People doing stupid routes like trying to jump over a wall to skip 1 trash mob that wastes FAR more time then it saves
My last run 2 DPS kept dying over and over to same mechanics on last boss - we just 3 manned it over timed
Like the dungeon is a hot mess with way too much trash in too small of space leading to people accidentally pulling, and the timer is too tight, especially in the area with the mines that everyone likes to pull
BY FAR my least favourite dungeon. I hated it then, I hate it now.
Iâm not a high performing player but I was able to do this on a 10 successfully as a tank.
This appears to be a pretty common one I hear about ML. Winning strategy:
Big Lust pull at the start. 1 mech and interrupt on toxic blades. Stuns/grips on guy who tries to run away to start the mech.
Next two, take chill skip the mech.
Mouseover target for footbombs on the first boss.
Pull mobs back after first boss to room because the drill has big AoEs to dodge.
Hard CCs for a big pull after (all except mini-boss pack. Or can make it two if people are bad.
Kite Mini-boss if the dagger stab stack gets too high.
Azerok feels free. Burn both mobs and the empower one wonât be as much of a threat.
Next section: Stack and set two sections to mob the mobs pulls to avoid the âmind stormsâ. If tank gets transmuted here itâs a wipe, otherwise mobs arenât as bad here.
Spray lady: will always make two sections. One is bait another is safe. Go to the bigger one. Have people face the blow to get rid of the brazzerite on the floor.
Last section: Trick is to take it slow. Easy pct makeup here each big mech is 5%. I do three pulls. Start with the two little dudes. Mine rush to the top right. Then the two big mechs before the boss. Priority is to kill the bombs on people.
Well, the last boss could have used some touch ups to the missiles. There is a reason why it was done the way it was done in BFA. Blizzard fixed the hackfix, but forgot to address the root of the issue (bad visuals for missiles + too much rng).
Beyond that, it has a pretty good timer imo.
Regarding the skip route, I guess you mean the one that tries to skip the peacekeepers. I am yet to see it done in pugs and I am very happy about it.
Its a good route, but not for pugs.
It is simply unnecessary for 10s, but even 12s.
Itâs one of the easier dungeons in the rotation, but I have experienced every issue you mentioned. Itâs unfortunate that the pain points are the start and end of the dungeon so it never feels good immediately failing or failing at the final boss. The timer seems pretty reasonable thoughâŚI rarely see time being the reason for failureâŚunlike priory or theater of pain.
So I just timed a 9 lol. After failing 8âs multiple times I saw a group with a lead who did some 13âs and managed to time a 9. Nobody died to stupid, it was a miracle
With the changes to workshop and ToP I think were are encroaching on an era of anything that is an every moderate awareness check needs to have a massive neon sign pointing it out.
Thats not what I mean.
The mimiron copies are a pain to track.
If would be somewhat bigger or something, I am sure it would be better.
Also sometimes only 1 changes, sometimes both.
Now if the boss also casts its gun spell, then it becomes pretty hard to move it, especially if both are changing.
Yeah, itâs my least favorite key to do this Season.
The way itâs so open and filled with mobs everywhere can easily lead to accidental trash pulls, and with the need to be constantly moving, is likely that it would happen.
I didnât like it back in BfA and still donât now.
IMO doing skips that arenât just âwalk around the mobâ arenât worth the time they save if people arenât on the same page. Sure theyâre probably necessary at 14s or whatever, but not at 12s or below. Just tank the mech, if youâre scared, fight it on itâs own. Itâs not that bad if you save defensives for it and donât stand in its AoE.
Last boss you just have to watch where the flying mechs are. The arena is laid out in a 2x3 grid like such:
Everyone saying ML is the easiest when I found it one of the most difficult in pugs. I wouldnât really say itâs a hard dungeon though lol. I hate the very last part with all the bombs and the tanks and the final boss also.
I die almost every time to the mastermind goblin tornados but itâs not that long of a walk back which is a great part about this dungeon
motherlode was the 2nd portal i got this season last month, and it was with a ragnaros tank of all things. my advice is to run your own key and be very picky about who you choose (accepting people who have timed it, or even +2âd it)
From my experience, the biggest issue seems to be tanks wanting to do skips.
The skip going to the left after we start is fine until you wipe further down the line, and someone forgets on the run back and dies again and quits the key out of frustration.
The wall skip can be dangerous because some people donât pay attention and end up pulling trash, which leads to a bricked key because 99% of the time someone leaves after that.
The skip after the wall jump hugging the wall is another problem - some people fall down and pull the pack being skipped, and the tank usually doesnât have time to react before it turns into a wipe.
Then thereâs dodging the pat, which some people canât do, and people drag the mecha to the group which then leads to someone leaving.
I donât blame people for wanting to leave after a critical failure but sometimes I feel like wanting to do so many skips just leads to more bricked keys than saved time.
So the skips are a problem because players have zero awareness and will just run face first into whatever pull is in front of them? That sounds more like a problem with the players not being able to do the bare minimum, rather than the skip being complicated.
I normaly find the first packs before the first boss are the hardest and show how well/bad the run will be. If people kick the npcs that power up the mechs and dont side pull then it should be smooth sailing
Gettimg teams do to the correct thing though, thats the hard part, lol