Overgrown Ancient

LOL. This boss obviously wasn’t tested at all.

2 Likes

Did you follow the actual mechanics? Or did y’all just tank and spank and try to burn?

8 Likes

I agree it is quit overtuned by the trick is to dispel the stacking poison on the tank during the mobile add phase.

We stacked, rotated clockwise to keep the adds close for cleave, no one get hit by big swirlies. All dps around 80k, healing around 55k and like 30k self healing from the tank, zero chance. Not even close.

This boss is heads and tails above anything else in any dungeon right now.

2 Likes

Did you all stand in the green swirlie to cleanse the bleed?

2 Likes

I think there should be a little bit more time in between lasher adds spawning, but yeah that one is a key killer for most people.

I tried an 8. It was a pug and I was 377 or so but still, it was godawful. We -almost- had it the first pull, wiped at like 3% because the tank didn’t pick up a single thing on that add wave and we all got meleed to death instantly.

Then we wiped like 5 pulls in a row trying to do it again. So obviously going into it with absolutely everything up played a part, but even so, once that stacking poison starts, it’s game over. I’m an evoker. I can only do so many group saving big heals before everything that lets me do that is on cooldown.

Maybe when it’s not paired with Grievous it’ll be a little better at least.

And yes I know that group wasn’t taking good advantage of the poison cleanse mechanic. For now I’m just avoiding that place on Tyrannical because I have yet to see one actually do that.

I timed an AA on 15 this week without too much trouble. Make sure you don’t kill the healing add right before germinate so everyone can clear their debuff easily.

Read this please:

2 Likes

The tree add often dies to fast, before the second wave of adds is dead which means you are not clearing everything off.

I don’t know if the little adds need a health decrease or the big add needs a health increase but its been a consistent problem in pugs.

Hopefully in another couple of weeks people figure this out.

As a side note the big add can be mind controlled early and casts heals on the party or a lock can banish it so that it doesn’t die quite so fast.

That’s what happens when Blizz looked at the fight and said “yeah let’s nerf the branch health by 40% and not literally any other mechanic”.

I really don’t get why they have to spawn INSTANTLY even 3 seconds later would help as Paladin is a tank that is entirely capped on relevant AoE abilities. Divine Toll is a slot machine on if it hits all of them with the shield (even with the splash damage talent as all shields could go right and not hit the plants in melee on the left of the boss) meaning some probably end up loose. Meanwhile most other tanks have spammable or mostly spammable AoE abilities that are uncapped.

To be fair, we do have a cleanse which is really nice in this fight.

That said, I suspect we’re going to see another nerf. If I had to guess, 5 seconds extra before the boss starts germinating again after burst out phase.

The issue is you have to pretty much perfectly line up the branch dying with the burst or people just die to the raidwide (mainly the second time where personals are on cooldown).

Personally I’d rather the adds just have MORE health and have it be more of a dps check to beat the burst forth from the first set which I am not sure why that set even exists besides artificially prolonging the fight since they pretty much never live.

The second set with the instant burst forth just seems like a scam where you can’t do a whole lot about it besides pray the branch dies at the right time (heaven forbid it dies late on accident and full heals the lashers).

Tempest boss in Nok and Ancient 100% ridiculous and absolutely will be nerfed.

Pretty sure the big add only clears off the bleed you get when it spawns, not the poison the little adds give.

They nerfed the health of it by 40%, they aren’t going to increase it.

Not to mention tanks do not have CDs to get aggro on the second burst, so DPS starts taking a lot of stacks/damage that cant be avoided.

My issue in pugs is the bleed.

I play an evoker dps so if the tank gets high on poison I just cleanse it off nbd.

It does feel like the boss itself has A LOT of health though. Highest on acad I’ve done is a +11 and storming is another factor to add into all that mess.

Tempest boss in NO actually seemed ok to me as a healer this week on tyrannical after the nerfs. The healer should be getting 10 stacks of the debuff from running into the orbs since it increases healing output as well as damage output.

The timing on the first tree is really, really tight. My group were all over100K DPS in a 13 and we still barely killed the healtree in time to avoid spamming the circle with the second germinate.