Way Overtuned Mana-Tombs Timewalking

I don’t know if like… this is a bug or it’s just been this way for awhile but…

Mana-Tombs is way overtuned. The enemies will legit one-shot a low HP DPS (me) or the Healer and then everything goes to heck. I honestly don’t know how our demon hunter tank did it, but they were a trooper. Anytime he’d lost aggro for half a second, which, happens, we’d just die.

Has anyone else noticed this?

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Mana tomb has always been steady pulls for the adds there have a lot of interrupts, stuns and other nasty debuffs. Even a good geared tank with how scaling works will get one shot if not properly prepared.

Always pull with cd’s and big abilities for damage.

Mana tombs have mobs which gouge the tank and then will go for the healer or DPS. You just have to stay away from them.

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I got one shot twice for a 6 million+ shield slam. Being a monk healer I need to be close to the mobs. I honestly think that is a little overkill.

You know it’s funny because I saw this post and then decided to go do timewalking and hilariously enough got Mana Tombs. I don’t think the people in this thread even grasp what the issue is because fully geared characters are getting one shotted by completely unavoidable RNG shield charges with literally zero counterplay.

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One could say shield slams are generally frontals. Best to avoid frontals if not the tank

Timewalking in general has been absolutely butchered by the latest update.

  • It’s no longer a “fun thing where you can break out the old relics of previous expansions.”
  • It’s now less of a gear catch-up system since it uses the level-less scaling system used in world content (a level 10 can fight the same world boss beside a level 80) and gear now matters. Your heirlooms will no longer be scaled down to a set level.

Garbage change, honestly.

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At least you can still bust them out for timewalking raids. As TW raids still scale you down for some reason.