Challenge Modes resetting during trial and error portion leading to too many instance lockout is not a fun or useful thing. Perhaps these limits are in place for farm but beginning challenge mode should set the timeout for that dungeon to 0 instead of actually requiring a 60 minute timeout.
You can reset challenge modes inside the dungeon on a single lockout to prevent this problem
^^^^ This
/10char
This is true but has a bizarre 2 minute timer from starting a challenge mode to being able to reset it. I really do not understand why, as it results in wiping on a big first pull and then just having to sit there for 1-2 mins doing nothing while you wait for the timer, or zone out and hard reset which leads to the problem OP posted about.
When you’re aiming to do the dungeon in 4-5 minutes, having to wait 2 minutes between every attempt is a pretty large portion of the night just sat there doing nothing.
Oh we didn’t even know that lol We always ran out to reset via UI lmao
Could have saved us a couple of minutes.
I’ve been seeing more and more posts/discussions on the challenge mode - and I guess it’d be a flex on my end to say that we got every dungeon done with 1-2 resets at most, with a few occasional resets after 1-2 packs - like Mogushan palace - we got WW’d a few times due to lack of CC.
But we had times when I had to bubble taunt and double BoP out a few times to survive a boss or a pack. But we went in with zero prep and our tank had a guide that he’d review right before stepping into a dungeon lmao
So it took us like 4 hours to get all 8 done + some break times.
Scarlet ones were the hardest one for sure. But it was awesome to learn how CRAZY UNDERTUNED most mechanics are in Heroics.
For anyone wondering, our comp was Prot War+MW+Ret(me)+Elem+WW (so we had no brez)
If I had to blindly speculate, it may be an anti-troll safety measure. Since resetting it automatically pulls everyone to the starting location, theoretically someone could get people into a challenge dungeon and then just keep resetting over and over to keep them locked there until they stopped
But again that’s just blind speculation
For our group we’re running Brewmaster Monk (me), Ret Paladin, Affliction Warlock, Frost Mage, and Mistweaver Monk. We’re taking things a bit more casually, only able to go a couple hours a night, with our first few nights being a bit scuffed due to it being a new experience for a few, and our healer discovering that apparently the PvP off-hand doesn’t scale properly in challenge modes and that they were effectively running with no off-hand. Mogu’shan Palace was our wall starting out but we got it done and then Shado-Pan Monastery that same night, hoping to plow through the rest of them tonight now that we’ve fixed up our gear and got a handful of raid pieces with it
Double monk is a good choice. Double leg sweet is nasty in CMs.
You guys definitely got an insane AoE. As Brew, you’re likely pulling 200k+ consistently on every pack pull.
MW damage is madly appreciated. It’s crazy how good they are at damage.
One thing I would do as Ret is Sac our tank on nearly every pull. That just took a lot of pressure off of the healer. Never felt there was a need to sac anyone else really. On Retail I always sack healer, but in MoP CMs it just made more sense to sac tank in bigger AOE pulls.
God-tier rets will also snipe those LoHs,
Don’t forget, you can grab Stamina scrolls and Drums of Kings (4%) from AH.