1. #1

    M Xymox questions

    Hi all,

    Hoping someone can help us as we're preparing to start M Xymox progression and are unclear on a few things.

    1: It seems some guides suggest having 4 seed carriers and others suggest 5. Does someone know why this is the case and what the implications are?

    2: Are Holy Paladins and Ret Paladins good targets for the "immune" seed carries? Just wanted to confirm as guides typically only mention mage and hunter.

    3: In one of the guides, Warlock is mentioned as a good target to be one of the carries. Is there any reasoning for this?

    4: What are good times for raid CDs to be assigned like Healing Tide, Aura Mastery, Rally Cry etc.? Is it during the overlaps specifically or at other times?

    Thank you for your help in advance!

  2. #2
    I am Murloc!
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    1. Four seeds is the minimum, but it only leaves you a very small safe area to work with. This can be problematic for seed carriers, since they might not have enough time to reach those areas and will die from explosion. The main advantage is, obviously, having less people dealing with the hardest part of the fight - especially if you don't have many immunities to deal with Annihilation overlaps.

    2. They can work, but their movement skill is merely a speed boost, instead of blink/disengage. This might make it somewhat problematic to put seeds into proper area during Annihilation, but is doable. Also, Holy Paladins are likely to be quite busy during later parts of the fights, as they feature much heavier raid damage. It can work, but should not be your primary plan.

    3. Warlocks have teleport and a speed boost if necessary. While immunes should be handling the worst overlaps, locks can work as a backup. Or a fulltime carry, depends on your roster.

    4. Glyphs explosions - especially combined with seeds. Can't afford to have people die during that part and every little bit helps - especially if they have that killer dot. Also, during later part of the fight, there are huge breaks between major boss abilities and he'll spam Hyperlight Spark to compensate, so pretty much any time is good - but still, Glyphs are the most damaging ones.

  3. #3
    They can work, but their movement skill is merely a speed boost, instead of blink/disengage. This might make it somewhat problematic to put seeds into proper area during Annihilation

  4. #4
    Just a few tips & tricks that might be helpful to know in addition to what the others have said.

    If you have a trap where you want to put a portal, you can actually take the portal buff/debuff & soak the trap. When the portal buff/debuff expires, you'll be teleported, & that'll break the trap. It's handy for clearing the odd nastily placed trap.

    Spell Reflect is also amazing. It can only clear one trap, but it's really good if your Warrior can pick up the awkward ones. I personally try & get the ones on the way to the portals either side of the room.

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