Just curious if someone else has seen this issue… or not, we are having a really hard time finishing this dungeon - we’ve cleared the raid on Heroic and when we open the Dungeon Journal, most abilities have a number and when we go into the instance, those damage numbers go x3. I haven’t noticed if this happens for all instances or not?
But also for us, we are on the last boss - if we miss 1 single sphere mechanie (meaning getting 2 debuffs) we are just dead. I’m looking at videos online about strategies for the boss and they can get up to 2 debuffs and still survive. I’m a Monk tank with 764k HP, we have a 700k Warlock that Raided Mythic everyone is over 437+ ilevel and we still can’t make a single mistake.
Is this is a bug or is the instance supposed to be that dangerous??
they probably popped every single defensive to live and ignore it for a set.
All 5 members? The debuff is applied to all 5 members, not just the tank.
everyone has defensives. It’s not normal to live if you fail.
If you look at this video https://www.youtube.com/watch?v=nOd5QiX8Uww - at 15:25 about, you can see the perspective of a Pally and he’s not using any Defensive and they whole group is living through the mechanic while failing at it :\
They buffed it a lot then vs that heh… I’m guessing that’s ptr footage or something? Absolutely not the live experience when I downed that boss.
We have the orbs figured out. The issue we’re having is the Infinite Blast (from the Infinite Keepers) hitting harder than expected. The tooltip reads 46,171 magic (Arcane) damage but the actual hit ranged from 70K - 80K / hit with an average of 40% - 50% mitigated. I have 825K HP unbuffed. I would say that the adds could’ve died faster than they were. That ability, however, was still hitting harder than expected.
Additionally, the journal indicates that this spell is interruptable however, in practice, it wasn’t.
Edit: Another issue that we’re noticing is that, while we were in the dungeon the tooltip for Infinite Blast not only read “Interruptable” but it also read that it did 144K damage. Outside of the dungeon, it reads normal (46K). Both of these are on the “Mythic” difficulty setting. So it seems that, when you enter, all damage and stuff is scaled up (at least for this ability) at little over 3 times.
Yeah, as a Monk, I have a bunch of mitigations… We just re-tried with the same group and managed to kill him, but the instances was MUCH harder than I had thought it would be. I had to keep using 1-2 mitigations per breath, the added dot it adds afterwards also hurts a lot :\
Hm, I could’ve sworn that our healer was yelling “ONLY I SOAK ORBS”, and we did just fine there. Perhaps you’re only meant to soak 1 orb at the time?
Is it really that hard for 1 player to stand in the thing that spawns directly beneath their feet for 3 seconds while the debuff falls off? It’s not like you have to go around looking for them, one will literally spawn directly under a range player every time.
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Two players get the mechanic, we had melee insta move out, and the ranged player stay under until debuff dropped, very simple. Might be harder to coordinate without comms in the first week though.
You’re supposed to let one orb hit, and stay under the other to prevent it from hitting the ground before the debuff resets. It’s a fatal mechanic if it’s messed up.
We had melee soak, and ranged move out, but it doesn’t matter. Our healer just wasn’t on voice with the rest of us, so it was easier to do that.
You need to let the first rebuff fall off before dropping the send orb. Depends on comp how hard it was, first clear day 1 we had 2 melee dps, one ranged plus the healer and we just set a person to move and one to stay and it was gravy. Last night was 3rd clear and had 2 ranged plus the healer so we couldn’t set a static person and just called out the mover and person that stayed, but we wiped more than a blind first clear because of it. There’s a lot of personal accountability in the dungeon which makes it a lot of fun but it can be frustrating as we figure it out 100%.
Next time if we only have 2 melee we want to try stacking the dps on top of each other and see if it forces a drop onto the healer because that would be ideal.