Zul zerg strat (which is pretty much staple at this point) was unintended, mythrax and its recent nerf (wasn’t too bad with melee orbs anyways). The worst one is ghuun where 2 locks are REQUIRED, PLUS 6 solo orb runners basically meaning if you are a class that is supposed to be able to solo orb run and you can’t you’re a useless player. Im sitting here ready to kill ghuun and we’ve been waiting for 30+ minutes for the right classes to apply.
i’m kinda bummed there wasn’t a skip to last few bosses option like the last few tiers of raid.
having the option after 4 clears to skip to Mythrax or Zul would’ve been nice
what? you don’t need 2 locks to do Ghuun.
You do if your group isn’t good enough to overcome the encounter without trying desperately to cheese the mechanics with fotm class comps.
Im talking about heroic ghuun. not lfr.
No?
And you mentioned it was for LFR… The group I was in 3-shot Ghuun LFR launch week… so… no?
Players just need to get better, or not AFK.
D R A G O N S O U L
Body seems unclear, is it a complete sentence?
You still don’t NEED 2 locks, or even 1, to do heroic G’huun. It’s much easier if you had them, but not at all necessary.
Class/Spec comp doesn’t really become an issue until Mythic, but in Mythic I feel like there is VERY little wiggle room in that comp. My guild actually just stopped Mythic raiding after killing MOTHER and realizing that there are very specific comps required to kill several bosses on Mythic and we just don’t have the roster depth. I feel like M raiding this tier has crossed the line from challenging to chore so in that regard, yes, it is a poorly designed raid. Otherwise it isn’t too bad on Heroic and below.
Naxx, Malygos, OS from wrath launch, trial of the crusader.
From the second best xpac in game history.
So yes there have been worse.
Yes, it is the worst.
It has the most linear and least interesting design in the game. Straight line walls, straight corridors. The entire thing is a box thrown together in thirty seconds with mobs thrown in just to have them there.
Then too, it also has absolutely zero story for the Alliance (though I hear the Horde got some).
Any raid where bringing a specific class along makes the fight 10x easier or where it allows you to bypass mechanics of the fight is just plain wrong.
What I noticed also was that until gear started to mean we could zerg some mechanics, dropping one or two players or gaining one or two made way too much difference to the difficulty of the fight. The scaling is awful on Heroic.
We have also had to combine our two smaller raid teams, we ran a weekday and a weekend raid team who now have been forced to do both whenever possible to get the numbers up and the right classes along to beat fights. That just seems wrong to me!
EH wasn’t too bad. They did a horrible job of introducing it to the alliance, but really what else is new on that front.
Only real complaint would be how horrible the scaling is for small raid sizes.
Mythrax was really bad in this regard. We beat it by pugging 12 people. They all sucked but just having the extra bodies made all the difference.
No offense, but ANYONE can run the orbs in a pair. Literally anyone. You do not need specific classes or spells. You just need to have one person clear ahead, then catch the orb, then have the other person clear ahead and catch the orb. Keep repeating that until you reach the end of the hall. It takes about 2 passes to another player to complete.
No. I would give that to ToGC from Wrath. It was boring in the first place and was tuned horribly. Either that or Dragonsoul.
That’s your choice to be that picky on Ghuun. Locks make it easier, no doubt. But not 100% required.
Plenty of classes can run the orb with a buddy, which is probably exactly how the envisioned it happening. If you’re strictly looking for solo runners, that’s your call, not Blizzards. You must be a mythic raider raiding Ghuun? Because I could see bringing these unique classes to that run. but that’s doubtful.
Do you know how many boss fights have come around in the past that can essentially be zerg’d with the right amount of DPS? Mythrax getting nerfed two months later? Eh, who cares at this point. It’s a fight that takes a couple of tries to learn it, and then it’s EZ mode. (but, wait… that’s most fights).
I will say that the physical design of the place is kind of meh… But as the entry raid to the xpac, I think it did fine.
Wouldn’t using 2 locks be FOTM comps?
There should have been honestly. Having to keep clearing the same nonsense over and over to get to the mobs people need really is becoming taxing.
If by some you mean it was basically the foundation of 1 whole questing zone and played a good bit of a role in another zone then yeah it got “some”.
I wouldn’t say it’s the worst… but I would say it has serious scaling issues. My guild struggles to get 15 each week, so we have to deal with ‘Hard Mode’ Uldir because it’s significantly more difficult with 10.