Did a Necrotic Wake 6 and failed so miserably that by the time we finished it, (12m over) it didn’t even chart. The trash just does so much damage it’s insane, even with interrupts and stops. Hard stopped at stitchfix for like 15 minutes as the group damage going out was just impossible to deal with.
Did a Necrotic Wake 5 after, and we failed by a few minutes. Everything even at 5 hits like a truck, and the timer is so short that players wanted me to pull faster, which I could do, but every double pack was a fight for my life with every CD and it became so butt clenching that I ended up losing my cool a few times and just kept screwing up targeting and losing aggro a few times.
Is it just me or is Necrotic Wake just much more difficult than other dungeons?
I just don’t get this dungeon. I feel like I take so much more damage and the group takes so much more AoE damage from even trash.
My comp for +8 NW was Protection Paladin, Resto Druid, Me (WW Monke), Ret Pal and Enhancement Shaman. So we have Protection Paladin kicks and melee kicks + ring + brez + incap totem.
I think it might be psychological lmao. There’s just something about it that makes me uneasy. It’s the one where I’ve made the most mistakes in, or that i’ve had at one point 3 of stitfix’s adds which was terrifying to tank
Search Quazi Necrotic Wake on YouTube for a great walkthrough. Long though.
Things to remember as a tank:
If you’re pulling a summoner (portal dudes), you should grab a shield to save the party from aoe.
If you’re pulling a necromancer, consider committing an anima sphere to silence the entire pack for a long time. These are also very strong for boss 2, but you’re a DK so you likely don’t need them on boss 2.
If you’re pulling the named necromancer, you want someone in the group with purge.
The tallest mobs fear and cleave, assign a melee to handle this mob type specifically.
The fat golem trash in the ziggarat apply tenderize to the tank. The medium size ones enrage. Assign an enrage dispeller and don’t go pack to pack with a tenderize debuff. If you get more than 2 stacks in a single pull, kite away at 2 seconds left on the debuff. They are fast and can’t be slowed, you will need to commit wraith walk or another speed boost to do this.
The key to the third boss is rehooking at least once per down phase. Emphasize this if you wipe.
It’s relatively unique to this dungeon, it’s definitely expected that you are at least gathering spears to help delete the 3rd boss. Every player can carry two weapons, last grabbed gets used first. I’m not sure if you can carry two of the same weapon, though…
Other dungeons have class/race/profession stuff you can do but none of them are as important as necrotic wake.
Mists for instance, druid, night elf, herbalist or tauren can open doors for new pathways, group buffs, and get you better respawn points.
City of Threads has rogue, priest or engineer holographic propaganda that they can talk to and give the party a very strong DPS buff for maybe 30sec. City of Echoes has a stun item tailors can acquire.
Stonevault, dwarves, warriors and blacksmiths can grab a bar of metal to give the group a 10 minute buff to vers, which is pretty good.