Overgrown Ancient is atrociously overtuned still

I am more scared of this tree on 15 than any other boss in any dungeon on an 18.

That poison is so unreasonably punishing without a poison dispel. I main disc priest and some of my push teams don’t have a poison dispel so the fight becomes borderline unfair. If nothing else, rework the poison mechanic or remove it.

The damage from the bleed and burst forth might also be too high. It doesn’t help that the bleed ticks every 3s. That is a long time between ticks so even if players are at 100% hp their health gets bursted down by the next bleed tick.

The main culprit might just be the poison dot though. If the poison dot is removed, the bleed and burst forth might be as survivable as any other burst heal phases on bosses like raging tempest, azureblade, melidrussa, etc. Food for thought.

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I’ve played both expansions in their first seasons. Dude the dungeons in dragonflight are more difficult. I don’t know what crack you’re smoking but its clearly isn’t logic.

This is a silly argument, as the dungeons in question are already nerfed already, clearly blizzard disagrees and will continue to nerf the dungeons as the season goes on. Kinda shatted on with that nonsense.

I’d argue Shadowlands Season 1 pre-nerf was harder. Timers were tighter and hit harder. Do you not remember “kite meta”? It wasn’t because they hit like a wet noodle.

You got KSM in March. Which was way after all of the nerf hammers. You don’t exactly have the experience to compare.

there either needs to be more time before the next geminate comes out after the branch add spawns, or the green circle needs to heal / cleanse you as soon as you step into it rather than after a delay. the way the mechanics overlap right now is what makes this boss super obnoxious and unforgiving, especially in pugs without very specific specs in your group IMO.

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This is pretty much all I want out of this fight. It’s a fun fight with a cool mechanic but timing germinate and the branch dying, even with full coms hasn’t been the best of times so far. I’ve only pugged this key a few times and that was way worse.

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Just have the DPS and tank use these on add spawns 3+:

Even just having one DPS pop one of these on each add spawn after 2+ makes them trivial TBCH…

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If people going to keep sharing this information going to get it nerfed. Warr in my group bought 1k of them week one because we’re 3 gold each

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With potions on a +15 we did a group combined 410,700 DPS on the pull we got the boss.

That’s crazy! The rest of the bosses in there fall over in comparison. The tree needs a few branches removed.

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My thick bear skull never considered potions. Why drink yucky liquid to make me strong, ME BIG BEAR. ALL POWERFUL. URSOC ROAR.

This fight is still overtuned in a lot of ways, but one of the worst offenders is that when you kill the add, the circle the removes the debuff is small and has a long cast time, usually causing it to come out right before the germinate that bursts forth, so even if you see it and know what it does, it’s very easy to get hit by a germinate circle and get blown out of it. I probably did 3 keys in there before I even saw the debuff removing circle. The debuff needs to be automatically removed when the add dies or something, along with other nerfs of course.

yeah + volcanic this week fun times lol

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Threat generated while they’re growing should carry over. It sucks to pick them up after they spawn.

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This alone would be a huge QoL change for healers. Those adds love to zerg us first :3

Very simple fix here, the lashers should just not spawn immediately after they come out. The first set sit in the ground and give you a chance to burn them prior to becoming active, so why does the second set not? This is a fight where mechanics don’t matter and you’re basically expected to cheese it somehow. Just make the mechanics right, it’s that easy.

Removing the second germinate would probably fix the fight. Can just spawn more lashers in first wave and make the burst forth scale with number of lashers still alive.

Either that or push burst forth cast back another 10 seconds so that it isn’t likely to be overlapping with the bleed if the big add is alive since it’s better to kill it after the second germinate.

Right now the fight is too reliant on either a mobile healer or bursting the big add down extremely fast and the key scaling, especially on tyrannical, makes this fight significantly harder than pretty much every other boss available in the M+ pool.

The only part of this fight that is truly awful is not being able to cleanse the poison. Seriously, whoever thought that should stack infinitely should not design encounters. I’ve seen tanks get 50 stacks within seconds and die with hard CDs rolling.

Aside from that, there are ways almost any comp can deal with it as long as stuns are rotated and CDs are saved, but it is kinda overtuned compared to most bosses and should prolly be nerfed.

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If the tank is dying to stacks of the poison, that’s a dps issue not a healing/tank issue. No poison cleanse is needed for this fight even on tyrannical. If it stacks fast like that, it means the odd wave of lashers didn’t die before the next germinate so either your dps failed the dps check or your group didn’t stack tight enough and they spawned to far away to cleave.

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No, the second add group comes up immediately and they stack that poison very fast. If they’re up for about 10 seconds you’ll get 30+ stacks easily. Your best on that dungeon is a 10 you dps’ed and didn’t time so you don’t know what you’re talking about here.

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I tried academy on an 18, then on a 17, then on a 16. Even with everyone using the AoE potions we couldn’t get past it. We were only 390~396 in lvl so I’m sure it didn’t help. I was doing 180k dps on the +17 and it still wasn’t enough despite doing the add mechanic correctly. This boss is designed in a way where either you make one mistake and it’s over, or you beat it and it feels like it was no effort at all. Not sure if the design can be fixed by tuning, though I’d welcome a change in how fast the adds stack their debuff and how much health they have.

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Yeah, I’m in the top 25% who has only completed the key at a 10 instead of the top .1% completing this key at a 20. If the discussion was about 20s, I’d agree with you. It’s a general discussion about the key, which I’ve done enough to understand the mechanic. You either clear the lashers fast enough where a poison dispel isn’t needed or you wipe. It’s that simple regardless of the key level.

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