M+ to release or not to release that is the question

I feel like a noob sometimes after a death… not knowing when are good versus bad times to release your corpse or just wait?

I remember in Temple if you release at a bad moment (right before last boss) you have to aggro that orb room of mansnakes.
Is it after 2nd boss release will be halfway through dungeon?
I hope I’m not the only one confused when to release for the better of the group.

1 Like

Generally just never release. At least that’s what most people I run do. If you spawn a room or 2 over it may be worth but majority of the time w/e ur fighting will die and you’ll get rezd before youd even make it back.

1 Like

It depends on where you are relative to where you’ll respawn. After you’ve done the dungeons a few times, you should have a pretty good idea of where you’ll respawn. If you think you can be back before combat ends, release and run back. If no one is left alive who can res you, release and run back. If you have one of those tanks who doesn’t have the situational awareness to realize that someone has died, and just keeps pulling, wait to see if the healer can sneak a res in anyway. If not, release and run back. If you used a skip to get where you are and you can’t replicate it yourself, DO NOT RELEASE unless instructed to do so.

3 Likes

Not every dungeon, I think in shrine if you die at 99% complete it sends you all the way back to the start.
or well it does for a while.

There’s a skip after the second boss and the only cp is on the orb boss. It only really helps for last boss wipes.

Don’t release if there’s anyone still alive who can res you. It’s almost always faster to wait for a res. You also don’t want to blindly zerg if you are wiping on trash (e.g. on bolstering week), it’s better to let it reset.

Once you are more familiar with dungeons and know where the res points are, there are some occasions where it will be faster to release, but if you aren’t sure then don’t release unless it’s a full wipe.

The last time I released was in Underrot.

Both me and a warrior had died on trash leading to the 2nd boss.

We both get sent back to the start.

He runs into a group of the ticks we hadn’t cleared (right at the beginning), and he dies again.

They aggro to me, and I zone out of the instance.

I see him release and die once again while I’m zoned out.

I wait a few seconds, he is still dead so I figure the mobs have reset.

I zone in, the ticks are at the door, they aggro me again.

I zone out again.

I have several stacks of the dot from the ticks.

I die outside the instance this time.

I release again.

It’s about a 60 second run back from the spirit healer to the instance entrance.

The rest of the party is furious now.

Oh and this is a keystone, either a 9 or a 10.

So basically just never release. lol

1 Like

Dungeons that start you at the beginning, (Shrine, Kings rest and Underrot) have short cuts built into the map. In shrine there is a purple orb just past the first bosses platform that will carry you over the gap to past the third boss, you have to clear the trash on the left to activate it. In Kings rest there is a ghost right where you fight the first robot on the left. It will fly you to two different locations as you complete trash/bosses. In Underrot there is another path just past the first boss on your left, that opens up after you kill the 3rd boss. Normally people don’t kill the trash near it, but if you hug the right as you come out of the tunnel you can run right past it. That said…

  1. Underrot. Never release unless told to or if all ress capable people are dead and releasing. It’s kinda a dick move to expect the healer to run back, THEN ress you, AND it will keep them from getting their food buff and such without delaying the run even further.
  2. Freehold. You’re almost always free to release here since you can mount up. The ress points are very generous too as the second bosses platform is very centralized. Warlocks using unending corruption should be careful as you can be placed in combat right at the start when you release and have to WALK back.
  3. Tol Dagor. Same as underot until fire chick is dead. The ress points are more generous but you have to do alot of circling around until the third boss is dead.
  4. Siege. Generous ress points and you can mount. Assuming you know the path, you should be free to release.
  5. Motherlode. Mount+ress points but be very careful. There is so much trash that alot is generally skipped. If you suck and might run into things maybe wait for ress.
  6. Kings Rest. Unless you’re on council trash don’t release. That stuff takes so long to kill you should run. The short cuts aren’t very well placed as you have to clear most of the trash to activate them, so it’s better to wait for a ress otherwise.
  7. Shrine. While there IS a short cut, it’s fairly useless. It’s almost never worth releasing in this dungeon as even with a mount it takes longer to get to your group even IF you’re past the shortcut part, than it takes to kill whatever group you’re on and get ressed. An exception may be made for tanks that die, as much of the trash is kitable if you use LOS to your advantage on the casters.
  8. Atal. Don’t release unless you’ve already killed the center bridge trash for the percentage. (Not the rhino things the path leading to the entrance) Without that you have to run all the way around the dungeon from the start.
  9. Temple. Don’t release if you’ve killed first boss but haven’t killed second. Do not release once you are past the third boss unless you’ve wiped on the last boss, (you’ll ress right there basically once you pull her and wipe)
  10. Waycrest. This is a tricky one since the paths change “randomly.” I’d say never release unless you’re VERY familiar with the place. Nothing worse than someone who gets lost in here. Short cuts do open up as you kill bosses but you’d have to know where and when. Not worth it.
3 Likes

While you are dead just ask what your group wants you to do.

“release?”