned, but the others are most definitely not.
I have run RoH more than any other dungeon. There are 2 pulls at most that have high incoming damage, one right before the last boss and the baron. but even those are pretty manageable. I just don’t agree.
I’ve leveled both a Paladin and a Warrior as tanks, and I’ve done every dungeon at least once on each. In most runs the healer was sitting at around 80% mana after pretty much every pull.
The only times things got a little messy were when we accidentally aggroed an unexpected patrol (like the ones that spawn behind you in DM) or when my Charge pull accidentally grabbed two packs . Even then we didn’t wipe.
Maybe I’ve just been lucky and consistently grouped with well-geared healers (both WC and DM were done with level 20 healers); or maybe you’ve been unlucky and ended up with tanks who don’t really know how to tank or control their pulls.
Having a druid who could off-tank/off-heal when something went wrong definitely helped prevent wipes, but during normal pulls they were just DPSing in cat form.
I didn’t play a heal myself, but don’t think the situation is in general as bad as you described.
It’s not overtuned in the Dev QA they said that mobs in dungeons have been adjusted to hurt because they want CC and stuns to mitigate the damage and make the experience slow and tactical VS what im guessing most people having tank just steam roll from pack to pack with no CC prep or CC to mitigate damage. People have gotten so used to modern Wow of tank pinballing from encounter to encounter with no issues if the damage feels too much look at damage and see what is hitting hard and make a plan like we used to in everquest instead of complaining to lower the damage profile. tanks, healers and dps all have tools to solve the puzzle try using something other then DPS skills and slapping tanks with heals. Personally im glad we are going back to the Roots of Tactical slow mmo gaming
Well yeah, of course it’s going to be easy when you’re at the top end of the dungeon’s level range.
So you’re not qualified to speak on this, good to know.
I’m complaining that the damage profile is so absurdly high in the lowest level dungeon Alliance can do. And even when you’re geared for it, it still feels brutally difficult to heal.
If I wanted every dungeon to be tuned around CCing 1 or 2 mobs every single pack, I’d be playing TBC.
It should healing isn’t supposed to be easy. In Everquest which this is taking strong Community and class Identity values from. if you didn’t use CC and smart planning. If you don’t like playing around CC and being smart thats fine. that is what retail is for but don’t try to impose your preferences on a game clearly designed for old school gamers that liked stuff like Everquest or Ultima. Where its about the Journey, Community, Puzzle solving slow burn VS rapidly hitting 60 and doing end game stuff and burning. Not liking these aspects is 100% fine and forever may not be for you retail has all the things you saying you like. and like Dev’s said they realized if they make a game for everyone they make one for no one.
Yeah, you’re right, the very first dungeon in the game should be tuned so that healers are OOMing every single pull and having tank / dps deaths because not enough mana to heal them.
You clearly have never played old school mmo where damage is so high you can die doing starter quests because things hit so hard it forces you grp and plan
I disagree. Level 20 is roughly in the middle of the recommended level range of those 2, not the top end.
If the expectation is that you should be able to comfortably run a dungeon at the minimum recommended level or even the minimum level required to enter, then I can only say good luck.
Classic dungeons also tend to have a fairly wide range of mob levels. If you enter at the low end of the range, you may end up fighting red-level or even skull-level mobs deeper into the dungeon.
Exactly and if you are doing that you need to Plan pulls and CC stuff that hits hard and DPS to need Focus Down threats are the most dangerous. The whole point is to
force people to stop talk and plan have community again instead of dungeon finder blazing past everything
you cant zerg dungeons in EverWoW like you can in retail. Ask your mage at beginning of dungeon for a whole stack of mage water, and sit down between EVERY pull.
Tell the tank they’re overpulling. Because they are. They’re used to being able to hold aggro on the whole world, like in retail… and they can’t. Their aoe spam hits THREE targets. Just 3.
your dps need to slow their roll. As a mage, not only do I arrive to the dungeon with a FULL stack of mage water pre-conjured for every member of the group, I wait for the tank to do his initial grouping, CC what I need to (poly teh distant caster, for example), THEN I evaluate the damage the tank has done and either single target (if the tank is focusing one target) or aoe (if the tank is spreading damage). Most DPS wanna cap meters, but thats not their role. Their role is to kill the boss before the healer runs out of mana. Period.
This is not a balance issue, this is a PLAYER issue.
If the healer goes OOM IN combat, that means they’re either having to heal dps too much, which is the dps’es fault for standing in stupid or overdpsing… or you’re overhealing the tank.
In the dungeons Ive been in, the healer has gone OOM every other fight. the tank waits til their mana bar gets to 80% before pulling.