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    Quote Originally Posted by davidmage View Post
    So if we conclude that dk:s handle magic damage, and paladins are better at taking physical. Seems you have nailed the team setup then, having the paladin take the boss physical hit damage and the rest of the team having a good resistance to random AoE of encounters which is most often magic damage.
    I've only completed 6 mythics on total, and I'm pretty sure that the 4 left are probably harder than the 2 suramar dungeons.
    Eye of Azhara for example, I did that on heroic. All the incoming damage on bosses (specifically the third) I can't imagine that on mythic.

    And class differences aside, you must have handled things very smooth that fight to manage his Rampage (or whatever it is) while he spawns adds. As a boxer I'm far away from handling difficult boss mechanics in an effective way. Again I must say that getting that boss/dungeon done was a great achievement
    I meant that having a BoP and bubble available to use on your entire team 2x during the encounter was what made the 5x Pallies strong at physical damage especially bleeds as it allows you to clear the DoTs/bleeds from the last boss in court of stars. Aside from ways to cheese stuff with bubbles I do not ever try to actively tank on my paladin. It it much better to have the DKs taunt trade and to keep Hand of the Protector available for anyone who dips low. The Paladin is just not as tough as the DKs are on both trash and dungeon bosses.

    I'm sad they are Nerfing Light of the Protector/Hand of the Protector and overall tank damage by about 10%. I feel this will make paladins even worse. It really sucks for classes that heal based on damage done like DKs and paladins, to an extent, with the 50% absorb shield from avenger shield. I'm currently building towards survival with those two talents instead of the recommended eye of Tyr golden trait to pursue first. I knew this type of thing would happen with the artifacts...as people go for the "best" traits and blizzard decides to nerf them quite heavily and since its so expensive to respec you are like welp I better stick with what I have or else ill lose a few days worth of artifact power... I still don't believe the 22% or so nerf to HoP will make me stop using the prot as my sole healer in Mythics. My gear increases should provide that 10% and 22% HoP nerf. My toons are now all 846-848 equipped. A few more item levels and a legendary (if one would ever drop!) should make up for the difference.

    DKs received a heavy nerf with blood boil by 39% (it was warranted) but before that they did a 25% nerf to our single target and cleave in an attempt to tone down our damage but were hesitant to touch blood boil because early in the beta DKs lacked spike damage and snap aggro and dps would pull off of them very easily at the start of fights. So blood boil was buffed to create snap aggro. I think they should have brought our single target back up after the 39% blood boil nerf. We currently have powerful Offensive/Defensive combo cooldowns (double damage for 15 seconds with dancing rune weapon artifact traits and Bonestorm on a big pack of trash combined with blood boil and DnD/Heartstrike cleave is silly AoE damage) but on fights that last longer than 2 minutes and we are easily the lowest single target tanks. My paladin ends of surpassing my DKs on long fights. I build my DKs for AoE damage and burst single target damage which I find works best for dungeons and trash but may not be optimal for raids. I don't intend to do anything more than normal mode but I don't intend to play 5x tanks in a raid (maybe in LFR?) I'm not going to put points into a DPS artifact until I see what happens to frost and unholy after the first raid opens.



    Serpentrix on mythic is definitely the final boss as far as completing all legion bosses and dungeons. The rest are nowhere near as difficult. That fight is the perfect storm of awful for multiboxers, Particularly melee teams. Most other bosses were 0-4 attempts. I would say I one shot about 50-60% of them.

    Here is a summary of why Serpentrix is awful:

    Multiple water pits for toons to get trapped in (also very fun when you get targeted with the poison patch/kite debuff and get stuck with the poison that is killing other toons that may have fell into the same hole and you are frustrated that you cant get out fast enough. I had a many attempts where this happened and I just let myself die because i realized the attempt was ruined - Check

    Random push back in a random direction (winds) - Check

    Targeted AoE Swirly under everyone's feet - Check

    Random "Environmental Hazard" Lightning that does 400k a hit and can hit the same location 2x for 800k damage - Check

    Targeted AoE Posion Trail that leaves behind patches of AoE that follow a toon and limits safe places to stand to continue meleeing a limited hit box boss that cannot be moved - Check

    Forcing a Multiboxer to tackle a divide and conquer mechanic by breaking off to kill 2x 3.3 million HP heads (TWICE) that are spread out 40-50 yards apart while one is destroying you with increasing single target and the other is adding more AoE into an already very heavy AoE fight - Check

    Annoying Rampage mechanic that requires you to race to the boss, on at least one toon to stand in its melee range and interrupt rampage while the others may be navigating winds pushback and a poison trail mechanic that is damaging the other 3 that are also running to kill a target. The boss can spawn 80+ yards away at times. I typically cannot kill it unless I get a little lucky on where the boss and heads emerge from. I hate the water pools on the Ocean side and the big pool of water behind where the boss originally spawns- Check

    High HP for a mythic boss with adds (65 Million) - Check

    Boss hits like a Truck - Check

    Although, I'd Imagine Shivermaw and Mindflayer Kaahrj (I have not yet done these on Mythic) may be close to Serpentrix. I always pray I don't get them in Violet hold. I think for the Anub boss and Mindflayer Kaahrj you can make them much easier by using the emergency items on the wall but you only have 4 uses. If you use them all up in 2 attempts and still do not kill the boss you are probably screwed as the damage is just stupid with all of the adds + the boss. I did learn that if you leave the dungeon and it resets you will have to clear all the trash again and 1st boss but you will at least get the 4 emergency items on the walls available to try again. I always make sure I have a good feel for those bosses before I use the emergency items on the walls to kill adds.

    Shivermaw is probably the 2nd hardest boss I've fought on Heroic. Its very punishing for slow DKs. It has Breath (slows), AoE frost circles to dodge (also slow) and it has a tail whip stun (typical dragon) and it does a large knockback on the primary tank target. During the AirPhase you get marked with Frigid winds 15+ second debuffs that also slows (surprise surprise!) that will damage others within 8 yards so you must get to the top of the stairs (which will cause you to stack for a few seconds as multiboxer due to using follow to move around) then quickly spread out while the debuff is ticking and survive until the frost bomb lands. If you don't get to the top in time your toons will take a large ammount of damage and be frozen in an iceblock, ala Sindragosa in ICC.

    FYI - Violet Hold has a static boss lineup each week on mythic so you can find out what bosses to expect before you attempt it. On heroic and normal it's random but may be the same each day until reset.

    Most people Fear Cordana on Heroic/Mythic. I think Vault of the Wardens is one of the Easiest Dungeons and fastest for a 5 boss instance. I killed her in 3 attempts on Mythic. The first was due to me not paying attention to where the 1st gap shimmer was. The 2nd one was awful wall gaps. She is actually quite easy provided you get decent mirror image wall gaps. Sometimes you have to move back and forth and have to quickly dodge a more recent spawning one before dodging the original one you set out to dodge. Make sure you watch for the shimmer that shows the gaps. Anyone can see this even without the Light of Elune. I find its best to not worry about the creep until you handle the mirror image wall as its far more deadly! I always make sure I zoom my camera out so I can see all the shimmers as they appear. It is no fun missing the shimmer and moving your toons along the death wall trying to find the gap and realizing it was on the very far edge of the opposite side. I bet an all paladin team would be nice for this to ignore the end or beginning of a wall gap. I belive its 2-3 for the first one and 4 for the 2nd gap. She seems to be time based so you will probably be close to killing her after you dodge the walls for the second time and she is able to also be damaged during the 2nd wall gap dodge.
    Last edited by Xeneres : 09-19-2016 at 03:12 PM

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