I noticed one of them, didnt pay attention to the name, was a bit much on the mechanics for a normal dungeon. Definitely died once myself not realizing it hit that hard. lol.
Saw a few other deaths playing it a couple times.
Im ok with dying, but as you say, normal runs shouldnt be that brisk.
I am in the minority in that I don’t mind smaller pulls and less zooming but giving that many stuns to trash is absurd. Even when you pull one group you get people knocked back or accidentally pulling a very close second group. It’s entirely unnecessary.
I dunno, maybe I’m out of the loop on the complaints this one’s gotten… Basically all I hear is that this one is a disaster, but I don’t really hear why. Outside of your first run through, I found this place is really straight forward. What’s the big issue here?
That most runs right now are someone’s first run through, or that a first run through isn’t enough to know what’s going on unless someone is telling you what to do or where to go.
In general tight spaces + patrols + “optional” trash skips is a recipe for disaster.
Fair enough - I feel like there’s always one dungeon every expac like this. Last one was definitely Nokhuud Offensive (or whatever), especially with some of the more meta ways to run it - seemingly zipping around without madness to the method, backdooring the last boss, etc.
I just say it because Dawnbreaker was far and away my favorite - so I was kinda surprised to start hearing how much people hate it.
I loved the Airship Gunbattle ICC feel it had. And sure, everyone dies to that overloading magic boss one time unless told in advance what to do. lol
Nokhud was much more open plan, packs were very spread out with lots of space to land between them to group up. Even the “backdoor” boss strat was just travel directly north from the previous boss and not doing it was just a waste of time, it didn’t endanger your group or yourself.
Now we have “fly up and land here but don’t land too far that way or you’ll pull X, now hug this doorframe, and don’t be too slow or Y pack will patrol over and you’ll tag it”
Yeah most of these (there are some that are just plain stupid mechanics) are because tanks want to pull the whole place up to the boss, then pull everything again to the next boss and so on.
I have done this dungeon many times on normal, maybe just a couple on heroic. I have joined the dungeon in progress after a tank tried to do that and dropped group.
Another dungeon a player got annoyed that I was clearing trash packs below and ran upstairs to kill the first boss with 2 other players, and of course wiped. They did that again, even after I explained how it was supposed to work. Slow learner.
I have not seen this. I know where every trash pack is. I go right, maybe it’s different on the left. The only new spawns are if you don’t kill that shrilling mob fast enough when you get to the doorway.
I don’t think we are supposed to pull the entire hallway. It’s near impossible to interrupt each fear cast with our interrupts on CD. Getting feared 3-4 times in a row is just dumb.
The 3 ranged spiders that move about 5ft closer to tank after being interrupted lol
In all the times I tanked that dungeon I don’t think anybody else ever interrupted a fear. There were times I was able to interrupt the one on the pack below. The pack on the left above has one, the pack on the right has two. DPS will always pull both those packs, but if they let me do the pulling and just pull the one on the left first, there’s hope.