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  1. #1

    Default Nasty Dungeon Mechanics

    It sounds like there are a number of us who plan on leveling using a 5 man combo through dungeons come August 26th - I figured it would be valuable to start compiling a list of dungeon mechanics that might pose problems for us. Hopefully if we are aware of them and work together we can figure out solutions. Off the top of my head, I can think of two that are going to cause issues for my group (a 3 warrior 2 pally melee cleave):

    1. Creeping Sludge in Maraudon (https://classicdb.ch/?npc=12222)
    2. Atal'ai Deathwalker in Sunken Temple (https://classicdb.ch/?npc=5271)


    Based on the private servers I've tested (and my vanilla memories), the Sludges absolutely obliterate melee. I imagine nature protection potions could help get past them (and obviously you don't need to worry about them once you are only farming inner mara), but for the start of that dungeon they are going to be problematic. I think the optimal non-consumable strat for them would be to send my warriors in one by one to kill as much as possible before dying. I could also just run past and Divine Intervention one of my pallies and then rez on the other side of them lol...

    The Deathwalkers create an invulnerable spirit when they die that hits like a truck. Obviously they aren't going to present a problem like the sludges (just runaway), but that room in ST is something I'm going to approach with extreme caution.

    Any other mechanics that will mess us up that you guys know about?

  2. #2

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    The sludges are pretty simple to deal with on a ranged group. As melee you just have to separate one at a time and kill it while kiting the rest with a healer. It's not too painful but still time consuming. Fortunately you only have to deal with one group of them.

    The deathwalkers aren't an issue. Just keep your healer at a distance and /follow with your group whenever one spawns. They move very slowly. The main thing about this room is being careful not to be feared into another pack. Pull with a ranged attack and then fight the mobs near the entrance and it shouldn't be an issue.

    I honestly can't think of any mechanics in vanilla dungeons that make boxing particularly challenging provided you're not severely undergeared/leveled. There are some debuffs that can be annoying if your comp is unable to remove diseases/curses but nothing that will prevent you from completing the dungeon.
    Last edited by Apatheist : 06-25-2019 at 09:49 AM

  3. #3

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    Fear / Mind control / sleep during the balnazzar fight in live strat is pretty rough to box through. He also does an aoe hammer of justice (you can out of range it) He was one of the tougher bosses to 5 box on private servers.

    Darkmaster Gandling was also pretty rough, I would always just blow every cool down I had at the start of the fight and hope for a good teleport choice. A bad one off the hop can really screw you.

    Any mob that mind controls can get you into a lot of trouble really quickly if you have classes that can fear. It's generally a good idea to make sure your AOE fear is on cooldown when you engage the boss/mobs.

  4. #4
    Member Ughmahedhurtz's Avatar
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    Quote Originally Posted by Dawkinz View Post
    Off the top of my head, I can think of two that are going to cause issues for my group (a 3 warrior 2 pally melee cleave):

    1. Creeping Sludge in Maraudon (https://classicdb.ch/?npc=12222)
    2. Atal'ai Deathwalker in Sunken Temple (https://classicdb.ch/?npc=5271)
    The sludge might be a bit of an issue but I did those on my 5x Paladin group at level (yeah, yeah, not classic etc. etc. etc.).

    The deathwalker ghosts are really slow. The way I dealt with those was lining everyone up facing the same direction and then just walk backwards when they start dying. If you're doing an AoE group, they all kinda die about the same time so it makes things easier (less backing up).

    Quote Originally Posted by Apatheist View Post
    I honestly can't think of any mechanics in vanilla dungeons that make boxing particularly challenging provided you're not severely undergeared/leveled. There are some debuffs that can be annoying if your comp is unable to remove diseases/curses but nothing that will prevent you from completing the dungeon.
    /agree
    Now playing: WoW (Garona)

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