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Thread: Tol Dagor

  1. #1

    Default Tol Dagor

    To try and stimulate some discussion of trinity comp strategies, here are my notes from my initial Mythic +0 run of Tol Dagor. I use a blood dk/resto druid/BM Hunterx3 composition.




    Much like, Siege or Boralus, this instance is completely fine until the final boss which is a complete pig to multibox. When I did this on normal during the leveling process, I thought to myself "Hey, this dungeon was really quite straightforward, I bet it'll be great on Mythic+!".Little was I aware that the extra mechanics on mythic turn it into a key-killer. Trash is pretty typical BfA stuff: difficult to chain pull due tothe abilities. In this instance in particular, I picked up a lot of fine detail that can be done on trash pulls to make it straightforward, too many to list here.


    The Sand Queen: Easy. Follow the tank around, moving out of the sand traps when they spawn. Kill the adds that spawn, then immediately dispel the boss to get rid of the enrage effect when they die. Spread out the entire team in a clear space when upheaval happens then recombine immediately after. Try to kill the adds that spawn during the upheaval; that way, they don't buff the boss when they did. If the timing doesn't work out, you can soothe/dispel the buff off.


    Jes Howlis: Easy to execute as intended. I position the ranged group in the corridor leading up to his "cage" area and tank him in the cage area. Interrupt the fear (it might be a wipe if screwed up and you lose control of the situation), then sidestep the entire ranged group when he casts flashing daggers. The little "sticky-out bit" at the join between the corridor and the boss's cage will happily break line of sight, so tuck the team behind it.


    When he runs down the cage, charge after the boss, firing all the way. Tank picks up aggro on the adds and then they are all AoEed down together. By keeping up with the boss Motivating cry can be interrupted immediately. Bobby Howlis will likely cause mobility issues for the team on high keys, so the boss then needs to be tanked somewhere where it's very easy to hide from the daggers. Potentially, if one man gets left out in the open, an immunity (Turtle) might be incredibly useful here.


    Knight Captain Valyri: I feel I need to see her on a good Tyrannical key to understand how hard she is. On +0, the strategy is easy. Park the ranged group in a corner and use the tank to reposition the barrels so that they do not cause them any trouble. If one gets triggered you don't like, reposition with a movement cooldown. Cinderflame seems scary, but fires in a completely random direction, so if the team is entirely stacked its actually very unlikely to point towards them. If not, then you get a very generous amount of time to pull them to a different corner.


    Overseer Korgus: The Heroic/Mythic change to this fight, where moving too much causes a stun, really increases the difficulty of an already problematic fight. The eternal trinity comp problem: Moving out of bad stuff. The fact that the boss does unavoidable knockbacks makes this even worse. After experimentation, I have a pretty robust way of dealing with this: I shall try to describe as best I can, as it requires very precise positioning.If anyone needs me to draw a diagram, I can.

    EDIT: Did so in a post below. Video: https://youtu.be/zc4n0CLGMU8



    The big two problems are dodging the big cannons, and dodging the cross ignition. The cannon is easy: There is plenty of safe spots on the encounter area the cannons will never fire at. The cross ignition is harder.The most important thing to realize: The cross-ignition danger zones are NOT ina random direction. The boss will fire a cone directly in front of him, and then fill out a "hexagon" of cones around him. Crucially, that means that if the team is facing a direction perpendicular to the tank, positioned directly to the sides, that will ALWAYS be a safe spot. Of course, the knockback effect makes this a nightmare to achieve in the open space.


    Here's the trick then: Before the pull, I set up in one of the two corners next to the entrance. Where the corner meets the stairs that goes up onto the outer platform, you can wedge a hunter in so that he won't get knocked back. Due to the symmetry, you can wedge one on each side. The idea is that I will tank the boss on a VERY precise spot such that the boss is pointing towards the corner of thew encounter area, so that the little nooks the DPS are hiding in are NEVER hit by the crossfire. One tiny mistake in the positioning of the boss, its a wipe. The other two team members are positioned on the high ground behind the two wedged in team members. When the knockback happens, these two may need to be repositioned manually. If executed perfectly, the fight is numerically straightforward, with very manageable incoming damage.


    A note that somebody might find useful potentially that I discovered while experimenting: The boss can be tanked on the stairs leading up to the encounter area. This is a little dangerous, as if the tank gets knocked down the stairs the boss will despawn, so the tank should always be positioned so he gets knocked INTO the encounter area. This would allow you to position the team in space completely safe from the big cannons with a nice wall to stop knockbacks being so big a problem, but doesn't solve the cross ignition problem.
    Last edited by RedSorc : 09-12-2018 at 06:19 AM

  2. #2

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    I didnt made it past the last two prietesses in front of the last boss with their disorient+heal effect.... any ideas to cheese that stuff? 5prot pal.

  3. #3

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    Use the cannon just behind them. To demonstrate how, I did it solo on my Mythic run this week and recorded it. Should be even easier with 4 prot paladins keeping them off of the toon that uses the cannon. Watch out though - the cannons do friendly fire on mythic. Video below:

    https://youtu.be/vhN4ss9wuL8
    Last edited by RedSorc : 08-22-2018 at 06:42 PM

  4. #4

    Default

    Thank you for your posts on the dungeons.

    Thanks to your tips this was the first dungeon I've boxed for BFA for the quest chain to get flying.

  5. #5

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    My experience is on a 5x prot pala team, haven't tried switching one to healing, but so far i think it will just complicate things.

    Tol Dagor

    Trash: easy enough until you get to the priests... you have to use everything including hero just to kill them. i hate those fuckers so much. you can also do a Blinding light rotation but for some reason they break it sometimes.

    - sand queen

    tank and spank.

    if it takes too long use bubble and horse to run around triggering all the sand traps. everything can be ignored.

    - Jes

    also easy, and has really nice drops (shield and trink!)

    you can ignore all mechanics except fear.

    on last phase if you have enough damage you can interrupt him and DPS him till he dies. adds will be attacking different alts so their damage is negligible.

    if you don't have good damage, just let him cast and kill the big add, you can use arcane torrent to clear his buff.

    - Valyri

    ignore the mechanics, try to time your hands and cds so that you can save bubbles for a real emergency. one barrel can be survived with enough HP and a hand cast right after. two with cds. 3+ must be bubbled.

    remember to keep and eye on your forbearance. sometimes instead of using CDs for 2, its better to just bubble them and get a better barrel drop on next cast.



    last boss not doable at acceptable ilvl, drops are crap anyway. by the time hes doable his drops are useless. hes just too complex

  6. #6
    U JELLY?! Toned's Avatar
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    Default

    Quote Originally Posted by RedSorc View Post

    Overseer Korgus: The Heroic/Mythic change to this fight, where moving too much causes a stun, really increases the difficulty of an already problematic fight. The eternal trinity comp problem: Moving out of bad stuff. The fact that the boss does unavoidable knockbacks makes this even worse. After experimentation, I have a pretty robust way of dealing with this: I shall try to describe as best I can, as it requires very precise positioning.If anyone needs me to draw a diagram, I can.


    The big two problems are dodging the big cannons, and dodging the cross ignition. The cannon is easy: There is plenty of safe spots on the encounter area the cannons will never fire at. The cross ignition is harder.The most important thing to realize: The cross-ignition danger zones are NOT ina random direction. The boss will fire a cone directly in front of him, and then fill out a "hexagon" of cones around him. Crucially, that means that if the team is facing a direction perpendicular to the tank, positioned directly to the sides, that will ALWAYS be a safe spot. Of course, the knockback effect makes this a nightmare to achieve in the open space.


    Here's the trick then: Before the pull, I set up in one of the two corners next to the entrance. Where the corner meets the stairs that goes up onto the outer platform, you can wedge a hunter in so that he won't get knocked back. Due to the symmetry, you can wedge one on each side. The idea is that I will tank the boss on a VERY precise spot such that the boss is pointing towards the corner of thew encounter area, so that the little nooks the DPS are hiding in are NEVER hit by the crossfire. One tiny mistake in the positioning of the boss, its a wipe. The other two team members are positioned on the high ground behind the two wedged in team members. When the knockback happens, these two may need to be repositioned manually. If executed perfectly, the fight is numerically straightforward, with very manageable incoming damage.
    Took a couple attempts, but when I got the positioning perfect didn't even have to blow major CDs on healer/tank... good stuff.
    Sitting at 338 ilvl on my group now, next week 340 maybe?


  7. #7

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    That was incredibly helpful, It would be awesome if you could make a diagram too... I would be eternally grateful

  8. #8

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    No problem! I need to do 4 mythics for the weekly quest, anyhow, so I can get the image.

    Here's my rubbish-y MS Paint diagram that demonstrates the positioning:



    In addition, I recorded the fight, explained the strategy and commentated in the video below, which I hope should make everything crystal clear.

    Attached Images Attached Images
    Last edited by RedSorc : 09-12-2018 at 06:17 AM

  9. #9

    Default

    Great Job! This helps a lot for new motivation.

    Here is how i tried Tol Dagor with 5 Enhancement Shaman.


  10. #10

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    The video was extremely helpful Redsorc! I had basically been just brute forcing this encounter and taking all the damage and barely squeaking out the win.
    Would love to see more.

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