I usually do keys 1 level at a time and I find by the time you get to 10s, you should know every encounter (as a healer)
You went into the dungeon alone and tested it or were you with 4 other players? If you were the only player it would naturally always choose you because youâre the only one there.
I was comboâd in a 12 on my shaman. Happened in a 10 on my druid too, but he was a bit undergeared at the time. I tested the spell interaction by going into mythic on my dk solo. I was told it fired immediately after Singing Steel and I knew that to be incorrect. In reality it appears to be on affected by spell queuing and would fire off intermittently.
I donât need advice on how to handle it, I was just concurring with OP that I have seen that circumstance and think itâs a poorly designed mechanic. I suspect the intention is to keep healers from ignoring health bars during those pulls. It is only lethal when youâre at a deficit, but it definitely can combo and will double up on a target.
I think you misunderstand my comments as whining about dying to a spell. You guys really donât want to hear players criticize a poorly telegraphed mechanic so bad youâre blaming people for things that didnât happen.
I mean, I know there are a lot of bad players out there, but telling me that I can use defensive cooldowns to survive a mechanic hurts the old ego a bit. I didnât get this far without arriving at that conclusion. But thank you.
Itâs best to take everything on the forums with a decent amount of salt. Donât take anything personally, and know that a lot of context can be lost.
Even when I said that Singing steel and ambush are linked, I have never seen them not go off back to back.
I was just being silly. <3
Well, I preemptively pop defensive cooldowns in Mists or Stonevault first pull because I tend to die often if I do not.
(Then probably still die anyway.)
Cats supposed to not leap if you stand in melee (havenât really experienced that successfully.)
You took a lot from my advice brother. Sorry you felt this way. Good luck in your keys, was just trying to help no worries!
Itâs one thing to strategize around difficult mechanics. Itâs another to do it for poor design or buggy mechanics. You gotta do what you gotta do to complete the dungeon, but that doesnât mean itâs ok.
With M+ being a staple of endgame content for going on ten years, youâd think the developers would design dungeons and mechanics with this in mind. On the surface, it doesnât appear they do.
If the target is random then you risk popping defensives anticipating it for it possibly go on someone else and now you are naked for the next one. The other issue that negates the poor tanking pull patterns is that AoE stops sync up abilities. So it doesnât matter if the pulls are staggered or not.
What should have happened was make it so they canât teleport to the same player who was a target within x seconds prior.
Hereâs the answer. The math wasnât mathing.
Can you?
My normal CD tracker explicitly doesnât include the ambushes. I have to just guess based on feeling
Also false. Iâve spent every sob this season watching to see if I could figure them out. Itâs not deterministic other than timing, and a little rng with spell queueing. If anything they tend to ambush and THEN cast singing on the way back to the tank. And apparently the tank buster can target the closest person if the tank isnât in range to take the hit.
The answer is everyone skips the pulls that include 2 in higher keys lol. Thatâs what I do now if I can help it.
Even if my weak auras could track their CD which for some reason it canât, and even if they didnât cast at the same time or didnât target the same target they would still be skipped because theyâre always in a pull that includes a group AOE burst from raiders, and random chip damage from fire bombers
Pretty sure they respect armor so clothes get severely chunked by them.
Pretty under stated point. I honestly just donât think it occurs to some that there are people out there that care enough to want to play at a moderate level, but could care less about MDI, reading stuff, etc.
Which itâs fine to be of the opinion that ever increasing the depth a person has to go to play this game is great design, but I personally think people are over valuing World of Warcraft if they think everyone will stick around forever and accomplish less without drastic improvement efforts.
Why is being at the end of a reward track something most desire? If such a quality is beneficial, I suggest we lower it to heroic dungeons. Now, everyone can accomplish their goals of having highest ilvl.
Of course, I donât think people finding 10s too hard actually want that.
In essence, delete gear.
Does that mean ilvl becomes standardized when you enter the dungeon or does that mean you need to get it from raids?
I honestly canât answer that one, max gearing has never really been my bag. I like seasonal junk and transmog. (The Traders Caravan every month excites me)
I think a large enough majority of people found DF S3/4 tolerable. I have a lax approach to content, but Heroic dungeons are a bit trivial feeling. Frankly I donât mind 10âs right now, I just hate the failure rate.
Standardized.
I donât think thatâs true. People were complaining to no end (about different things.) Itâs just revisionist history. And maybe the last month of S3. But s3 as a whole, thatâs rather false.
Gameâs better if Iâm not compelled to do weekly 10s.
Ilvl becomes standardised outright. You can still customise stats but no more gear in game at all. It feels like all gear serves to do is make people who donât have it mad at blizzard for not giving it to them.
Increase everyoneâs ilvl by 3 every week for the first 2 months so they still gradually overcome whatever content theyâre doing. Cosmetic rewards only.