Hi team, 728 Blood DK
I can time +13 pretty well but I’m running into timing issue for +14. I checked some guides and some videos and I saw plenty showing tanks pulling adds to second boss when it spawns. I thought to myself, great idea, the adds hit me for anything and it’ll save time (right?).
I tried this in +13 and it worked. I made sure not to overpull (obviously) and because I’m a DK I pulled in packs with death grip. One group, then another, slowly but surely and to be careful during intermission to tank only slightly off boss so people have room to drop warp strike.
Even though we timed and no one died, the healer hated that strat. They complained heavily. And it did feel like the boss did die slower then it should have. Not to mention…I don’t want to make healers angry…
I’d just like some general feedback and general thoughts on pulling mobs to second boss. I at least made sure the main casters were down before pulling the next group. Should I pull one big pack only? Only after intermission?
So this is a double edged sword . The requirement to pull mobs into the boss doesn’t exist to time probably up to even an 18, so many players will either not see that or not understand how the individual mobs and their abilities interact with the boss encounter. I would recommend at that key level to either do a few pulls before the boss to clear the room or do the boss first. Depending on hero timing you can make that decision wether you want the lust on the trash or the boss as long as you get it in cd to give you more flexibility for the next one.
Comp is a big factor as well. If you have classes that can immune javelins (DK, paladin, hunter ect) an their immunities are available, you can pull onto boss because the threat comes from the overlapping abilities (javelin + farstalker leap or a missed bolt kick) the intermission is dangerous, so I would avoid pulling more during that although more efficient being that the boss is immune it is also substantially more risky and likely not worth it.
TLDR only pull one pack at a time in between intermissions and clean up the rest at the end or before the boss. Also worth noting, set markers and give people their owned assigned kick for farstalkers (they only require a single kick and their cast going off will eventually be a death sentence as the keys go up in difficulty)
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This is comp dependent as well. If you have true funnel classes or players doing ethical damage then the Boss will always die faster. Havoc dh, arcane mage, elemental shaman to name a few can do significantly more damage to the boss by using the adds for resources whereas frost death knights have to choose to press aoe or ST buttons and at that key level players rarely see the bigger picture and just try to do as much overall as possible regardless of other composition or what the best option would be to win the key the fastest.
As a healer let me tell you, healers are going to be mad at you for cleaving. But as you progress, you really don’t have much of a choice but to do these types of pulls if you have any hope in beating the timer. So don’t feel bad if a healer rages at you, they need to learn to handle the pressure.
The DPS must prioritize the javelins asap as well as shelfing their defensives for the 2nd phase. Let the healer know early on if you’re going to be cleaving, a good healer will be aware of pull coming up though. Keep trying and eventually you will time it!
ive done up to a 15 with 3 mins left on my dk and I havn’t pulled any trash onto the boss yet. You can see the route I use on my raider io to see how I combine pulls to make the timer. Seems to work out pretty good.
Haven’t gone that high, but I hate when tanks do this and then dps just try to kill the adds with cleave damage. Having them up for the intermission is a lot of damage and extremely chaotic, with an overload of mental burden on your healer. This is how people die on an otherwise easy boss.
Make sure if you do this the dps focus down the adds before intermission.