Please take a look at the tuning of Ruby Life Pools trash mobs - the place feels absolutely horrendous to run and the mobs hit significantly harder compared to the other 7 keystone dungeons.
Huh, so it wasn’t just me, there were a few mobs on the upper floors that 1-2 shot me out of nowhere and I was like ‘‘did I miss something or am I just dumb’’. I feel it’s also a PITA to heal.
the little elementals (which can be avoided), the dragon breath frontal (avoidable) and flame dance (interruptable) are all dangerous mobs up on the second floor. pacing and positioning are really important in this one.
even the last boss has stacking mechanics that punish the healer if someone takes unnecessary damage
I think this is one of our heal checks this season
This is probably the worst key in terms of tuning right now, and my group keeps getting this damned key. The sheer amount of unavoidable damage is miserable.
the worst part is being a healer with mostly casting for decent healing and then being hit with living bomb cuz you couldn’t get closer in time and were the farthest away :sadge:
thanks for telling me how that mechanic works, cuz i HATE being the bomb
you saved a druid life today
i notice nobody ever reports the undertuned parts of the game… why are we only worried about the overtuned ?
Bosses are going to feel very over-tuned on Tyrannical as well. The last boss is incredibly frustrating to deal with as a healer at 10+…especially as a MW that heavily relies on melee uptime for a lot of the kit, including our best CD.
The DF dungeons definitely feel very punishing to healers and super anti-melee when it comes to the amount of ground effects that force you to move out of melee (exacerbated by the fact quaking is a thing this week)
Most of the problem is that none of the DPS are stunning the flamedancers or kicking the cinder flames , I also feel like the last boss has at least one if not two more mechanic than it should. It has a beam flamebreath, and a brutal dot on the beam that’s almost unhealable, and an absurdly massive flamepuddle drop that splits the entire party up and denies space, and wind that pushes both you and the flamepuddles around , AND an aoe interrupt, AND a tankbuster that needs to be dispelled every 8 seconds , and it’s doing all of this nonsense within the span of about a 15-20 second loop
And if all that wasn’t enough, they put 3 packs in front of it that pretty much require you to burn every CD you have to heal through them before you pull the boss.
I mean who the hell designed that nonsense, that’s more mechanics than some raid bosses.
Jade Serpent I would put up right next to Ruby.
The first corridor trash and final pack in Jade are nutty, but I still think the bulk of Ruby is worse.
Ruby Life Pools is a healer and interrupt check dungeon. If you play with a group that kicks and stuns its literally night and day in these dungeons. The problem is that early season you have no benchmark of the quality of people you’re inviting until people push up more on IO scores.
Either way it’s non-stop group AOE from start to finish and the last bosses final phase has 4 mechanics all overlapping at the same time on-top of quaking and thundering.
The only tip I can give for the last boss here is that the wind always starts towards the back of the platform and alternates counter-clockwise, so drop fire according to that. Focusing the caster quickly means all you have to do is dodge fire without wind for the rest of the fight, use the whole platform.
You can line of sight the aoe ability the elemental guys do and negate all the hard hitting damage if that helps at all. Made it infinitely easier for me haha
I am torn between desiring to see tuning passes and chalking a lot of the struggling up to lack of player knowledge. Like others I’ve noticed very little interrupting and target selecting going on. It very much is a free for all. The Ruby Life Pools upper floor is morale shattering.
I suspect it will improve as the season wears on. Of course by then the ilvl you will be expected to have will also be higher, so if PuG’ing these dungeons are your only source of gear then know that I am suffering with you.
Jade needs tuning. Overgrown Ancient in Academy just ruins your day. Then the last boss of Academy is just a joke that’s easier than all trash mobs. Ruby needs tuning. It’s almost like all feedback during the beta was ignored. Everything in Shadowmoon is a joke. None of the tuning in these dungeons makes any sense whatsoever.
I think the worst part about the upper part is the thunderstorms which can’t be interrupted or stunned from what i can tell, you have to heal through it. I ran it on a 5 or 6 last night and the tank got cocky because i wasnt having to heal much and pulled 2 packs of those. I believe I broke 35k healing on that pull. On a low key.
A lot of the issues with the other keys i think is just that people don’t know what to kick. I’ve seen a lot of kicks going off but a lot of really painful abilities going off with kicks on cd so I can only assume it’ll get a little easier with knowledge.
the last boss of academy was way better before they gutted it into oblivion. Ruby is fine, it’s fun.
The trash packs are grossly overtuned.