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    Default The Underrot

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




    This is horrible, and is going to kill many, many keys during the expansion. The trash is nasty all the way through, including the toughest trash pack in the game right at the very beginning. The second boss is a multiboxers worst nightmare, an even worse version of Yalnu from WoD.


    Trash before Elder Leaxa: I really don't have a nailed down strategy for this yet. You have a choice to either go left or right: Right is easier, marginally, but the trash packs on the platforms are a nightmare either way. The masks do huge damage in a small aoe, the casters need to be interrupted,the big creatures have an uninterruptable war cry that makes everybody hit like a truck... I don't have a strategy for this other than to spread out at the start of the bridge, CC as much as I can and pull whats left, healing through the mask's damage. It usually goes wrong, and I have to have multiple attempts.


    Elder Leaxa: Lulling you into a false sense of security, we have the easiest mythic dungeon boss in the game to multibox in the hardest dungeon in the game to multibox. Just have everybody follow the tank and sidestep when she uses, like, ANY of her abilities. When she spawns the blood mirror, kill it. Or don't, frankly, it doesn't make the damage output of the boss higher than that of the trash you just killed.


    Trash after Elder Leaxa: I happily pull this in groups, but only pull one of the flower mobs. The stun disease they cast MUST be interrupted, and its difficult to pick them out individually. This, of course,means skipping the patrolling pack of several of them just outside the bosses room.


    Cragmaw the Infested: Worst boss to multibox, period. Everything is very manageable using some movement cooldowns to stomp down all the ticks that spawn on the charge and the indigestion cast... then the boss uses trample and theres way too many blood worms all over the place for one human being to coordinate. Those blood ticks are a nightmare: The dot on the tank is very quickly lethal if the number of blood ticks that will inevitably be spawned during the tantrum wail on him, and AoE bursting them all down is liable to get the entire party killed by the backlash damage. The only tidy solution is to stamp them before they spawn, and that's way to difficult to do with one human at the helm, unless somebody has a clever idea. I actually had to skip this guy first time round: you can just run around him and move on to the next boss in mythic +0. I had to come back after I'd done the full mythic clear, with bloodlust and nuke the boss down as quickly as possible before the ticks overwhelmed me, and even then it took five or six goes to get right;Obviously not a robust strategy for mythic plus.


    I have a couple of ideas for how to manage this. One is to try and group then CC the blood ticks that spawn from tantrum (gorefiend's grasp + mass entangle). I suspect, at best, this only gives me about 30 seconds more time wailing on the boss, and it will be difficult to execute, but it might help. My better idea, I suspect, is to use azerite gear. If everybody in the party has the "Vampiric Speed" Trait in all three azerite slots,my hope is that it will counteract the damage from AoE killing all the ticks,so the ticks can simply be kited and AoEed after every tantrum. My initial experiment (only having the required gear in one slot) seems to suggest this will work, so I have hope that with some clever use of azerite this fight might become manageable, something that gives me a lot of faith in the whole azerite system.


    Sporecaller Zancha: Another tricky to handle boss: The spores MUST be stamped, and there are a lot to deal with on mythic, and it requires a lot of coordination on the part of the multiboxer to handle correctly.Mercifully, my composition makes that easy: A bm hunter using aspect of the turtle and aspect of the beast can simple pop all of them 5-10 seconds before the boss reaches 100 energy, trivializing the fight. You only get to do this three times, but one or two should be plenty for the fight. Otherwise, have the party well spread out around the outside of the inner circle, to maximise the chances that characters are placed well for upheaval to pop some spores.


    For the volatile pods ability, I have no ideas other than to have the team stay put and hope they get lucky in the storm of spores. It's never been the reason I've wiped so far, so I don't think its going to be too big a deal.


    Unbound Abomination: Incredibly straightforward end to a nightmare dungeon. There's nothing stopping the party stacking up in this fight. In fact, it makes the fight significantly easier, to manage purge corruption. Just kite the boss around the outside of the area, pointing him towards to wall, and kill the blood visages that Hezrel doesn't get as they spawn. At the end, you'll be kiting around a huge number of spore pods, but they move so slowly its not a real problem.
    Last edited by MiRai : 09-16-2018 at 12:15 PM Reason: Formatting - Automatic Text Color

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