Okay rise isn’t as bad but seriously screw fall like I don’t know what the deal is with that dungeon but as a healer I absolutely hate it absolutely hate it it felt as hard to heal that dungeon at a plus six as it did to heal a way crest at plus 16.
It starts with the second boss actually no it starts with the mobs leading up to the second boss there’s two priority dispels that and when you dispel them if you’re not in the correct positioning they do massive damage to the entire group screw that it’s already hard to manage the one dispel that I have as a resto druid. like other things that require me to dispell a lot of the time I can just throw my hots on myself or on one other player while dispelling the other I can’t do that with the second mobs in fall.
Then we get to the boss itself I understand the mechanics but they happens so damn fast that it’s not even plausible for me to do anything but hopefully throw out a moon fire have to constantly watch for those ball things that have a massive dot on them if you get hit oh and if you get hit by two good night you are dead.
The third set of mobs have just too much AOE damage in general like holy crap it felt like I was healing fortified that’s not okay. Then we have the third boss like what’s the deal with having to pass off the dispel to the tank I’m not even sure what I’m doing when I get that dispel like I don’t understand that mechanic at all and the guides are not helpful.
Finally we have the fourth boss where there’s just so much room to make a mistake and you can get so far away from me that I can’t heal you without traveling across the map and I don’t blame the DPS for that I blame the stupid fact that chromie teleports all over the place and not only that you have to make sure that she doesn’t die and the boss just does way too much damage in general
For rise it’s garrosh and the last boss in general that are just stupid oh the second mobs are bad too but with garrosh you have to pretty much stay close to whatever side your allied with horde or alliance or you are going to die so as the healer I’m constantly hiding behind them until these suicide goblins come out and I’m having to run into the horde forces to get to my team to help kill those bombs
And the last boss is just a massive healer check you always have to be healing just always and some of the unavoidable damage feels like it’s could one shot you at higher keys
I would seriously do throne of tides or any other dungeon this cycle over those two dungeons that’s how bad they are
Edit: thank you for all the helpful advice I think it’ll go easier this week now that I have a bit better understanding of the mechanics which is why I applied to a six I’m not going to go into a higher level without knowing the mechanics obviously
For Fall, don’t pull the big protodrakes together. Go one pack at a time because unless you are blowing bloodlust or something, chances are the group will die by running out of defensives before you kill them. Though Iridikron is probably the smoothest boss fight of all of the Megadungeon bosses simply because the damage is predictable in short bursts. There’s pretty much no group damage until the two mechanics around Chromie and the final push and anything else is a one-shot (getting hit by the earth spikes/big breath).
For the 2nd boss there’s actually a trick. Just stack up and stand still, doesn’t matter if you are in fast or slow apparently if everyone is stacked super-ultra tight, the dispels won’t kill you so the only thing you have to do is dodge orbs > stack tight > dodge orbs.
Corruption which is cast on the tank clears it. Plus the tank with mitigation is the least effected by holding it. We are ok with watching the timer and handing it off for a second and than regrabbing it from a melee. In short just run over the tank when possible if its not going to get you killed. And as melee please don’t run from the tank if they are heading in your direction…
This is a pretty easy fight. Stand to the side of Chrome, in fact everyone should always be loose stacked nearish Chromie. Make sure to get in the soak. Than heal Chromie back to full. For stalagmites stand at about the edge of the hit box and dodge. After that there is a frontal move to the side when its done move back to being near Chromie. When the boss hits 100% energy its phase 2. Stack and pop healing mitigation etc. You have to deal damage faster than the dragon looses energy.
Just to add to this you can dodge as a group by standing right next to the boss and moving right during the orbs. You will always end up behind the orbs.
Okay it sounds like there was just a lot of failure damage is what you guys are saying and I didn’t check my elitism helper it just really felt like the dungeon was overtoned but we’ll see how it goes this week on fortified
Like the other guys said having a group that knows what its doing bs one that doesn’t is night and day. Its honestly not bad of a dungoen that does give allot of downtime for dps as a resto druid. You got this.
The healing requirements in DoI dungeons is not the same as any of the others this season. People who say that there’s just people failing mechanics have not healed these places… period.
It’s made worse by bursting this week and likely won’t be as bad going forward, but i shouldn’t be spiking over 300K during trash packs in a group where we +3 an 18 fall. There is just simply way more damage than other dungeons.
The 2nd boss isnt really a huge healer check… it’s just one of the worst designed bosses ever for casters that require channeling spells.
The only issue with rise is that the timer is WAY more strict than everywhere else. You can time 18 to 20s with like 15 deaths everywhere else.
I’ll try some of the advice that was given here but you make some very good points that I totally agree with and worst case scenario I’ll just push the other dungeons and kind of just leave those ones in the background unless I’m super geared for them and it sounds like they’ll be a bit easier on fortified
I didn’t like Fall either because of the time ways boss. After a few runs I got better with it, although doing it on my pres evoker still gets me sweaty. Lol. But really it’s one of my favorites, and I can usually (barring someone not knowing mechanics in a pug) get through it with minimal death and well ahead of time. They made it easier than it used to be imo. Not having the tank frontal is nice.
I still don’t like Rise though. It’s too long and kinda boring and I loathe Dios. I hate 90% of DotI with entangling though, always shows up at the wrong time.