50
Direct posts from /r/wow in your telegram!
Class identities are being erased - Shaman
https://redd.it/1t3r2g3
@r_wow
Never give up
https://preview.redd.it/1ko08m9st5zg1.png?width=505&format=png&auto=webp&s=ceccbccbe1643453d9eb1586c3b5c0441e0460e8
If you think your key is over after one wipe, remember this +18 I just timed with 19 deaths
https://redd.it/1t3pfbc
@r_wow
So, I'm leveling every class to 80, and Rogue is just...atrocious.
I only have Rogue/DK/Monk left to get to level 80, and by far Rogue is the most atrocious leveling I ever did, and I leveled as a Devourer Demon Hunter! Rogue feels like it has simultaneously the lowest damage outside of CDs and basically zero survivability!
I can't even do a quest to kill a single mob that's required before dying because the self healing is so low because it costs Energy and has a 15s CD and only heals for 20% of my max health over a period of time.
I do not understand how one is supposed to level as Rogue, and I've tried all 3 specs now. All have the same issue, no damage, and basically no self healing outside CDs. It's getting to the point where I'm just thinking of using my free boost on it and calling it a day. Why is it so bad?!
https://redd.it/1t3i7cj
@r_wow
Why do I feel like someone already clicked yes this patch?
https://redd.it/1t376gy
@r_wow
Housing was really fun and then it isn't.
I love housing on MMO. I literally played some MMOs only for the housing feature. Maple Story 2 was a big example when it still was alive.
But Wow house feature was incredibly fun for the first two weeks. I made my wife play and make houses with me, we lost hours upon hours making the most big and fun houses we could...
And then it's all dead.
It makes no sense to me that housing quests take 30+ days to change. It makes no sense to me that they could not put ANYTHING on neighborhoods that made people visit them. No profession table, no dummies, no social interaction. Fucking Genshin Impact did better housing than WoW and housing there is ass.
Why can't I change the music it plays? Why can't I fish at my house riverside? Show off my hunter pets or my battle pets? Put them at a stable. Put my transmogs for show on some mannequins.
There's so much nice things to do for housing and what we got for 12.0.5 was... Nothing. With Midnight having so much emphasis on housing, we get nothing.
Nothing except a $50 new house style, while horde style is still stuck with elf or orc.
I can't with this game. I really had hopes this time. And it's all gone.
https://redd.it/1t3872o
@r_wow
the symbols reposition after you have popped them, meaning that the remaining symbols is jumping to another place. On lower keylevels, this seems to be confusing for some players, so I thought I should mention it.
- Pre-position on the symbol you plan on popping in case you're getting a beam, do some basic planning-ahead to ease the coordination.
- The timer is not very tight for this key. Feel free to experiment with different routes and lust timings to overcome the difficult pulls.
___
###Maisara Caverns observations and tips:
___
- Find a nice route for this one, it matters a lot. But with that being said, play a route appropriate for your key level.
- Click the Hearty Vilebranch Stew inside the hut for a small leech and avoidance buff.
- On first boss, the swirlie attack always has a "safe spot" under the bird boss where no swirlies are spawning.
- After first boss, the Rokh'zal miniboss (at the altar) is a complete joke and should be part of a big pull, preferably with BL. However, DO NOT pull too many casters; they have a dispel mechanic and this spirals out of control fast.
- On second boss, a really nice strategy is to insta-CC one of the four ghosts right where it spawns (monk's Paralysis is good for this). The tank then walks into one of the other ghosts with a big defensive (only needs to be done at start of fight). All subsequent add waves then goes like this: The old CC'd add insta-collides with one of the four new adds. Another of the four new adds are then CC'd. And the two remaining ghosts are played normally. This fully solves the coordination problem, it smoothes out the healing pattern, and it frees up brainspace to dodge the frontal. Always play the boss like this.
- On the bridge towards third boss (as well as throughout the dungeon), the shielded mobs deals significant AoE damage when the shield is killed or purged. Use defensives for this and purge the shields to smooth out the damage.
- The interruptable Piercing Screech by the Gloomwing Bats is a frontal, so be careful.
- From my experience, playing a skip-route that requires the entire party to sneak between packs on the bridge has a very low success rate in pugs.
- The drummer before final boss deals crazy damage, so don't trigger it early. Move up as a group and kill it fast.
- On final boss, try to stack the totems in a nice triangle. Way too many people are lazy and form a line, resulting in the middle totem being nuked and the two outer ones being awkwardly spread with 50% HP remaining.
- On final boss' intermission, you get a nice 180% damage increase if you kick/CC all 6 adds on your way towards the boss. This buff can no longer be extended/reset, so the entire party should just run towards boss. Use BL and CDs.
___
###Routing:
___
- If you only play tank, you never get to experience what every other tank is doing. Your blindspots and your routing inefficiencies will therefore be painfully obvious for everyone else in the party, and this will cause friction. It genuinely sucks, and tanking has always been a thankless role, but check out some online videos of how people are routing at your current keylevel, or alternatively play some keys as a non-tank spec to broaden your perspective. Good routing makes your entire party have a more enjoyable dungeon experience, so keep your route up-to-date and optimized as you push your way up the M+ scoring system.
___
###Consumables and Enchants:
___
Due to buffs in Midnight, these are now more important than ever:
- Using food/flask/oil is a 6-8% dps gain.
- Using combat pots is another 4-5% dps gain.
- Using Augment rune is a 1% dps gain.
- Using Tier2 instead of Tier1 is a 1% dps gain.
- Using BiS gems is a 2% dps gain.
- Using BiS enchants (Weapon/Chest/Legs/Rings) is a 4-6% dps gain.
Have this sorted out before heading into competitive content. Do not be cheap because it's an "easy" key, or
and having 11-12 minutes left is a very good time. In this case, speak up in chat and suggest that the tank splits up the pull in two.
- I have seen that pull fail so many times, it is deceptively hard and that's why I'm spending 4 bullet points talking about it. Send all helpful utility to help out your tank, and split it if you got the time.
- On last boss, the boss warning text at the top of your screen says the name of the person about to be grabbed by the bird. If you can skip your bird with movement, run to the edge such that your intention is clear for your teammates.
___
###Magister's Terrace observations and tips:
___
- If your comp allows it, first pull should always be a wallpull with BL. If you're a monk, learn how to wallpull the extra mobs into pull 1. I've been told that Ret Paladins can also do it with a Divine Toll macro.
- For pull 3, hug left side of library and 40yd pull Pyromancer over the Librarian. If you're a tank and don't know what I'm talking about, please look it up.
- Do not make a big pull 4, I never see it working. Just the Arcane Sentry and at most four other mobs please.
- In first boss room, if your route is playing one of the corner packs, then please spend 15 seconds killing off the Brightscale Wyrms before pulling the corner packs (they explode on death). There is a lot of random damage and I always see people dying to the overlap.
- Pyromancer can be chained onto boss. The rot damage is high but predictable, which should be manageable by most healers.
- Hold an Interrupt for Pyromancer's Pyroblast, it is a huge 1-shot that cannot be CC'd and I see too many deaths to this.
- Tank first boss near the walls during intermission, this confuses the boss and makes it spawn fewer orbs.
- After first boss, pull the Brightscale Wyrms in a staggered manner such that the two packs explode 3-5 seconds apart (enough for defensives to catch both, but also giving the healer time to react). Also pull them on top of some other mobs, otherwise it is an extremely inefficient pull.
- The Runed Spellbreaker's glaive cast hurts a ton, be smart with your defensive usage in this dungeon section. Also send BL on the middle pack or last pack before boss.
- Someone in your party should use pings to coordinate clear order on second boss, it really helps a lot.
- The Void Infuser's Terror Wave cast can be LoS'd as an emergency solution. Also, use a proper interrupt for it instead of endless AoE stops.
- Shadowrift Voidcaller (the big voidling mob) is healing itself on each of its AoE casts. Good groups can kill it before its second AoE cast.
- Devouring Tyrant (the other big voidling mob) is putting a huge absorb on the tank. Use CC to help the tank avoid taking damage.
- While fighting these mobs, be good with your interrupts such that random Shadow Bolts are not going off during the healer mechanic.
- The third boss is Triplicating at 50% HP. The tank should stack the mobs when possible (only main boss is moveable).
- The last two mobs can be skipped with warlock gateway or Evoker rescue, but playing them is really not the end of the world.
- Final boss is quite difficult to heal, so be sure to actually press your defensives throughout the fight, primarily when you have the DoT that shoots out 8 orbs at the end.
- The tank is allowed to leave melee range on this boss, there is no penalty.
___
###Algethar Academy observations and tips:
___
- First pull is really hard, if you're a tank you should watch a guide for your spec. If you're not in melee range of the lashers, they won't try to cast their bleed on you, so use kiting techniques to reset your bleed stacks.
- DPS should mark a Lasher and focus it down ASAP, this is really important for tank survivability. As soon as one lasher dies, the tank's bleed will start to fall off on its own, rather than being extended indefinitely.
- The tower's Guardian Sentry miniboss is just as important for the timer as any
Massive list of tips and advice for the current dungeon pool (as well as M+ in general)
Hey reddit, this is a collection of some tips and notes for the current dungeon pool as well as M+ in general. For context, I am playing Augmentation Evoker and I have Resil 19 and am currently progging +20's. I am by no means an expert, but I made a list of dungeon tips and core gameplay concepts that I see many of my friends struggle with at lower keylevels. Enjoy:
___
###Pit of Saron observations and tips:
___
- Glacieth (the miniboss before lastboss) gives players a 100% Crit Chance buff whenever it lifts up its shield to block damage from a random direction.
- The Deadpulse Lich mob enrages at 50% HP, pulsating significant damage until it dies. Use defensives and kill it fast.
- The Quarry Tormentor's Curse of Torment is a significant heal absorb that is deadly when overlapping with other healer mechanics. The entire party should use utility to help deal with this.
- When second boss spawns new clones (at start of fight and after each intermission), the entire party takes up-front damage and a significant 12-second DoT. You should always defensive this.
- When final boss spawns new bone piles (at start of fight and after each intermission), the entire party takes up-front damage and an 8 second DoT. You should defensive this, NOT the adds coming alive. The cast happens roughly 30 seconds after the adds coming alive.
- First boss plays a lot better if DPS actually pays a bit attention to dropping the two pillars in a close and compact manner.
- First boss is also a significant HPS check, and you can LoS your healer on the ice pillars (so don't do that).
- Arcanist Cadaver's Netherburst cast (the summoner guy's 1 HP minion) should be dealt with by a designated player with a working focus-kick macro, that makes it super clean. Alternatively you can Paralysis it and kite pack away from it.
- *A lot* of the DoTs in this dungeon has a slowing effect, meaning that effects such as Freedom and Tiger's lust can remove them. This includes first boss' Cryoshards, second boss' beam by the clones, and the Rimebone Coldwraith's Permeating Cold. You can also Freedom and Tiger's Lust allies grabbed by the flying Gargoyle.
___
###Windrunner Spire observations and tips:
___
- Bird boss spins counter-clockwise when shooting its frontals, so move left when dodging it.
- Tank the bird boss near the wall so melee can drop tornadoes without losing melee uptime.
- Be better at CC'ing Dragonhawk's Fire Spit, I see it killing people across all difficulties.
- On the Derelict Duo boss, poison circle spread + uninterrupted bolt = death. So remember to use your interrupt.
- Ardent Cutthroats' shadowstep behind party members and causes large damage with no warning. Play this section of the dungeon as if half your HP bar is always missing.
- For the above reason, the Flesh Behemoth and Devoted Woebringer minibosses are very deadly on high keys; chaining them is not recommended.
- On third boss, the circle always targets the furthest player (this should be the tank).
- The stack mechanic only requires one nearby ally, ranged players doesn't have to walk into melee yet everyone seems to be doing that for some reason.
- In terms of the trash leading up to the third boss, the axethrowers are scary to heal and must be constantly CC'd by someone in the party, especially during the AoE overlap.
- If you have a lot of time remaining when reaching the axethrower trash, consider to play this section slow and safe.
- On lastboss, the arrows on the ground are BOTH for clearing your DoT AND for jumping over the expanding circle. You are making your healer very sad if the only time you're touching an arrow is to jump over the expanding circle, you're supposed to do this every time the DoT is re-applied to you, regardless of there being an expanding circle or not.
___
###Nexus-Point Xenas observations and tips:
Found this ancient screenshot of one of the first ever builds of WoW in 2001 alpha
https://redd.it/1t33q42
@r_wow
Flight paths should be faster than flying.
The fact that flight paths are so slow is kind of baffling.
This is legit their job, fly point a to point b. Why are they not better at it, they take the same path it should have that memorized better than a speed runner.
https://redd.it/1t2yt7e
@r_wow
RIP best skybox, you left us too early
https://redd.it/1t2sebj
@r_wow
this helps some of you. M+ is hard at times, you need time understand things, you need to wipe a few times to get the hang of what's going on, you need to learn routes as a tank and damage events as a healer. Here you've got a safe space to take that leap. If you're unsure what to do, just ask in your group in-game and they'll be more than happy to help.
Never talk down on anyone in your group but give feedback, explain why a wipe happened and what you can do to prevent it. Give away loot you don't need, they'd do the same for you. No voting for abandon without any communication in your group, everyone needs to be on board for it.
Good luck out there, and have fun running keys without the threat of being called out for suboptimal performance or being called slurs.
https://redd.it/1t2op2w
@r_wow
Uh oh guys... it's almost reset time... so you know what that means...
https://redd.it/1t2lkql
@r_wow
Some uncomfortable truths about the housing engagement discourse
https://redd.it/1t3rgpz
@r_wow
Blizzard please fix your training dummies...
https://preview.redd.it/sbhzxzr1s4zg1.png?width=1916&format=png&auto=webp&s=67448103170e450a6234949ff6931619fe2b3270
How in the lords year of 2026 are the training dummies still so insanely janky?
I've run back to the AH and I'm still in combat. I know I can relog to fix it but it speaks to something that's bugged me forever on this game.
I'm the kind of player who likes to test different stuff out at dummies: nameplates, talents, new addons. Every time I feel like I'm playing a game of 'will i drop aggro today' just so I can start tweaking - and it just makes the whole experience frustrating.
You already put all the dummies in one area, can't we just get an instanced area, or an action button that resets aggo+cds or something, just so we can properly tweak and test our class? It'd be so lovely and make learning rotations or comparing talents so much nicer
Maybe I'm alone in this but surely I'm not the only one who has this experience??
https://redd.it/1t3jasw
@r_wow
Blizzard, we have a tank problem and brewmaster nerfs won't fix it
Scrolling through Raider.IO today and looking at the top tanks for Mythic+, it’s just pages and pages of Monks.
That’s not even really what concerns me. If Brewmaster is over tuned, sure, nerf it. I don’t think anyone is seriously arguing that it isn’t miles ahead right now.
What concerns me is that Brewmaster is about to get a decent smack with the nerf hammer this reset, but there doesn’t seem to be much meaningful tuning going into the other tank specs at the same time.
As a Prot Pally main, and yeah I’m only sitting around 265 ilvl, pushing 10s or thereabouts feels doable, but holy shit it is an absolute slog. There is basically zero margin for error on my side or the healer’s side. I’m not saying higher keys are meant to be easy, they shouldn’t be, but there’s a difference between “challenging” and “this just feels miserable to play.”
The 10% armour buff is nice, I guess, but I really don’t see that magically fixing the bigger issue with Prot survivability. It feels like the spec needs more than a small passive armour bump to feel properly stable.
The bigger issue is tank balance already feels pretty unhealthy, and there is already a massive tank shortage. If the answer is just “nerf the best tank and leave the others mostly where they are,” I don’t see how that makes tanking more appealing.
Nerf outliers, sure. But don’t wait until the end of the season to actually bring the rest of the tank specs into a better place. Do the work now before more people just stop bothering to tank.
https://redd.it/1t34e6a
@r_wow
Murloc Monday - ask your questions here
*Aaaaaughibbrgubugbugrguburgle! RwlRwlRwlRwl!*
That's murloc for "Welcome to Murloc Mondays" - where people can ask any type of question about WoW without getting strangled by a Death Knight.
Questions can range from what's new in Dragonflight, what class is OP, and how many Demons will it take to down Thrall?
Questions can come from brand new players, players returning, or veteran players who never got a chance to ask the right question.
Afraid of not getting an answer? Rest assured, we know that at least 90% [of questions get answered!](https://redd.it/djsvm8)
You may want to look at /r/wownoob as well!
***
Here are some handy guides to [start World of Warcraft as a brand new player](https://www.wowhead.com/new-players-world-of-warcraft) or [start Classic World of Warcraft as a brand new player](https://worldofwarcraft.com/news/23090134).
Unless you played in the current expansion, pretty much everything has changed. If you're returning after a very long break, check out the [Wowhead Returning Players Guides](https://www.wowhead.com/guides/returning-players).
https://redd.it/1t394zf
@r_wow
because you don't have your BiS gear yet.
___
###M+ defensive usage and HP management:
___
- Jimmy is playing DPS on Windrunner Spire's bird boss. The AoE comes, but he does not press defensive, because the healer seems to catch his HP each time it drops low. Jimmy concludes that not using a defensive was a fine play. What he does not consider is that he consumed an extreme amount of healer attention, perhaps making the healer panic-send big CDs that was meant for later. Or maybe another party member players ended up on low HP and had to use a Health potion. Without realizing it, Jimmy has already caused a death one or two intermissions later, or perhaps a full on wipe. Players like Jimmy approaches every HPS check in the dungeon pool with this attitude, only pressing defensive if his HP seems low. Do not be Jimmy.
- Tommy plays tank, but is suffering from a similar issue. Tommy does not try to overlap his defensive with the healer mechanic, meaning that his low HP bar eats up smart-heal procs that should've targeted party members, or maybe his low HP ends up demanding healer attention in moments where the healer *really* cannot spare him the extra globals. Again, this can indirectly cause healers to send a panic-button that should've been used for later. This is a less severe mistake, and to be fair, pooling defensives in this manner is not always possible due to tank busters or similar mechanics. But it's something Tommy should try to pay more attention to.
- Billy is playing healer, and makes a lot of on-the-fly decision making regarding his CDs. This works fine on lower difficulties, where bad players are causing more unpredictable healing patterns, and overall HPS requirements are quite low. At higher keys however, Billy feels somewhat unprepared for the intensity of the fully-scripted healing patterns. This causes his party members to dip low, making them panic-send a defensive or HP pot. This slack and inefficiency regarding fully-scripted healer mechanics may cause party members to die due to their health potions and defensives being unavailable when they later need them.
___
###M+ prio damage and proper mob targeting:
___
- All damage is not created equal, so don't just play for highest overall damage. If you're playing DPS, you should constantly switch target to the enemy mob that has the most HP (if your class allows it). Having one random mob at 20% HP at the end of your pull *kills* the dungeon timer. Also, if there is a prio mob that should die such that the tank can chainpull, then focus that one. Use ping or skull-mark for this (seriously, open your settings and keybind it, it takes 10 seconds). You can easily lose *minutes* across an entire key if you consistently send your DPS cooldown into some totally irrelevant enemy as your main target. And the best part is, the enemy HP imbalance at the end of a pull is often small enough that a single party member can "fix" it by target-swapping midway through the pull. People just aren't doing it for some reason, but like, the remaining HP of the enemies you are fighting really starts to matter at higher key levels. I know it's easy as a DPS player to think that your individual contribution doesn't matter (especially as Aug), but proper targeting can really carry or grief your entire group timer-wise.
- Also, if you are serious about improving at M+, you need a focus kick macro for this exact reason. Panic-tab-targeting to the packs' only caster mob whenever it starts casting is something that will hold you back in the long-term. And always having the caster mob as your main target due to laziness is also a bad habit and mentality, as it's causing a 2-4 second time loss every single pulls that adds up to a 30-60 second time loss over the course of an entire key. Take responsibility and aim to become a better player.
This ended up being quite long, if you have other tips or corrections then feel free to add
other pull in the dungeon, do not fall asleep or hold back your big cooldowns because it's an "easy" enemy.
- At the start of second boss' wind phase, there are spawning 5 orbs that each gives a significant haste boost. Tank and healer should pick these up as well!
- At the start of second boss' fire phase, the boss is stunned and takes 75% increased damage for 12 seconds. The boss then becomes very difficult to heal, so as a DPS you must plan ahead and save cooldowns for this phase such that it dies fast.
- The Arcane Ravagers always target the furthest player with their DoT. If the entire party stacks in melee, this can always be baited onto the tank.
- The trash in Vexamus arena must be interrupted or perma-CC'd, especially the Surge cast. DO NOT pull big here if you don't have specs with good CC.
- On the trash before final boss, the smash by the Algeth'ar Echoknights can be LoS'd. Otherwise just rotate defensives.
- On final boss, you drop a pool after getting hit by 3 abilities. This includes "Magic Missiles" which is a random burst of damage on a random player. This can happen at the same time as the Dispel mechanic, so be careful!
- Tank should frequently reposition the boss to avoid standing near pools, this is important. Pools despawn throughout the fight, so don't be afraid to greedily use the free space you have available.
- For this boss, I like to put my camera top-down and play it like a 2D game. This sounds silly, but it is an extremely powerful way to play these type of "bullet hell" bosses. Do not position in a way that makes your camera angle awful.
___
###Seat of the Triumvirate observations and tips:
___
- In the first room, use movement-freeing abilities to get rid of your circles. Pretty much all the high-end groups are clearing their circles, this is not supposed to be a healer mechanic.
- The other core mechanic on the first trash is the heal absorb that is applied to a random player. Use defensives for this.
- On the first boss, the adds can be ignored completely if you have a monk in the party. Ring of Peace can be used each time the adds are getting sucked in, and the boss can simply be kited in a circle during the rest of the fight. Also use CC to keep the adds away.
- This dungeon is hard for the tank, mostly due to the Shadowguard Champions. This mob will nuke the tank if they're out of melee range, so the tank should never try to kite these mobs. For this reason, the party should not use knock-ups / knockbacks.
- Warlocks should always Banish the Bound Voidcallers, as they don't give any count and will despawn upon the death of their Dark Conjurer.
- When fighting the four Rift Wardens, the party should use defensives on the bleeds and after the Rift Tear. The healer needs to focus on the tank and cannot also babyset the HP bar of the remaining party members.
- Second boss is very hard without bleed dispels, and everyone must be good with their defensive usage or the fight becomes unhealable. Use boss timers to track when the next bleed cast will happen.
- I see a lot of keys falling apart to the trash near third boss. High-end groups will clear this area in two pulls, but I will strongly recommend pugs to do it in three pulls (with chaining) if they have enough time left. This is due to the Grand Shadow-Weavers beaming a random player for high damage, and after fighting the Void-Infused Destroyers, most players don't have any defensives left (this is also why skipping the double-Destroyers with warlock gate or evoker rescue is so strong). Also, some players really struggle with dodging the orbs, so don't overcomplicate it at lower key levels.
- On third boss, the tentacles can be stunned to prevent damage. The tank should move around the boss on top of tentacles. Everyone should remember to interrupt.
- Final boss is very difficult to heal, so use defensives! Also make sure everyone has cooldowns for the 200% damage amp, miss a symbol on purpose if you need to extend phase 1.
- On final boss,
___
- Voidlings might spawn after you just killed a pack, causing them to revive a Dreadflail because no one was paying attention to them. They feed their *current HP* to the dreadflail, so if the dreadflail have 20%, you only need to bring them below 79% HP before moving on (assuming there is only 1).
- On the rightside boss, be careful of frontals and swirls from the adds while standing inside the Lightscar Flare beam (use CC and knockbacks on the adds to avoid this), I've seen multiple wipes caused by mismanaged adds.
- The Lightscar Flare beam is a 300% damage increase, but only a 30% healing done increase. So healers can choose to step out of it to avoid its damage. Same with Aug.
- On the leftside boss, be mindful about where you drop goo on the floor, the boss is much easier if floor is clean. Goo spawns on you, so position properly.
- On the leftside boss, you do not HAVE to clear a double or tripple beam, even if given the option. Be safe and clear what your party needs.
- Watch out for swirlies and exploding barrels spawned by the Circuit Seer, they might be off to the side. They also do an AoE cast that players ignore or don't have leftover defensives for, so generally, I like routes that try to skip these.
- The suppression field can be removed with Freedom / Tiger's lust etc., also you take more damage when you move so stand still with it.
- Pets behave weird here, be careful of pet-pulling.
- On the lastboss platform, the trash is extremely deadly and I see many deaths here across all key levels. Tanks should only be pulling 3-4 mobs at a time across this section, with no chain-pull unless timer absolutely demands it. Even with great interrupting, the trash is putting nasty DoTs on random party members and it can easily not be healable, play smart and don't over-commit. I like routes that try to skip as much of this trash as possible.
- I have timed two +19 keys with pull 1 being the two packs in the first room, rather than starting out with a big left-side pull. It is safer and "good enough" for most key levels, but not optimal. Most notably, if you do this you should not use BL on 2nd boss, as it won't be ready in time for 3rd boss.
___
###Skyreach observations and tips:
___
- The sun elemental mob spawns Solar Orbs, and these HEAL the enemy mobs each time it pulses. DPS should hard-focus it down instead of passively cleaving it.
- Tank first boss on outer edge of arena, as there are fewer tornadoes out there. Preferably tank it near the door such that melee DPS can use it as a wall to safely be knock-backed into.
- As monk, you can wallpull a Solar Construct on the pull after first boss, this feels nice to play. Alternatively, pull 2 Solar Constructs and chain into the last one once you get inside.
- Solar Constructs' beam is not healable without a defensive, so be smart about your defensive usage in this section of the dungeon.
- Second boss' beams can be cheesed by having a player constantly move in and out of another players' beam, resetting its damage ticks. Tank should also help soak beams after baiting frontal.
- Third boss' adds create a fire circle when they die, reviving nearby adds. However, this circle DEALS NO DAMAGE so feel free to stand inside it.
- Third boss' adds only target ranged players with their fixate, so range players should move into melee range to bait the add spawn there.
- The pull after third boss is one of the hardest tank pull of the entire season, I have seen so many tanks die here. This is due to the Adept of the Dawn's Fiery Talon DoT that stacks up for huge magic damage. It has a short duration however, so kite or CC the mobs to drop stacks. Consider kiting back to the parkour section for better camera angles and more space.
- Even with very good tank play, it is still an extremely scary pull. It also doesn't help that most DPS players ignore the Solar Orbs, making the pack last forever.
- Having 9-10 minutes left after third boss is just enough time,
So I started farming the 12.0.5 T2 recolors today ....
https://redd.it/1t33bkl
@r_wow
Update I'm really addicted to WoW and I don't know what to do...
I made a post in this community a month ago that I was really addicted to playing M+ for like 8-12 hours each day. I didn't expect much, if anything, but I actually received 229 replies. I felt totally overwhelmed and I couldn't reply to every single comment, but it felt wrong to me to take all the time and kindness so many of you have invested for granted.
So first and foremost: Thanks to everyone who has taken their time to reply to me. There was an insane amount of helpful and understand replies and I really took advice from some of these replies.
I was able to cut back on playing WoW and M+ and ultimately I uninstalled this week. I still feel that urge to reinstall to check my vault on Wednesday, since my toon has close to perfect gear, but I'm also aware that if I manage to let the next vault (and the coming ones) pass, it will become easier and easier.
I'm not going to lie, I miss 'that feeling' a successful M+ run was giving me a lot, but I'm happy that I can finally focus on other things that are giving my life a more meaningful perspective.
This will hopefully my last posting here, so I just wanted to reach out and tell everyone that I'm grateful. The community definitely has its good sides.
https://redd.it/1t2s3ox
@r_wow
This orphan watching me spend thousands of gold on lanterns
https://redd.it/1t2rd3f
@r_wow
3 years since Evoker Augmentation was released and people still kick you out for low DPS (even while leveling).
How after years, people still can’t grasp the fact that Augmentation will NEVER be top charts because their role is to actually BUFF the goddamn DPS?
The damn thing is even worse when you hit the worst part of the scaling point of level upping, around lvl 87-89. I'm hitting like a wet noddle yes, but I'm also vomiting stats and buffs and even some healing/dispells at people and keep cutting and CC’ing ennemies (which, no surprises, the group wasn’t doing much despite having good classes for it).
When, if they ever will, Blizzard will find a solution to actually make people understand that Augment is not a normal DPS spe? Or at least find a solution so I can actually grind some dungeons without having to suffer deserter debuff because of people stupidity?
Sorry for the rant but goddamn.
https://redd.it/1t2r0qv
@r_wow
Tired of M+ toxicity? There's a community you can join that fixes all of that.
With all of the posts going around of people spending hours being refused for keys, being called horrible things at the slightest inconvenience, and having people sabotage their keys, I'd like to promote a group called "No Pressure" on discord which fixes all of these issues.
I have used their Discord since Dragonflight, going from 0 rating all the way to 2.5k - 3K+ multiple times and have never ever encountered a group that was mean or toxic. If it weren't for them, I would not touch M+ with a 10m long pole.
This is not some random community of friends. At the time of writing this there are 12.000 members online.
# What is No Pressure?
As the name suggests, it's a discord group made to run M+ dungeons where there is no pressure to play perfectly. The rules are simple:
1. Absolutely 0 toxicity.
2. To ensure this, you can only group up with people who are also from NoP.
3. Clear timing expectations are communicated beforehand. So you don't have people calling for an abandon after 1 wipe.
4. No unreasonable requirements to join keys. You cannot demand people be higher than the ilvl the dungeon drops. You cannot ask for people to have done a key higher than the one you're doing. (Eg: You're running a 10, you can only demand people having done at least a +9).
I have seen 1 person account for 75% of wipes, buttpulling, or messing up very basic mechanics, and nobody ever got called out. Every single instance this happened the key was still timed.
# How do I join?
Not sure if I'm allowed to post Discord links in here. If you google "No Pressure EU" you should find a Discord invite in one of the top results.
# How does it work?
They use different channels for different key levels. For example a channel for keys from 2-4, another for 12-13, etc etc. They have a bot that runs in these channels which handles creating/joining groups.
Members that join a group are given a unique password that you should put as a note when signing in-game, making sure that only the people that signed up via discord are joining your in-game group.
# How do I join a group?
Look in the channel of the key level you'd like to join. There you can see all the active groups that are looking for members made by the Dungeon Buddy bot.
Each post has a randomized name that follows the following template: NoP + DungeonName + 2 random letters. For example "NoP AA XR" for an Algethar Acadamy group. This is to differentiate multiple groups that run the same dungeon at the same time.
Under the posts there are icons for Tank, Healer, and DPS (depending on which slots are still open). Click the icon of the role you'd like to join.
The Bot will post a message telling you (and only you) what the password is. Head to the group finder in game and look for the name of your group (for example NoP AA XR). Sign up and put the password the bot gave you as your note. This lets the leader know that the person signing up in game is the same person that signed up in discord.
Now just run the key and have fun!
# How do I make a group for my own key?
Head to the channel that corrolates with your key level. In chat type /lfg to activate the Dungeon Buddy bot and hit enter. A dropdown will open, pick which dungeon your key is. After that, hit enter again. You'll be given a little interface to fill in. Choose the key level, your timing expectations (TimeButComplete, TimeOrAbandon, VaultCompletion), what role you are and what roles you are looking for. Hit "create group" to make your group public.
The bot will have given your group a random name such as "NoP AA XR", create a dungeon group in WoW with that name. You will also see the password in discord. This password is shared to applicants as soon as they join your group.
Applicants will apply to your group in-game and will put the password as their note. No note in their sign or no password = no invite, since you can't guarantee they're from NoP. Once everyone is in, you can go ahead and start your run!
# End notes
I really hope
With Damage Meters being officially implemented, why do we still need external tools to see an Aug's true contribution
I had high hopes for damage meters being supported by blizzard more than any other part of the UI, I thought we would finally be able to see a true damage report and not a client side biased one.
https://redd.it/1t2laco
@r_wow