It has some pretty crucial mechanics that can’t be ignored, true.
But it doesn’t take MGL360no$coping to pull them off
It’s no different that places like NW where you need to aim the hook, or DoS where they group needs to split and take down the mini bosses, I could go on…
Just requires abit of knowledge, don’t forget, we’ve had 3 seasons of SL and kara is brand new to a lot of players - it’ll take time for pugs to get the mechanics down - especially in low keys where it’s unlikely players have looked at a guide.
Out of all the dungeons you pick upper kara? Upper kara is not bad by any means, if you said lower then I would understand, but upper? You’re crazy…
Not to be rude, but your friend isn’t correct. The only reason people die in Upper is because they don’t take the 5 minutes to watch the boss fight guides before jumping into a dungeon they have never done before.
Never had any form of this as a tank that has done up to a 16 upper.
Sounds like a tank issue, I don’t drop aggro. Unless you are refering to the mini boss before Midevh? If so then that is intentional, your tank is supposed to taunt it.
Yeah this. Even in a 10 streets you can ignore half the mechanics and do fine with enough gear. 2s should have 0 deaths from a 290+ ilvl group even if it is played by chickens pecking the keyboard.
outside of Moroes being unforgiving its not that hard tbh +2ed a 17 earlier today. there’s some clever routing you can do to make boss 2 the hardest just lust and burn him.
Upper will probably be one the easiest by the end of the expansion.
The mechanics are very unforgiving but once you know them the place is super easy on % and when groups start bring rogues and invis pots to skip a couple of the sticking points it’s going to be a breeze.
As far as I can tell the trick to this is everyone has to be in the tanks taunt range, the tank has to be quick on the taunts when it randomly decides to attack some one, every has to be very quick to pass behind the demon if they get rushed, and the tank needs to try and keep it facing a wall because it has a mean cleave.
It usually goes bad when healer or ranged stay at max range and the mob rushes them and the tank can’t snap them back.
There’s a reason almost everyone skips the two trash mobs between Curator and Medivh. The good news is the “bug” has been fixed by the Wrathguard Flamebringer no longer casting Slide after reset, at least according to today’s hotfixes.
Pray tell what “bugs” are there? About the only bug I’ve seen in Upper Kara was me using my Jailer mace while running up stairs and never getting my soul.
Overtuned mobs are not bugs. Mobs losing abilities they once had is not a bug. Mechanical changes are not bugs if Blizzard makes the conscious effort to make said changes.
Upper Kara (and Lower Kara) are hard because of the overtuning just like Taz was overtuned and needed weeks of tuning. Blizzard is wise to err on the side of making things too difficult because it is much easier to nerf it later than justify to the community why it is getting buffed. Like honestly Upper Kara needs a trash percentage buff because as it stands now, we skip everything that isn’t straight up directly in our way…meanwhile in Lower Kara, if you take the death shortcut after Opera, you’re damn well near killing everything else in the instance just to get percentage
The only nerf too I expect to see Upper Kara get still is specifically flame wreathe not exploding when someone dies or using an immunity and maybe the duration of flame wreathe cut by like half. I’d also support them changing Mana Devourer to not be cheeseable by forcing all his orbs to spawn behind him with positioning if that’s still a thing just like they are fixing the ID boss cheese (which honestly I’d argue warrants bans since that’s just straight up exploting causing mechanics to not go off…absolutely clear Blizzard did not intend for that).