Motherload is awful - the 1 key I never can time

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.

3 Likes

I’m 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 won’t be as much of a threat.
  • Next section: Stack and set two sections to mob the mobs pulls to avoid the ‘mind storms’. If tank gets transmuted here it’s a wipe, otherwise mobs aren’t 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.
4 Likes

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.

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It’s one of the easier dungeons in the rotation, but I have experienced every issue you mentioned. It’s 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 though…I rarely see time being the reason for failure…unlike priory or theater of pain.

You’re not supposed to use the telegraphs to dodge missiles.

Either do the fight properly, or play using safe spot.

2 Likes

So I just timed a 9 lol. After failing 8’s multiple times I saw a group with a lead who did some 13’s 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.

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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.

Then what do you mean?

You’re supposed to do the fight by tracking mimiron copies. Not by waiting for missile telegraphs to show up so you finally decide to dodge.

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I know and that is what should have been improved to be more distinct, standout and a bit bigger, so its less of a pain to follow them.

I am not saying it cant be seen, but its inconvenient the way it is.

Yeah, it’s my least favorite key to do this Season.

The way it’s 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 didn’t like it back in BfA and still don’t now.

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Motherlode is probably the easiest key TBH.

IMO doing skips that aren’t just “walk around the mob” aren’t worth the time they save if people aren’t on the same page. Sure they’re probably necessary at 14s or whatever, but not at 12s or below. Just tank the mech, if you’re scared, fight it on it’s own. It’s not that bad if you save defensives for it and don’t 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:

XXX
XXX

So if a mech is at the following coordinates:

M(ech)
XSS
XXX M(ech)

Then the zones marked S are safe.

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Everyone saying ML is the easiest when I found it one of the most difficult in pugs. I wouldn’t really say it’s 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 it’s not that long of a walk back which is a great part about this dungeon

Oh yes, thats another thing.
Under certain bigger models moonkin from or bear from, that is simply not visible at all.

It would be nice if that got fixed, so the circle is certainly visible with every playable model.

Without that, all that remains is pre-emptively moving whenever you see the cast, which sucks if you are a caster.

Or the ground clutter so you try to move but cant. I got stuck on a sign today lol

1 Like

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 +2’d 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 don’t 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 doesn’t have time to react before it turns into a wipe.

Then there’s dodging the pat, which some people can’t do, and people drag the mecha to the group which then leads to someone leaving.

I don’t 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.

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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

100% a stack and move for this mech. Promise if you mention it in the group (and they listen) it’ll work.

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