That defeats the mobs from having truesight to begin with…what you’re suggesting makes no sense. Clearly they were given truesight for a reason.
First they came for your DPS.
Then they came for your utility.
At this rate you’ll be fighting with Hunters for the scraps in S3.
“I find fun in skipping parts of dungeons designed for us to fight” you might as well find fun in not playing the game since you wanna take shortcuts in life.
Is this the solution? Holy crab, designers never play the game.
That didnt took long
SO NOW YOU CAN STILL DO THE SKIP BUT IT REQUIRES AN EVEN MORE SPECIFIC COMP YOU ABSOLUTE CLOWNS
Here is what you need now:
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Priest for Mind Soothe
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Tank with Shadowmeld
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Tank with large mobility or Augmentation with Bestow Weyrnstone]
Strategy
Here’s the step-by-step process:
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Mind Soothe the first patrol and hug the left wall.
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Cross to the right side and have your tank pull the 2nd dragon to the left wall.
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The group should not get in combat and walk past the Dragon to the other side.
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The Tank should use their mobility or and Shadowmeld to drop combat
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Mind Soothe the final pack and jump over the rock.
Everyone who plays Mythic+ is going to be annoyed by this change.
You think classes should have only 1 unique ability?
Amazing change. Either everybody can CC mobs or nobody can. Let the FOTM rerollers cry.
Patiently waiting for them to nerf Shadowmeld in response.
they certainly aren’t going to nerf their precious augment or weyrnstone…
Why even give us back mind soothe?
While I applaud these changes happening I have to say:
- They don’t go far enough to help non meta comps
- You guys were way to slow addressing these issues
- Communication with your player base has been abysmal
Leaving aside the fact that there was internal and PTR testing and this silliness made it to live in the state it did.
Just remove truesight from the dragons so that rogues can shroud and everyone else can use invis pots.
Make other comps better w/o killing an existing strategy. The timer in this dungeon is already tight as hell because the last boss takes like 7-8 minutes on tyrannical.
This is a dumb change.
It’s more like why even have a few hard trash packs at all if the meta is to always skip them?
Like why even have them exist?
Every trash pack is balanced by the equation of difficulty and efficiency. You often play “hard” pulls if they’re more efficient. These are just way off the end of the spectrum. They should have been balanced earlier in the season for sure.
Yes, being yelled at for messing up a skip is so fun. <3
Can you name some “hard” packs that could be skipped but are intentionally pulled?
Because pretty much every hard skippable pack gets skipped.
Everyone is so fixated on using MD. It’s super easy to death run the dragons, and far more stupid proof. To pull that off, though, you need a lock or shaman with reincarn up. Just accept you are going to have to bring certain classes if you dont want to just kill them.
“Pack” is a misnomer here because “pulls” are the equation, and often pulls have multiple packs.
A good example is the double pull done in Freehold, under the bridge near the second boss area. Those are often combined despite being extra dangerous and requiring multiple stops.
Leading up to the first boss in HoI, there’s a pull that’s pretty common before you leave the circle where you combone the pack that’s in fake combat with the pack with double spear guys and an extra stun balloon.
If you want individual packs that are hard as those, there’s not many. Which is kind of the problem. They’re harder than many double, triple, or quadruple pack pulls. High fort keys, the etin’s in FH are a good example. Almost all single pulls, but if you’re a BDK for example, it’s likely two swing at the same time and squash you.
Pulls get skipped when they’re not worth the risk. The rat + swabby + duelist + water guys after the bridge (FH again) is a good example. They’re so inefficient that even pulling 10-12+ mobs together right there isn’t worth the risk of someone missing a duelist charge.
These dragon packs are another one. On high fort keys, that AoE they do can literally kill you if you’re not 100% topped up, and if someone misses a kick 3s before or after it goes out, then you pretty much brick the key, because that dungeon has a ridiculous runback and a super tight timer.