MW M+ melee mechanics

Hello fellow MW enjoyers, MWs are great this patch especially in raid but is anyone finding the melee mechanics in M+ dungeons like motherload and Priory super annoying? I was doing a 10 ML and found it very hard to keep people alive while dodging the constant circles on the ground from trash mobs.

Also the constant readjusting and trying to keep my jadefire stomp in the right areas is also annoying. Any tips on how to deal with this? Is castweaver viable at higher key levels? Or do I just need to adjust better? It can just be hard to keep uptime on mobs which is needed to do the necessary healing to keep people alive.

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I agree, it’s annoying. Especially when you use Chi-Ji to heal the group, but you can’t land a single melee hit because of too many ground mechanics.

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Experience will give the insight of where to stand, where to stomp, and how to position. SCK is quite useful in these situations, not necessarily to spam, but to fill GCDs while repositioning (it has a much larger range than melee). JE can also be used to top people up while in range (ie. during the consecrate spam later in the dungeon). Also Chi-Ji + SCK is a powerful combination due to how Chi-Ji works, and often times is all you need.

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Interesting, never used sck with chi-ji. Ill give that a try, Ty for tip.

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I’ve always been cast weaving in the previous content, it’s definitely viable in higher keys. I mean 15+ I don’t know, but 11-14 should be no problem.

That being said, I’ve tried fistweaving several times in this patch, I feel like when there are a lot of mobs, a proc’ed SCK is good enough to keep everyone up, but when there is just 2 or 3 mobs with high damage, I often have to stop doing damage and use pure healing skills.

you’ll get used to it. I don’t even particularly think about the area of denial in melee of PSF as problematic. Concecrated ground takes like a second or 2 to tick damage. The impact of it hitting the ground doesn’t do any damage at all so you don’t have to move out until 1-2 seconds after it touched the ground. The traps I joyously delete while chi-ji is up making us immune to them.

Motherlode is a bit harder when fighting piece keepers and extractors but you can get good at avoiding the circles of death without ninja pulling stuff. It’s really a matter then if people can survive the 2-3 seconds for ads to move out of tear gas or final explosion.

Tornados after 2nd boss should all be baited into the same spot by the party stacking or being relatively close then the tank pulling the ads away from where they spawn. The tornados start spinning in a small circle then expand the area they circle as they spiral out from their spawn point, so they can become especially problematic if everyone is just dropping them all over the place as guessing the direction they’re coming from becomes more difficult as they’re coming from everywhere.

I feel like ToP and Flood gate are a lot worse (and far more punishing) for melee uptime in the parts where it’s relavant. No matter what dungeon it is though it’s an effort on the tanks part to be aware of the things and move or position the ads, and for you to move in a way that makes sense.

Something I’ve noticed about most MWs though is that most of them highly under-utilize transcendence. A lot of problems can be evaded by knowing where your transcendence is and intuiting when to use it. I don’t have a full length vod but a lot of times if you could just watch me play you’ll see me just put down transcendence the second a pull starts and how easily i cross gaps of aoe and dodge stuff without taking any damage or losing almost any melee up time as well. It’s kind of a long cd though so while this can help you out of a tight space or bad situation you’ll still need to learn positioning and how to best utilize your mobility to weave in and out and around things.

It just takes practice and thinking about how you want to react/respond to stuff. But then again if you’ve got that down the rest of it is on your tank to reposition the ads as needed.

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