I am sure there will be those who agree and those who do not. Yet, no one has really posted about how much more difficult this place is compared to any other season 3 M+ dungeons. Throne of Tides just hits different imo. Thoughts??
a couple of the pulls are kind rough for sure. I think the snapdragons could have a cooldown period between fixating, as they do a lot of damage and even with double cap totem and DH aoe stun someone died in the room with the 2nd boss because of the pack of 6 snapdragons.
Other than that the dungeons not as bad as people thought it would be. It’s not easy, don’t get me wrong but it’s not a dead key.
I hate the trash on the last two bosses, especially the last boss, so much.
I ran it below 8 on several alts recently and I will echo what everybody has been saying about the thrash.
Dear lord, even for 6-8’s it was terrible. Easily the worst part of the dungeon by far.
No one is posting about it because its not that difficult of a dungeon.
The only thing that is hard about it is the packs of dogs that apply lots of bleeds, and people not realizeing to run beams though the ink. Thats it.
Out of all the dungeons, ToT is like middle of the pack in terms of any issues or difficult.
Cataclysm was, as far as I recall, the peak of “the trash is more dangerous than the bosses”. If that carried through to current M+, I can see why most of the current community would feel like it’s unbalanced and unfun.
The hallway of death!
honestly, the trash is free. Ozumat is the only challenging part of the dungeon because it can get out of hand very quickly.
The gauntlet is bad. But most of BRH is also bad. I think BRH is worse, personally. And even ataldazar has a ton off-aggro one-shots (or very near one-shots). Like the juggernauts. They hit me for like 90+% of my max HP on a +18. That’s rough.
BRH and AD do have some nasty trash, but I managed to time an 18 of both, and couldn’t even time a 16 Throne. It could have been the group was just bad, but it felt harder to heal.
The pull going to the last boss is the only thing that feels hard in this dungeon. Tanks either think the healer can heal though 15+ debuffs or they just don’t care. They are pulling way too much and it’s absolute chaos.
The fact the pools also keep spawning little adds means people running back are also pulling more mobs into the mix or dying in the process.
I wish the little adds would spawn less or stop spawning after mobs are cleared around the pools.
I agree with this, I found the rest of the dungeon okay but the gauntlet was rough. Hope it gets nerfed a bit.
Last boss is horrible as melee too. It’s such a bad design. I will repeat what I keep saying: Don’t reuse dungeons pre-BfA. Their design is dated and even the reworks are just not cutting it, hasn’t since the start of this rotating dungeon season stuff.
As a melee player, its fine, players just need to learn NOT to stack on the tank on that fight, and loosely stack for the ink blobs that its.
Its not a difficult fight if people know how it works.
As a melee player, it’s not fine. You’re constantly pushed out of boss range and have fun interrupting a mob that’s stuck in a puddle.
You are really not.
The 3 ink blobs can be very tightly stacked, and you can drop the ink blobs from the mobs in an even tighter stack, so tight that when the players gets focused with the beams they can clear out most if not all the ink stains.
Source. I LITERALLY just did it in a 15.
Unless you have 2 ranged, you have a problem with the caster mobs when they spawn in black puddles. And for melee, you’re still constantly forced out of melee range from the boss, and the adds that explode don’t make it any easier. On top of that, if you’re unlucky and play a rogue which has to use vanish for a DPS rotation, the water beam disappears when you use vanish.
Source. I LITTERALY just did it in a 16.
the only part that sucks in BRH on fort weeks is the stupid felguard/bat tower run.
Most of have said if you do two felguards at a time and stay stacked–save stuns/fears/knobckacks for any “sic bats” casts and keep the felguards interupted and it makes it more manageable.
Same could be said about the “wrymytunkins” mobs that drink pots and grow. Just keep them disoriented/stunned/feared/knocked back and they never get those casts off.
As far as Throne is concerned; the last boss is a completely different experience than it was–I think that’s where the hold up is. Until everyone is “used” to this fight, I think most pug groups are going to struggle with him.
you still had to stack on the gauntlet before last boss in cata. The stupid dogs are just annoying this week b/c it’s fort. I wont pull them WITH any trash but that patting pack in the central room before first boss needs to be moved to another area because it’s way too easy to overpull in there due to how tight the space is.
Yeah, anyone not paying attention for a few seconds can easily die from the bats.
Last boss has an execution check that is kinda eggregious for what it is. I would argue brh is so much worse this week due to this weeks affixes neither of which play nice with the dungeon.