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  1. #21
    Some great tips, OP. Here are some of my own. I have experienced all the dungeons through +12 as a holy priest, regularly +3 chest on +9. I've done all my runs without a battle res, and while I strongly recommend it, don't be discouraged when someone dies on a boss. As holy priest, I take trail of light (godsend talent) and when 2-3 people are low, alternate targets so you get the trail benefit on every cast. Also take Censure for a 5s stun, Feathers to keep up and help tanks kite, Surge of Light, Apotheosis. Make sure you have the double Guardian Spirit trait on your weapon. Some people recommend binding heal, but I think I get more out of Surge procs. Anyways more general tips I've accumulated, many holy priest-specific:

    General tip - As a healer, your dps matters a ton. If you're not healing, you need to be maximizing your dps. Holy nova is OP. Smite resetting the cd of your 5s stun is OP. Use Apotheosis on cd for smiting unless there's an extremely difficult pack you need to save it for.
    Should be able to pull 180k on some bosses if you trust your tank to heal himself.

    Skittish - I recommend melee dps get Details and use their aggro meter. Shaman/monks can easily get 1-shot by pulling aggro on higher difficulties.

    Bolstering - You can cc certain problem mobs and move everything else away from them 40 yds on large packs, and you will avoid giving them bolstering if you are far enough away. There are certain packs as well where some mobs have much lower health than others (BRH is a good example.) You can CC these and pull everything back so that you can evenly aoe everything down and save some time. Edit: You can MC a humanoid mob just as another mob is about to die, and it won't get bolstered.

    Maw of Souls -

    Generally very easy, you want to get this one. Becomes very hard with necrotic, as most mobs aren't kiteable. Good one to get above +10 if no necrotic.
    Combine 2-3 pulls before the first boss to save some time (on 7 and lower), using healer CDs. They won't be necessary for the first boss.
    Don't let anyone pull the slaves with their incidental aoe. They give no %.
    If the guys who cast defiant strike run into a wall before finishing their animation, they will rebound and hit people on the way back, so be careful.
    As a priest you can let melee stay in during the scream on 1st boss and precast Mass Dispel for even more uptime.
    Save healer cds for lantern guys.
    Pulling left and right packs out of the cage, the two dog packs, one lantern guy and the big giant will get you % if you clear one side of the ship later.
    There is no penalty to having everyone stay close to the 2nd boss to avoid extra movement.
    On the trash after 2nd boss, you can pull 1 side of the ship. Everyone should stay all the way against the wall of the ship or you run the risk of one of the mobs' abilities pulling the other side.

    Vault of the Wardens -

    Generally another easy one that becomes very hard on necrotic, but otherwise fine. Good one to get above +10 non-necrotic.
    Mini-boss is more difficult than first boss, so consider lusting on the first mini-boss and bringing a large pack to help your healer out on +9 and above.
    Pull all the imps with the fat mother add. They give good %.
    2nd boss is a pain in the ass. This is another boss to consider lust on, even if other bosses provide better uptime. If you get the felguard/curse of tongue adds, kill them asap, as they will interrupt/curse of tongues healer, which is certain death for someone considering all the other things to worry about in this fight. Frost shadow fiend guys: run out with debuff, waiting for dispel.
    Eye boss - stand directly under him and the balls he shoots out won't hit you. Move him when he casts lingering gaze.
    Don't kill each miniboss after. Just kill the sword woman and then run through the side corridors to get to other bosses. On raging these can be very difficult.
    Elevator boss - if someone misses an elevator, as a priest, have them jump off and spam grip on them. When they get in range, you will grip them safely. If you miss an elevator, remember you can levitate.
    You can reset trash packs after the door after second elevator by jumping off the side. Aranasi mobs will not reset, however, if they manage to web one of your party members before they jump off.
    Last boss - If you can get to the mob she summons that shields her in time, you can stun it before it gets off the buff. Hunters, for the love of God, remember you can flare. DHs can see her too.

    Black Rook Hold - Tough for most groups, EASY for priests (will explain). Teeming/bolstering/sanguine are super annoying here.

    +1 to OP for the trash skip. Just to clarify, an invis pot is not necessary (though I recommend the healer use one, because their pot cd isn't as valuable). Have your tank run a few feet ahead, going down the right corridor, gathering all of the mobs including the mini-boss. Then tank drags everything to the right corner in the last room before the first boss and dies. Everyone else runs left (speed boosts help/invis for mages, but if they don't make it, they can be ressed with the tank. We use a shaman totem.) As long as healer doesn't cast any heals, they will be out of combat and can mass res. Skipping this trash is mandatory on +10 and higher. (Edit: one of the casters in the first pack can put people in combat, so if you're the tank, best to interrupt while you run.
    Lust at 50% (maybe even higher on +4-7 if dps is good) on the first boss. Ignore ghosts, pop defensives. Save Guardian Spirit for whoever has the worst defensive CD. You will automatically save yourself and one other from the aoe.
    Spiders - Mass dispel is awesome here. Save primary dispel for the tanks, then MD the other bad dps.
    SHACKLE UNDEAD IS AMAZING on the large trash packs before the second boss. It's a spammable interrupt and cc that doesn't heal any of the mobs.
    The scouts cast Knife Dance. Wait until they finish their cast (DON'T INTERRUPT EARLY OR THEY WILL RECAST) and shackle them out of the channel.
    The hunters are the most deadly mobs in these packs. They can easily 2-shot random people in +10 and higher. However, Shackle Undead is your savior here. Recommend shackling one in the 5/6-packs before the boss and burning the other down, even on bolstering (especially if you can pull others back.) Then, after interrupting all of the knife dances, you can spam shackle on the hunter while dps burns it down. It will not be able to get off a single attack.
    Censure is great for the small arcane adds. Stun it on pull so it can't jump. Dps should be able to burn it within the 5 second stun.
    2nd boss - run the fel charge to the side like the withered boss in arcway. Have tank interrupt the arcane add and run it away from the boss, then shackle/sap/paralyze. Leave the other add up for melee procs.
    Trash after 2nd boss - stun (censure) the wrathguards after they finish casting brutal assault. You need to pull everything here if you skipped the trash before the 1st boss.
    Boulder boss - If you don't like dodging boulders, have one person clear the stairwell while you head all the way back to the end of the previous boulder spiral staircase. Can swap blast someone at the top and then grip them back up.
    Gauntlet - This is a bitch on necrotic. Dps needs to stun every fel rage and sic 'em that they can, as bats will 2-shot any dps that gets focused at higher levels. Bats will not aggro on their own. You can run right through them. Pull the first felguards to the bottom of the stairs, and then run into the corner past the doorway for the next pack of 2. Pull the last pack of 2 felguards into the boss's room and there won't be any more bats that spawn.
    Trash after 3rd boss - Again, shackle is amazing. You can censure or shackle interrupt the lancers' Raven Dives. They will not recast for another 15-20 seconds or so, so you don't need to spam it. You can pull two groups at a time and cleave like crazy if you do this properly. On necrotic, the other mobs that were jokes before now become annoying. Their Coup De Grace is actually ranged, so you need to LoS it as a tank if you have high necrotic stacks or it will kill you.
    Final boss - The first Shadowbolt Volley will 1-shot everyone on +10 and over. As a holy priest you need to save Guardian Spirit for this, which means you can't use it on the trash before this, so keep that in mind. (Thanks Blizz for no damage reduction cds.) Anyone with a defensive needs to save it for this. Also, if you're having trouble avoiding demonic guile, stand at one of the pointy corners and give yourself a speed boost a few seconds after he disappears. Guile will either spawn on you or on the other set of pointy corners, so as long as you run counterclockwise with a speed boost, you won't get hit.

    Nelth's Lair - Tough on healers but eventually one of the only doable ones for +15.
    OP provided good stuff for this one. If going for a +15, I would recommend pulling everything before the first boss, however, so that you can skip some packs later, like a scorpion or the pack after 2nd boss.
    You can have all but the key holder jump in the hole at the start. Once they are about halfway down, activate the keystone and they won't be ported back. Saves about 8-10 seconds.
    1st boss - The damage of the shatter is increased by the amount of skitterers up. Sometimes one spawns right before the shatter, and there's nothing you can do about that. But especially on tyrannical, you cannot leave the others up or the shatter will 1-shot you.
    After 1st boss - Mightstone breakers and pelter combination are the things that will mess you up. Breakers cast Avalanche, which can be stunned if not on global, but they will recast after. After stuns are on cd, you can actually avoid Avalanche damage by moving as the cast goes off. The rock will drop where you were just standing. It helps to make a weak aura for this. Pelters will cleave melee who stand too close to each other. Make a triangle around them (think heroic Rag). If you're ranged, stand at max range and you will never be chosen as a target (GG Blizz favors ranged).
    2nd boss - when he hides in the pot, the falling rock damage cleaves, so don't stand near the melee as a ranged or healer or you will take lots of extra damage, which will kill you on tyrannical.
    Pack after 2nd boss can be skipped with invis or by doing the same thing I talk about in BRH. Tank runs right, dies, gets ressed.
    3rd boss - Common knowledge, but there's a nook to the left that the tank can get to if they don't have enough speed to get away from the pull-in. If they don't make it there, help em out by putting feathers on the ground for them.
    After 3rd boss - Stun the transforming mobs during cast and they won't transform. The scorpions are intense to heal. Like 500k hps intense. As a holy priest, you need to use Apotheosis for one and everything else for the other. If you use too many cds for one, you won't be able to heal the other. If you pulled extra stuff at the start, you may be able to only pull 1 scorpion here. Edit: mentioned in a post below, you can max range the scorpion aoe. The aoe also cleaves, so don't stand too close to the other ranged.
    4th boss - very easy. Warriors can intervene/safeguard melee that get fixated by the big adds so you don't need to kite. Don't stun them or they will change targets. Ranged stand close to melee so that the stalagmites spawn close. Tank can position the boss so that melee can still dps from behind the stalagmites while he casts the aoe that 1 shots.

    Halls of Valor - Hard, especially with teeming/tyrannical/bolstering
    CC may be necessary for the larger pulls. Pull the rest away to avoid bolstering the cc'd adds. The lightning casters need to be interrupted on every cast or they can cause 1-shot combos on higher difficulties. Communication is everything. You should be able to lust on each boss except Skovald. Skip the pat after 1st boss, interrupt every rune of healing/etch/lightning bolt on the large pack. Pull the 2 patrolling adds in the mead hall and leave the center pack up. Pull one side on each side, cc'ing the close mob (hex, sap, NOT SHEEP (puts you in combat), paralyze) by the exits so you can run by.
    2nd boss - This is one of the instances where you may just be unable to do it after +11 or so. This is because the 2nd boss, Hyrja, can quickly become unhealable. The Eye of the Storm ability becomes unmanageable after a few buffs, and she chain lightnings right after the last tick, likely 1shotting someone. Moreover, she can cast expel light on someone and then immediately holy bolt them as they explode, so if you don't have something like Serenity to top them off the instant Expel Light hits, that will be a lethal combo. Here are some tips if you decide to do it anyways (as holy priest): Start with boss on holy side. 1st Eye of Storm, have dps wait until 2 ticks and then use personals while you hymn. If anyone is low after the last tick, they absolutely have to health pot. 2nd Eye of Storm, Apotheosis/similar cd should be enough to keep people up. Lust after that and personals + GS for 3rd Eye of Storm. Hope you kill by 4th eye of the storm. This is one of the three undoable bosses, so pat yourself on the back if you succeed.
    Fenrir - A warrior can safeguard/intervene the fixate target so they don't have to kite.
    Before 4th boss - shackles, saps and roots work on the ancestors. You will likely have 4 or 5 up by the end, so prioritize rooting the closest ones and just move around the room.
    4th boss - Felblaze rush does insane damage above 10. Pop a defensive if it targets you. You have a split second to do it. After the second Ragnarok and onward (not the first), he will felblaze rush right after he finishes casting. You can absorb this rush by staying a little longer in the shield. If you move out too early, you'll cleave everyone. Even though the damage is scary, it's actually a pretty easy fight. Same with last boss.

    Darkheart Thicket - Easy until last boss, which can be impossible on tyrannical +12-15
    OP pretty much covered it on this one.
    Panther adds can easily combo holy priests down. But not if you're not in LoS. Can pull first pack back to the portal for fast resses on +10 or higher.
    2nd boss - stack on boss' butt so roots can be cleaved. You don't need to move out of the root if the cleave is good enough.
    3rd boss - Heads up that most of the time, the aoe rocks will be after the pushback winds, but every once in awhile he decides to switch the order. It'll be the same throughout the pull. If it's before, so long as you're ready for it, it can be much easier. Tough fight on tyrannical.
    Last boss (Shade of Xavius) - ugh. Nightmare bolt will 1shot most classes after +11 or so. Only way to do this boss is to meet a certain threshold of immunity cds. You also have to be quick to notice who it's targeting. If it's a class without a good dr cd or if they have no cds, you have to Guardian Spirit or they will die. Problem is, his ability Feed on the Weak also does around 200% of a non-tank's health. It also comes fast and you need to spam later in the fight with some sort of throughput cd up, and even that might not be enough. If the boss gets hit by any of the swirls on the ground in the 2nd half, he gets a damage buff that basically makes his abilities wipe you. This is why the instance is deceptive at later levels. It's all pretty easy until the last boss, which is basically a brick wall for most groups.

    Arcway - Easy, Tough with Teeming/Fortified
    This instance is strange in that all of the bosses are quite easily dealt with, but the trash can be horrible.
    Slimes - the small slimes get bolstering (ugh). But there's a trick! Kill the big slimes, then once they explode into smaller slimes, zone out and back in. They will have despawned. Do this with both packs at the front, killing the green slime first before moving to the blue ones.
    Rats - very difficult with bolstering. No tips here, just get ready to be sad. Good news is you only have to deal with them if the left side is the open side.
    Seers - if a pack has a seer (tall guy that creates the eyes of the beast), it needs to be burned down first, regardless of bolstering. More than a couple eyes out means unhealable. For the pack that has 2 seers, you may want to lust. You won't lose any uptime as it's right next to the felguard boss.
    Eredar casters - Everything needs to be interrupted or spell reflected. Chaos bolts hurt bad, Demonic Ascension must be interrupted or purged before the mob is killed. If a Portal:Argus gets off, it's a wipe.
    Wrathguards teleport to ranged/healers to put a serious dot on them. Stand in melee so melee don't have to run around.
    You can invis pot/stealth+res through parts of the demon area. You need to have some sort of speed boost precasted if you invis pot or you can get unlucky and pull a pat.
    Little demons that throw stuff at you - extremely painful for a tank. You can los them when you're low.
    Spirits - let 2 casts go off, and then you need to have interrupts planned for the next 5 I believe for the debuff to reset. Communicate.
    Spiders - You can pull all of the little spiders at the same time if you have a ranged to finish them off. This can be a huge time saver. Then when the big spiders drop down, you can pull all of them at the same time as well. Everyone needs to group up though, so a spider doesn't leap and root someone far away.
    Constellax room - A rogue/disc can MC one of the mobs in here to provide the spell haste zone for people on the boss. Do not interrupt the shields. Abilities in here can do serious damage to the tank, and you want them channeling the shield for as long as possible. Mass dispel is great here.
    Arcane elementals - slicer 1 shots but is easily avoided. Call out interrupts for Arcane Reconstitution. Sparks must be killed immediately before they get off their aoe. Stunning does not stop the aoe.
    Mana wyrms - Have all dps/healers stand in nook before the stairway to the open room. Pull all the wyrms and aoe once they get to the group and not before. Later pulls do the same thing, los everything behind the nook before the bridge. You MUST interrupt the arcane elementals that cast Phase Breach or the group will wipe on that pull +10 and above, while still having stuns/interrupts for Arcane Reconstitution.

    Court of Stars - very easy 3 chest until tyrannical when it becomes impossible
    There is a skip similar to Nelth's Lair here. Have everyone but key holder signal a boat. Once they get in the boats and the boats start moving, activate the keystone. They will be ported past the RP and can get started on the 1st mob.
    Holy priest: Censure is great for stunning sentries. Sentries cannot be gripped, must be stunned. Generally the healer should be the one disabling all beacons while the dps works on the next pack.
    If a pack has a robot, charging station must be interrupted every time.
    We pull the first pack and sentry while the healer disables 1st beacon, then the wyrms after the bridge + pack on the right, avoiding the group in the building while cc-ing sentry. Then we disable the 2nd beacon. If there's an engi and the robot is up and you have bolstering or teeming, then it's worth to pull the hut. Otherwise, not worth.
    +6 and below, it is not necessary to disable any of the other beacons, and faster to just lust and interrupt/cleave the adds that come with the first boss, especially with a priest. Priest makes this fight great. They can precast MD the root so no one needs to jump if they are grouped up, while still having dispels for the slows. If you have an alch, poison the vial on the fountain.
    +7 and higher, disable the left two beacons without pulling any of the pats. Don't disable all 3 beacons or you'll have a longer RP at the end (seriously like 30 seconds of sitting around).
    In the 2nd area - If you luck out and there's an activatable trap, you can 1 shot one of the mini-bosses. You can LoS the Enforcer's casts by tanking them at a corner and just sidestepping around during casts. Necessary at higher levels. Imp packs need a silence/stun for every cast, so communicate. You can avoid a lot of the trash by running around the back of the 2nd boss instead of using the bridge. There are a lot of extra pats you want to avoid pulling, so just be vigilant.
    2nd boss - Pull her around the corner of one of the banisters leading up the to the sides (where the quest boss will spawn sometimes). Have everyone stack on top of each other and then move once she casts the fire swirl. This groups up the imps perfectly and you can cleave.
    Spy event - If you have a class with a big damaging ability (ww monk, mage, ele sham, boomkin, prob some others), you can spam it on the spy before they transform into a demon. If you are quick enough, it'll do 70% of the demon's health in damage. If you manage to do this, the healer can then just run to the locked door, as you'll only take 1 shadow bolt volley. Tank grabs key, door instantly being opened.
    3rd boss - Another impossible boss after +11 or so. His AoE just gets too unhealable the longer the fight goes on, and you will run out of cds and die.

    Eye of Azshara - easy

    OP covered most of this very well.
    2nd boss - use the first Curse of the Witch to blow up the slimes if you have necrotic. Bonus points if you don't knock anyone back. If no necrotic, let the melee cleave for procs.
    Hydras - the tail swipe can 1-shot on higher levels. The hydra swings around a lot after casting some of its spells, so the best place to stand might be with the tank, even if you get parries.
    2-giant pull - you can skip this pull by having the tank gather the giants and bring them left towards the murlocs, while the rest of the group runs right and in towards the giant boss. Tank dies, gets mass ressed.
    3rd miniboss before last boss - Pre-cast Mass Dispel on the root.
    Hope these tips helped.

    TLDR: Check BRH, CoS, NL sections for extra special tips. Impossible bosses (for now) after +12 or so are Hyrja, Shade of Xavius and Advisor Melandrus.
    Last edited by Vitaunus; 2016-10-25 at 12:33 PM.

  2. #22
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    - - - Updated - - -

    Quote Originally Posted by hypermode View Post
    Fairly sure thats an AOE disorient, not a stun
    No thats blinding light. Wake of ashes is an aoe stunn on undead and demons

  3. #23
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    Quote Originally Posted by Helmine View Post
    - - - Updated - - -



    No thats blinding light. Wake of ashes is an aoe stunn on undead and demons
    How many of those are there though?

  4. #24
    Deleted
    Can use it actually quite alot. Bit to lazy to look up how many packs per dungeon :P But it came in handy so many times already

  5. #25
    Deleted
    Very useful information, shame this got bumped down to page 5.

  6. #26
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    I think you forgot to add what overflowing does, it's the only one that's not turning up anywhere when I search it, what exactly does it do? (It's this weeks in NA)

  7. #27
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    Quote Originally Posted by Chigg View Post
    I think you forgot to add what overflowing does, it's the only one that's not turning up anywhere when I search it, what exactly does it do? (It's this weeks in NA)
    Overhealing gives the target a debuff that absorbs healing equal to the overhealed amount.

  8. #28
    Not a tip, more of a call for help.

    I like to think I'm not a complete mouth-breather, having raided in top 50 US guilds in the past for years. Having taken an extended absence from the game, I'm back and decided to dump all my AP into Light's Wrath cause I felt like Disc had real potential in Mythic+

    Now I'm second guessing myself.

    As a background, most of the time I run Mythic+ it is straight through the dungeon finder. There is usually no voice-com and I've really only done the things a few times. That said, I did a bunch last night and I must say that I keep losing tanks. I am spamming shadowmend on them at points, and they just die.

    Case in point: HOV before Skovald. The two Kings just melt the tank, though PS, PW:B shadowmend, PTW, Penance, Mindbender and the like.

    HOV trash seems incredibly difficult on keeping the group up; this could either be my lack of skill or the lack of interrupts/dungeon awareness of the group. The 5-pack with the drake before the first boss seems neigh-impossible (for me) without blowing every CD I have: PW:B/Light'sWrath/Rapture and the like, and even then the tank usually dies, or someone else dies (sometimes me).

    Any tips, other than "play better".... I realize I don't have the logs, but is anybody else who is playing disc noticing that HOV trash is just murder?

    My gear is not terrific, 845 ilvl.

  9. #29
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    Quote Originally Posted by Hugginz View Post
    Not a tip, more of a call for help.

    I like to think I'm not a complete mouth-breather, having raided in top 50 US guilds in the past for years. Having taken an extended absence from the game, I'm back and decided to dump all my AP into Light's Wrath cause I felt like Disc had real potential in Mythic+

    Now I'm second guessing myself.

    As a background, most of the time I run Mythic+ it is straight through the dungeon finder. There is usually no voice-com and I've really only done the things a few times. That said, I did a bunch last night and I must say that I keep losing tanks. I am spamming shadowmend on them at points, and they just die.

    Case in point: HOV before Skovald. The two Kings just melt the tank, though PS, PW:B shadowmend, PTW, Penance, Mindbender and the like.

    HOV trash seems incredibly difficult on keeping the group up; this could either be my lack of skill or the lack of interrupts/dungeon awareness of the group. The 5-pack with the drake before the first boss seems neigh-impossible (for me) without blowing every CD I have: PW:B/Light'sWrath/Rapture and the like, and even then the tank usually dies, or someone else dies (sometimes me).

    Any tips, other than "play better".... I realize I don't have the logs, but is anybody else who is playing disc noticing that HOV trash is just murder?

    My gear is not terrific, 845 ilvl.
    Some general tips:
    - CC some mobs in larger groups, the 5 pack before the first boss and the 6 pack right after are hellish.
    - Interrupt as much as possible (nothing you as healer can do much about), on some affixes/higher levels even normal casts hurt like trucks. Case in point: Raging on a +6 Thundercaller lets him hit random targets for over 1 million with his interruptible cast. Get the stun he also does and you can actually die in 1 second.
    - Do you remember which of the 4 kings you activated first? From left to right, you want to activate 1 and 3 first, because 2 does massive tank damage and 4 summons the adds that heal their summoner if they reach him. If 2 was killed earlier, both final mobs have the skill that deals massive tank damage. Also, the Shout needs to be interrupted, that shit hurts.

  10. #30
    In Nelth's, ranged and healer can stand at max distance to out range Pelters and the Scorpions at the end. If melee and tank are positioned closer then the mob the healer can still hit them. Helps cut down on some of the insano damage.

    In DHT, after first boss, there is a pack on the left with a roaming Dryad. If you CC it (Only tried with Sheep as I am a mage) you can walk right past the whole pack and the Dryad will sometimes not aggro or just aggro on its own once you are past it on the next pull.

  11. #31
    Great thread, super useful. I made a video guide based on your tips for Darkheart Thicket, Hypermode, but I'm new to the forums so I can't post it. I'll throw up a link in a few days though. Thanks for the tips!

  12. #32
    You want to activate the shout king and the ghost king first, then do the other two at once. If you activate the one with sever early the last two will stack the debuff and destroy your tank (really you just want to activate sever last, but the ghosts are trivialized with snares/cc sooo.)

    The drake pull is difficult too; there's no real trick to it other than that it's a big pull and the drake hits hard. HoV trash in general has a lot of mechanics that're hard to deal with; there's no solution aside from the group just knowing what to do (interrupt/focus thundercallers, don't share the stun, etc.)

  13. #33
    i dont agree with you guys saying that EOA is easy at +10 with Tyrannical, i wiped on the last boss for 2 hours straight, me, as a holy paladin , overflowing ruins me, i had a 2 M absorbs just by using holy shock with wings, i healed 450k on the kill try, i think some affixes are really, really unbalanced.
    sorry for bad english.

  14. #34
    Quote Originally Posted by pegiiz View Post
    i dont agree with you guys saying that EOA is easy at +10 with Tyrannical, i wiped on the last boss for 2 hours straight, me, as a holy paladin , overflowing ruins me, i had a 2 M absorbs just by using holy shock with wings, i healed 450k on the kill try, i think some affixes are really, really unbalanced.
    sorry for bad english.
    Yeah, unfortunately, the better gear (the more crit) you get, the harder overflowing becomes on holy priests and holy paladins. The disparity in difficulty between a resto druid and a holy priest/paladin for this affix is completely unwarranted. The affix really should just be replaced. Last boss on tyrannical EoA is quite tough. Only advice is save lust for halfway through the fight, so you can match the increased spawns of environmental obstacles. I actually run with a haste/mastery set to get as few crits as possible so I can better predict how much my heals will heal for. But it is doable, unlike, for example, CoS last boss or hyrja. By the time you get to +10, "easy" just means doable.
    Last edited by Vitaunus; 2016-10-25 at 12:37 PM.

  15. #35
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    Quote Originally Posted by pegiiz View Post
    i dont agree with you guys saying that EOA is easy at +10 with Tyrannical, i wiped on the last boss for 2 hours straight, me, as a holy paladin , overflowing ruins me, i had a 2 M absorbs just by using holy shock with wings, i healed 450k on the kill try, i think some affixes are really, really unbalanced.
    sorry for bad english.
    Yea, just like some tanks are a lot better/worse at necrotic, some healers (priest/paladin) are unfortunately far worse on overflowing than others.

    Especially on fights like tyrannical shade of xavius (just did it on +12 today) you really have to pray to RNGesus not to crit, because you have to keep people topped off for the various unavoidable near 1-shots.

  16. #36
    Deleted
    Our group 865-870ilvl got some big problems with those last two scorpion-packs in Neltharion's Lair when reaching +8. I've read the tips about scorpion aoe, but what to do about the disc's? They are killing people like nothing and the healer can't heal tru the damage.

  17. #37
    Deleted
    Quote Originally Posted by juicyz View Post
    Our group 865-870ilvl got some big problems with those last two scorpion-packs in Neltharion's Lair when reaching +8. I've read the tips about scorpion aoe, but what to do about the disc's? They are killing people like nothing and the healer can't heal tru the damage.
    Farmed a few Neltharions to get our 15 key (which we're stuck on since it's darkheart where Oakheart is doing INSANE damage with grips).

    CC the non-scorpion add. We had 13 and 14 in Neltharions, we found it way too stupid of a risk to try and gain time by doing both at once, make that up earlier in the instance. CC the guy who throws shit and then have a stun rotation for the scorpion, stun it when the rider shouts "rip them apart!" and you'll prevent the enrage.

    The scorpion AOE also seems to hit the 3 furthest people, if you have everyone relatively close you can then have them run closer to the boss to avoid taking consecutive hits.

    I really, really advise you find some sort of CC for the other add though, at least on higher levels. We didn't bother at +8 etc, but at +14 it felt mandatory, was way too easy to have a guy just drop.

  18. #38
    Deleted
    Quote Originally Posted by juicyz View Post
    Our group 865-870ilvl got some big problems with those last two scorpion-packs in Neltharion's Lair when reaching +8. I've read the tips about scorpion aoe, but what to do about the disc's? They are killing people like nothing and the healer can't heal tru the damage.
    My hunter claims you can max-range it to focus dps on the same people, besides that, have your healer coordinate cooldowns, espec personals/health pots.
    Make sure to nuke the little guy first (except on bolstering) or otherwise hard-cc him if you have spare time.
    Make sure for your healer to pre-plan his major CD's, if he uses a 2-min cd on the first pack he will get to reuse it on the last pack.

    Besides that, try to have people stack up if that increases healing (it helps for me as a rsham) and since it will possibly force the discs to hit the tank.

  19. #39
    Quote Originally Posted by hypermode View Post
    My hunter claims you can max-range it to focus dps on the same people, besides that, have your healer coordinate cooldowns, espec personals/health pots.
    Make sure to nuke the little guy first (except on bolstering) or otherwise hard-cc him if you have spare time.
    Make sure for your healer to pre-plan his major CD's, if he uses a 2-min cd on the first pack he will get to reuse it on the last pack.

    Besides that, try to have people stack up if that increases healing (it helps for me as a rsham) and since it will possibly force the discs to hit the tank.
    They changed it and afaik not even MM hunters can outrange it now.

  20. #40
    Deleted
    Quote Originally Posted by BergErr View Post
    They changed it and afaik not even MM hunters can outrange it now.
    kk, we have never really had the need to do it (done +12/13 highest) because resto shamans are so damn good at it

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