I realize not everyone was around when these dungeons were current content, and I also realize the modern day “Wall-To-Wall” pulling culture has taken over tank mentality. But this is just something to keep in mind for this Timewalking period:
Mana Tombs was created by Satan
To elaborate:
1.) The trash mobs are a pain for your healer. It’s never a good idea to bum rush the first boss, pulling everything along the way. Someone will probably die. They charge, they put on a reduced healing debuff to your character, and overall just deal an above normal amount of burst damage for a trash mob.
2.) The dark-robed Shadow Priest mobs after the first boss do a mana burn that eats your healer’s mana. This isn’t such a big deal now, but they also do a 6 or 8 second Silence.
3.) The big Voidwalker dudes fear. So please clear at least one side of those circular rooms after the rock boss and don’t try to just run down the middle. Extra mobs have a good chance of being pulled.
And that’s about it. I don’t blame the players, because people just don’t know and zerg pulling is the new norm. But geez, those mobs are awful.
I’ll just say as a healer that I’ve joined Mana Tombs timewalking twice this week and both times were mid-way through lol. I can only imagine some of the poor healers just getting upset and leaving and tbh, I wouldn’t blame them. But yeah, good PSA
My favourite is that dungeon I forget the name of but it’s got orcs and imps at the start in spread out packs. Oblivious tanks will always try to zerg it and get instantly 1 shot .
I carefully pull those void walkers separate to other enemies because of how much of a nuisance they are, but time and time again, especially near the end you get some DPS who decides one enemy is not enough and we must wipe.
At the end you can pull two of them, tank gets stunned, every enemy you pulled is now going to hark on someone else, and if the other demi gorgon decides that’s also a perfect time to silence your group, yeh well GG.
Time of my life that dungeon as DPS, I just sit back and wait, watch the tank go ham and die a couple if times before they realise they can’t do that.
One thing I learned from TW is to wait 30-60 seconds for the rest of the group to go do something stupid first before joining in, even more so as tank, because in that dungeon when some wannabe ret paladin decides they want to tank for you, they don’t even get 2 seconds in.
And also why I use neural silencer, so when the hunter decides to MD me, or the priest wants to life grip me, they can just go and die instead.
It’s not that they can’t play their class, they have this mindset of “Oh it’s only LFR” thinking lower level or older content is super easy and they can just zerg through. But forget to realise that some dungeons and raids need certain things to be done or just die, like, not taking on the entire dungeon.
There is one BC TW that you can literally press W, but there are 2 also that you need to pull smaller packs at times and people just don’t think it through.
As someone who has no idea how to play any of my several classes (including hunter main) I have no idea where you’re finding any of these groups. All the groups I get in BC timewalking pull at a pace that’s only slightly slower than “auto-run through the dungeon” and we rarely if ever have any trouble.
From the few times I’ve ran it, we’ve only full-wiped once. But there are certainly panic moments. I will say, though, if you have 3 DPS that are pulling high numbers, the dungeon is a joke (especially if none of them are casters and don’t have to deal with the silence.)
Had a group of two BM Hunters and a DK, and we just obliterated it. But had another group with a Warlock who just couldn’t function with the number of mobs pulled that throw out silences and stuns. He even apologized for being bad, and I was like bro it’s not your fault, these mobs are awful. lol
But yeah, I’ve been in groups that steamroll it, but if everyone isn’t just wrecking the mobs quickly, that can cause problems.
Idk why but one issue I seem to have more often in BC timewalking is a tank doing something dumb, dying, then quitting. Like one of the runs I did was I think Botanica and he bum rushed first boss and got torn apart in seconds and just poof gone no running back or anything. They…do realize it’s not faster to quit after a death right as depending on when they do that it could get them a debuff preventing them from resuming for a bit so it’s faster to just finish the dungeon and either see if anyone wants to run another or drop and find new group than to quit so early because you died
I’ll just stick to 5 black temple bosses. Way easier to get into a group and easier to do. Cleared the whole raid last time BT was up in the time it would take to do 5 dungeons.
I pulled like normal, 4-6 packs at a time in there and nothing really hit hard. There was only a single pull that is/was dangerous and that is the one in the circular rooms where you get multiple disorientates as a tank. The healer can dispel one but the second one will kill the group.
BC TW is on the very easy side yet again were I will typically pull trash into bosses unless there is a specific reason not to.
Lol 3 friends and myself queued up for TW last night. Had some good tanks mostly were speed running but those were DKs, Druids or Prot warriors. They seemed to handle it the best.
We got a Brewmaster and he was getting slashed good. When we arrived at the commander he started making comments and getting belligerent about it.
I assumr he didnt realize we were all in the same guild. We got another guy quickly and went our happy way.
No need for it. Not to say brewmasters cant speed run these. This guy couldnt and blamed the healer who couldn’t keep pace to keep the guy alive. Slow down a bit.