Mythic + raging

mythic + raging

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Mythic + raging -

Die Feuerpobe neigt sich dem Ende zu und jetzt hat Blizzard endlich enthüllt, wie es weitergehen wird. Alle Spieler haben Zugriff auf dieselbe hochwertige Ausrüstung, mit der sie ihren Charakter ausstatten und beweisen können, dass sie das Zeug dazu haben, den Titel des weltweiten Champions der Mythic Dungeon Invitational zu erringen. That leaves us with a lot of ground to cover, but it also means that, for mythics especially, the presence of a mythic from a specific set likely means that it will be the only one, due to overall space constraints. Garruk could just as easily be a different version or a Nissa. Kategorien online casino no deposit bonus spiele casino gratis online casino limits online casino kann man richtig geld gewinnen gratis online casino spiele online casino malaysia kiss online casino 10 euro startbonus. Leave a Reply Cancel Reply Your email address will not be published. Copyright marktwert toni kroos.

Mythic + Raging Video

Brewmaster - beta BFA mythic +12 Motherlode (Raging/Necrotic/Tyrannical/Infested) in time Week 2 begins March 6 at the same time, and the Proving Grounds ends March 13 at 7 a. Originär elektronische Formate Diese eBooks wurden direkt aus einer elektronischen Original-Datei erstellt und sind daher komplett durchsuchbar. Letzte Aktualisierung der Datei:. Du verpasst deine Chance das kostenlose Produkt der Woche zu erhalten. Doch in der MDI benötigen sie all diese Fähigkeiten, um erfolgreich zu sein und es bis an die Spitze zu schaffen. Until then, good luck in the Proving Grounds! Spenden Wenn Ihr unser Netzwerk oder eines unserer Projekte unterstützen wollt, freuen wir uns über jede Spende. Keep in mind the following: Finally at common or uncommon I would expect to see Swords to Plowshares, Terror, Lightning Bolt, Giant Growth, Counterspell and a pile of other nostalgia laden minor inclusions. Nur die acht bestbewerteten Teams jeder Region erreichen die Phase der Regionalausscheidungen, also rechnet mit harter Konkurrenz im Kampf um die Spitze. Keep in mind the following: All entries must be received by March 16 by 3: Eine Vorschau auf die Hierarchiestu To use them, you Beste Spielothek in Iglersreuth finden activate your Adobe Reader software. Originär elektronische Formate Diese eBooks wurden direkt aus einer elektronischen Original-Datei erstellt und sind daher komplett durchsuchbar. Schreibe einen Kommentar Du darfst keine Kommentare schreiben. Ugin, the Spirit Dragon could also occupy one of these slots, as iconic Planeswalkers have a role to play here. Während im vergangenen Jahr auf diese Weise nur vfb dortmund herausragende Teams aus der ganzen Welt von der Feuerprobe in die nächste Phase des Turniers aufgestiegen sind, so haben die Entwickler die Regeln in diesem Jahr ein wenig verändert und praktischerweise dafür gesorgt, dass bei Summaker so gut wie alle dafür qualifizierten Teams eine Einladung für die nächste Phase des Mythic Dungeon Invitationals Time Trials erhalten können. Keep in mind the following:

That being said, your group composition will always be one tank, one healer, and three DPS. Multi-tank strategies are not viable. It's important to build a group that is well rounded in order increase your chances of completing a keystone within the timer.

This means bringing consumables to make up for gaps in your group composition. When considering your group composition, it is also to consider what each class can bring to the table.

Does your group have:. Again, selecting your group carefully matters mostly for higher level keys where the difficulty of the run is often very high.

For lower level keystone runs, group makeup is not as important as it is easy to power through most of the content. Do what you want. Complete a keystone run within the timer to upgrade a keystone to the next level.

The par timer is 39 minutes, the keystone levels up from level 6 to level 7 and rolls a new random dungeon. The par timer is 39 minutes, so the keystone levels up from level 3 to level 5 and rolls a new random dungeon.

The par timer is 39 minutes, so the keystone levels up from keyston level 2 to keystone level 5 and rolls a new dungeon.

Didn't beat the timer? Your keystone doesn't deplete anymore, it just levels down by 1 and rerolls the dungeon. Don't have a keystone?

Completing a keystone run will net you a key at the end of the run. This keystone will be one level under the keystone run level you complete.

You can also get a key from the final boss of any Battle for Azeroth mythic dungeon. Five seconds are subtracted from the timer any time a player dies in a keystone run.

While this may seem inconsequential at first, the time lost to death will add up quickly if players die to mechanics frequently.

This can easily result in missing the timer. If you beat the timer you will be awarded one extra piece of loot. It will also contain Azerite aka Battle for Azeroth artifact power.

Azerite armor will not drop from mythic plus runs. The only way to obtain Azerite armor from mythic plus is through the weekly chest.

In addition, the chest will also have a downgraded keystone based on the highest level keystone run completed in the season, degrading by 1 level every week you don't complete a run higher than your previous highest.

You guys keep it all afloat. Thanks for your continued support! Head over to the Patreon page if you feel like becoming a patron!

Tyrannical and Fortified changes: Tyrannical and Fortified are now keystone level 2 affixes meaning one will always appear on a keystone.

In addition to other new affixes, Battle for Azeroth is introducing "seasonal affixes", a fourth affix that will be applied to a keystone for the duration of a mythic plus season.

The first seasonal affix that is live on the BfA beta is called Infested. You are now unable to swap gear after a keystone run has begun once the timer has started.

Hey guys, I originally posted this on mmo-champion http: I personally play a shaman healer so I can't comment that much about other healers but I have played with pretty much every other class so I have a pretty decent idea about what's good and what's not.

Because of this I will share some of my tips for the various dungeons and how to handle them. If you feel like I missed anything feel free to add it in the comments below and I will add it to the OP.

At the moment, there are 10 Affixes which are combined semi-randomly ie not every combination is possible, there are some pre-sets.

On the Beta, these were the various combinations the 3 we have had in the last week are in line with them http: Please keep in mind that my ratings are incredibly subjective based on how difficult they were for me and my groups, not how much time they cost us extra.

All summoned guardians and boss minions dont give Bolstering, though pulling adds with bolstering to the boss causes the boss to be bolstered.

Bollstering has 40 yard range and everything that is in combat with the group will receive the buff. Raging - Non-boss enemies will enrage at low health, dealing double damage until killed.

You need a tank which can easily get out of fights and kite if needed: Sanguine — Shortly after death, non-boss enemies will leave a pool of blood on the ground, which grows to a 5yd radius over 2 seconds.

I personally havn't seen this one but it looks fairly easy on paper, just don't pull too big packs and make sure to interrupt casters who are standing in pools.

Reports from NA players who had this claim it is super easy. Teeming - Additional non-boss enemies are present throughout the dungeon; kill count requirement increased.

This one is very dungeon, dependant, for example it makes nelth lair from one of the easier dungeons into one of the harder ones, can't really give any specific tips besides the idea that the more AOE you bring the easier this is, since generally packs will be pretty huge.

Rdruids and resto shamans can pmuch completely ignore this. Necrotic - Enemy melee attacks apply a stacking debuff that deals damage and reduces healing received.

This is one of the hardest affixes to get, especially since there are a lot of dungeons which have insanely big packs EOA, BRH amongst others which stack this stuff up absurdly fast.

Be carefull with using all your burst up front because losing agro is a very real concern. The best way to deal with this is to not bring any melee sorry guys since they are a lot less prone to being 1-shot.

Besides that, tanks with high damage DH, Paladin are very good because they keep a lot higher threat and therefore it is harder for players to steal their aggro.

Volcanic - Enemies cause eruptions of flame beneath the feet of distant players. I personally havn't seen this one but I guess the best idea is to just stack on mobs that don't cleave and dance on once that do.

Basically this turns every single avoidable boss damage into a 1-shot and it makes you spend significantly more time on bosses, also makes some bosses insanely difficult while others pretty much remain the ''don't stand in shit'' fest and you are fine.

I don't personally know which level of dungeon gives which ilevel gear both in drops and in the chest at the end of the week, if anyone knows an updated table feel free to link it here.

Having said that, most specs are pretty close to each other in the hands of competent players. Take a good look at this map: They'll keep casting, but if you're out of line of sight, you won't get any stacks and they'll drop after 10 seconds.

Vault of Wardens I have only done this one a couple of times, so not much experience. This will both help reduce their number and thus damage on the group and increase dps on him.

This is all that I have, if you have any tips to add, feel free to type them down and I will add them to the OP. Decay doesn't exist anymore, it was replaced by Overflowing during Beta.

Overflowing is probably the easiest affix, causing a healing absorb when you overheal. Overflowing is easiest one on paper, but there's a bug that makes me shit my pants every time my Pally healer uses his saves - tooltip displays that Overflowing will absorb 20millions of healing.

Had that happen to me, I used my soul cleave and healed myself to full, he cast his holy shock which critted while I was at full health.

Suddenly, I had a 3m healing absorb Monk artifact procs randomly for huge amounts. I did a run where our tank would regularly get 2 mil absorb shields from our monk healer.

This is untrue, small HoTs are absolutely irrelevant to Overflowing, as the very first tick of a HoT that overheals generates the absorb shield, then the next tick begins to erase that absorb.

Hence we he says Rdruid it's a mechanic you completely ignore. The Absorb is 3x the heal. So it can get ugly fast if lots of dmg is going out and you overheal 1 player with an aoe group heal.

Chains into large overheal shields on several people. Hots on a druid don't just cancel eachother out, for every tic that's an overheal, it takes more to remove the shield.

It's no faceroll affix, just not the hardest. I haven't seen Raging yet, but Bolstering is definitely one of the worst affixes. It punishes chain pulling and punishes focusing down targets.

Some very low HP adds cause Bolstering which makes certain pulls extra frustrating. It's usually not that hard to deal with but it definitely slows you down.

Sanguine is a complete joke, as the pools take a few seconds to appear and grow before they do anything. There a few mob types you have to watch for as they will refuse to move but if you treat them like Bolstering and kill them all at once, it's no issue.

And you can still chain pull as much as you want. Having said that, maybe I should split up my ratings into 2 parts: Bolstering isn't actually hard to deal with, if you take it slow.

If you pulled the same way with Bolstering as you would without it, you'd get crushed, and that is why its "hard". To actually complete its super easy though.

This isn't necessarily true. Even if we use the same stone. So are you saying when you go in for mythic it will be the same route when you put your stone in?

Nope, changes when you put the stone in. By resetting I was simply referring to when we're pushing things over 10 and aren't doing it for the loot anymore.

Stone depletes but at that point it doesn't matter since you aren't there for loot, just to beat the timer and up the stone.

Hmm okay, last week I got 3x right path in a row and this week I have gotten 2x left, so I assumed it was that way, are there any other paths besides those 2?

Also where do you get the extra mobs from since you will be skipping a lot of stuff by jumping down at the first boss if im not mistaken?

Right left and middle are the possible paths, and we've never had an issue with mob count, we just pull a lot of the withered guys cause they die super quick and don't really do anything.

I honestly don't remember or if both are possible options assuming it can go either. I could really use tips for efficiently taking out the Vault of Wardens second boss, the Inquisitor.

He's one of the toughest bosses I've encountered so far, and I'd love to know if there's a trick to dealing with the adds as a tank.

Learned that you can cheese the hell out of this fight. Basically on the other side of the room from where he spawns there are stairs.

Up the stairs are two square pillars. If you all stand behind one of the pillars not too close to where the dogs are though, mind you you can los the boss.

Just stay there the whole time. When he teleports he and his adds will come to you. It makes the entire encounter trivial. You're always facing the middle of the room.

I wish I could get a screenshot or video of how we did it but I'm sure most of you can figure out where to stand once you're in there. I don't know if it has to be this one but it's the one we used.

I've tried this, and it does not work very well on all spawns. One of the mogu came right to us. I guess the other did stay down but I'm a DK.

I would think if you can interrupt the voids they would still come to you though. Not really tbh, best is just to suck it up and make sure your important AOE threat abilities don't get locked.

You could try saving lust for this boss but outside of just making sure you dont get disoriented for nothing and you dont get your shit locked theres nothing much you can do.

I found as a priest, if you time it right, you can mass dispell right after the debuff is applied and negate the thing entirely.

I am still working on practicing it, but it can be removed so long as your dps give you like 0. No kidding mate, it was a nightmare.

I absolutely hate the felguard and his taunt-clearing stun-charge. I've heard of one tactic where you tank the boss where he spawns the entire time.

Simply let him run to you, as well as all the adds, when he teleports. Should make dealing with the orbs easier as well. I am not the person asking, but don't you need at least an MD for that since you wont have aggro on the adds?

I'm a BM hunter btw. We got through the fight with no deaths, it felt a little sloppy just a perception and our average group ilvl was like I feel like I have so much trouble on this fight because the adds knock me around and mind flay automatically rotates my character, it's such a fucking aids fest just trying to be relatively efficient as shadow.

BM hunters are one of the least affected specs though, seeing as you can "precast" multi shot to keep up beast cleave during the eye beam, and cast Dire beast and Kill command even with your back turned to the target.

Good examples for this: Oh yeah, that's totally fine! I use Jade Lightning and Detox. It's not the main part I have trouble with though, but rather the whole encounter- was hoping for neat tricks I might've overlooked!

This week it totally fucking blows. Skittish on those assholes is very very risky. I don't know if it's supposed to work on them, but it really really seems like it does.

Just tried 2nd boss in halls of valor on mythic 10 with tyrannical, we had to give up because she oneshots people with unavoidable dmg: She also has about million health as well so you'll need to do multiple of each phase and I just don't see how you're supposed to do it without very specific setups.

Sorry for very vague numbers I'm trying to forget this experience. It has less to do with your setup, and everything to do with your gear. We had just as little success this week with Tyrannical as we did last week with Necrotic.

Yea, you arn't the only one to complain about this encounter being impossible. I personally havn't done it so can't really give any concrete tips besides using the heirloom trinkets for high damage situations.

If your group is having trouble with bolstering for some reason, you can CC a pack and then pull the rest 40 yards away to prevent the stack from applying.

You're correct on Sanguine, this affix changes literally nothing from your normal play style except for occasionally interrupting casters standing in pools, as long as your tank is continually moving trash, which he should be if your group is planning on pushing chests.

Volcanic only affects ranged and healers, and spawns scale with the amount of enemies you are in combat with. They will also continually spawn when not in combat, but at a very very low rate.

It spawns a red swirl around your feet which you have about 2 seconds to run out of, not difficult at all. You also forgot to mention Overflowing, so I'll mention that here.

Overflowing applies a debuff that applies a healing absorb shield based on the amount overhealed. This cannot be healed off while the target is full HP, so overhealing has to be strictly controlled.

Mind control also works. But I've so rarely used it I don't know the exact mechanics of it, because sometimes the mob is immune.

You actually can remove the overheal shield that comes with Overflowing even when the target is at full health.

Overflowing is also basically non existent to resto druids, because one tick of a hot applies the shield and the next ticks heal it off until the absorb is gone.

I've keybound the marks to my numpad, with Skull being 0, Cross 1 etc. Not saying it's the best, but I like them there. I find I am able to stay pretty competitive, so I don't think I am too bad certainly feel like I'm working my ass off , but yeah its the "need gear to get accepted, need to get accepted to get gear" circle of life that's got me hit.

Don't really have guild or friends to play with atm. Furthermore it may help to apply to dungeons where shadow priests are highly effective, particularly on trash.

Neltharion's Lair is an obvious example, Darkheart Thicket and EoA for the final boss are also good picks. Since I hit ilvl I very rarely get declined from keystone groups.

The SP also hade the AoE legendary. Of course, this doesn't take away that SP's are viable however. People have this idea of the meta being full AoE when at higher levels, cleave is way more important.

Shadow priests, albeit having shit AoE, have good cleave, and great execute damage. But good luck convincing a random pug of that. Pugs usually suck, anyway.

A pretty cool thing i found out, is in the Arcway when fighting the spider boss, if you go into the cloud that makes your casts 10x longer and insta cast something that gives a buff, that buff lasts 10x longer even when u walk out.

At least outside the cloud. Also things like LoH help with keeping the occasional mistake from wiping your entire group.

It appears you have written a description and guide for the 'overflowing' affix twice, both with different descriptions. Slightly worse than other dps because of the lack of AOE and the fact hes melee.

After 2nd boss, if you're going for a 3 chest run, go for the lady demon with felhounds then go Eye then rock. If you're aiming for 1 you should use BL on the giant rock guy, depending on the BL timer and the mythic timer you might want to do him first.

On the eye boss, ranged should place themselves so that the orbs will go on the boss. After the first spider pack, you can use gliders from the 2nd hole on the ledge to skip the bigger spider packs.

Another tip here is that when the door before Cordana opens I think it opens after you've killed the Vengeance avatar and the spider girl before it you can lose the aggro from other Vengeance avatar by jumping out of the platform before the bridge.

I don't know if someone already said that but in court of stars u can skip the boat at the beginning. Everyone uses the boat in normal mystic except the keyholder guy.

When everyone is on the water the key is placed and u already start on the other side. So only the key guy has to use the boat but u can already clear the mobs.

Last boss of BRH, the very first guile, the one where it's just one cast of it, that will be where the full cast of guile starts.

You can use that to position yourself so you don't get hit when the full one goes out. The final boss of Neltharion's lair does not need to be tanked against a wall.

Skittish - Tanks generate much less threat. The best way to deal with this is to not bring any melee sorry guys since they are a lot less prone to being 1-shot.

Besides that, tanks with high damage DH, Paladin are very good because they keep a lot higher threat and therefore it is harder for players to steal their aggro.

Volcanic - Enemies cause eruptions of flame beneath the feet of distant players. Overflowing - Overflowing applies a debuff that applies a healing absorb shield based on the amount overhealed.

Rdruids and resto shamans can pmuch completely ignore this. Tyrannical - Bosses have significantly more health and damage.

I don't personally know which level of dungeon gives which ilevel gear both in drops and in the chest at the end of the week, if anyone knows an updated table feel free to link it here.

Having said that, most specs are pretty close to each other in the hands of competent players. Warlock -Most importantly though: I will try to give the tips in the order that you encounter them during the instance.

Court of Stars Take a good look at this map: Last edited by hypermode; at While talking about preventively locking up pedophiles who havn't hurt anyone.

Originally Posted by Davillage. It's like not letting alcoholics near bars which would be necessary if alcoholic beverages had emotional capcities.

Great guide, thank you for the detailed write-up. One small correction, all monk specs can get the AoE stun talent, not just WW.

Originally Posted by Mearr. This resets all the trash. Thanks for putting this up Can look at things from an different angle now! Originally Posted by Him of Many Faces.

You want to save your DPS cooldowns lust included when he returns from his 1st teleportation. You get the most out of the damage boost Kul'talos give you.

If you lust as soon as phase 2 starts, you'll be doing sub-optimal DPS for about 15 seconds. Originally Posted by masteryuri.

Originally Posted by ablock. As I recall it was the beta rotation. Ofcourse this mostly applies to higher keystones.

Originally Posted by Endus. Originally Posted by hypermode. Do you have any source on that information? Will add it to the post if you want.

Geme smtn 2 kielllllll. Good examples for this: Oh yeah, that's totally fine! I use Jade Lightning and Detox. It's not the main part I have trouble with though, but rather the whole encounter- was hoping for neat tricks I might've overlooked!

This week it totally fucking blows. Skittish on those assholes is very very risky. I don't know if it's supposed to work on them, but it really really seems like it does.

Just tried 2nd boss in halls of valor on mythic 10 with tyrannical, we had to give up because she oneshots people with unavoidable dmg: She also has about million health as well so you'll need to do multiple of each phase and I just don't see how you're supposed to do it without very specific setups.

Sorry for very vague numbers I'm trying to forget this experience. It has less to do with your setup, and everything to do with your gear. We had just as little success this week with Tyrannical as we did last week with Necrotic.

Yea, you arn't the only one to complain about this encounter being impossible. I personally havn't done it so can't really give any concrete tips besides using the heirloom trinkets for high damage situations.

If your group is having trouble with bolstering for some reason, you can CC a pack and then pull the rest 40 yards away to prevent the stack from applying.

You're correct on Sanguine, this affix changes literally nothing from your normal play style except for occasionally interrupting casters standing in pools, as long as your tank is continually moving trash, which he should be if your group is planning on pushing chests.

Volcanic only affects ranged and healers, and spawns scale with the amount of enemies you are in combat with. They will also continually spawn when not in combat, but at a very very low rate.

It spawns a red swirl around your feet which you have about 2 seconds to run out of, not difficult at all. You also forgot to mention Overflowing, so I'll mention that here.

Overflowing applies a debuff that applies a healing absorb shield based on the amount overhealed. This cannot be healed off while the target is full HP, so overhealing has to be strictly controlled.

Mind control also works. But I've so rarely used it I don't know the exact mechanics of it, because sometimes the mob is immune. You actually can remove the overheal shield that comes with Overflowing even when the target is at full health.

Overflowing is also basically non existent to resto druids, because one tick of a hot applies the shield and the next ticks heal it off until the absorb is gone.

I've keybound the marks to my numpad, with Skull being 0, Cross 1 etc. Not saying it's the best, but I like them there. I find I am able to stay pretty competitive, so I don't think I am too bad certainly feel like I'm working my ass off , but yeah its the "need gear to get accepted, need to get accepted to get gear" circle of life that's got me hit.

Don't really have guild or friends to play with atm. Furthermore it may help to apply to dungeons where shadow priests are highly effective, particularly on trash.

Neltharion's Lair is an obvious example, Darkheart Thicket and EoA for the final boss are also good picks. Since I hit ilvl I very rarely get declined from keystone groups.

The SP also hade the AoE legendary. Of course, this doesn't take away that SP's are viable however. People have this idea of the meta being full AoE when at higher levels, cleave is way more important.

Shadow priests, albeit having shit AoE, have good cleave, and great execute damage. But good luck convincing a random pug of that.

Pugs usually suck, anyway. A pretty cool thing i found out, is in the Arcway when fighting the spider boss, if you go into the cloud that makes your casts 10x longer and insta cast something that gives a buff, that buff lasts 10x longer even when u walk out.

At least outside the cloud. Also things like LoH help with keeping the occasional mistake from wiping your entire group.

It appears you have written a description and guide for the 'overflowing' affix twice, both with different descriptions. Slightly worse than other dps because of the lack of AOE and the fact hes melee.

After 2nd boss, if you're going for a 3 chest run, go for the lady demon with felhounds then go Eye then rock. If you're aiming for 1 you should use BL on the giant rock guy, depending on the BL timer and the mythic timer you might want to do him first.

On the eye boss, ranged should place themselves so that the orbs will go on the boss. After the first spider pack, you can use gliders from the 2nd hole on the ledge to skip the bigger spider packs.

Another tip here is that when the door before Cordana opens I think it opens after you've killed the Vengeance avatar and the spider girl before it you can lose the aggro from other Vengeance avatar by jumping out of the platform before the bridge.

I don't know if someone already said that but in court of stars u can skip the boat at the beginning. Everyone uses the boat in normal mystic except the keyholder guy.

When everyone is on the water the key is placed and u already start on the other side. So only the key guy has to use the boat but u can already clear the mobs.

Last boss of BRH, the very first guile, the one where it's just one cast of it, that will be where the full cast of guile starts. You can use that to position yourself so you don't get hit when the full one goes out.

The final boss of Neltharion's lair does not need to be tanked against a wall. His knockback ability is an active mitigation check. If the tank turns on an active mitigation ability while the boss casts the knockback, you don't get knocked back.

Also I'm pretty sure it makes the tank take less damage. Vengeful Shear will increase the damage the boss does if it is not mitigated by active mitigation.

Landslide always knocks back, that's why you tank it against a wall. Active mitigation is for the ability he casts right after landslide.

Okay, that might explain why I was only seeing tanks getting pingponged on regular mythic pugs, will remove it: Everyone just needs to be mindful of not pulling.

There is a lot of skipable stuff on nelth that you end up actually not skipping because the mob counter is relatively tight.

Indeed, it took me two runs to figure out it wasn't a dumb hunter pulling the second pack but that it had actually been hotfixed.

That ability isn't the one you care about beyond having AM up, the Landslide ability causes a knockback and Dargrul uses it rather frequently.

Unfortunately, due to the way that timed instance runs work classes with high AOE will generally outperform low AOE classes.

Binding Shot is an AoE stun as long as the tank pulls the mobs enough to trigger it. But yeah, our interrupt is not reliable and its best to only use it if you think someone else can't use there's.

From my experience as a tank, Skittish seems more like a periodic aggro wipe for the tank. Do you have any video i could see or any advice?

If you just hit you need to focus on stacking haste over all else. Mastery is strong, but the dps increase from crit and the benefit of more parry on large trash pulls really starts to shine.

Mastery is obviously going to be better for survivability on hard hitting bosses though. The best advice outside of gearing right is to simply not be afraid to blow your cooldowns.

Vamp blood is on a relatively short cooldown and can give your healer enough breathing space when shit hits the fan to actually spot heal the dps.

DRW can absolutely neuter large trash pulls and pour an insane amount of AOE dps on them at the same time.

Also if you aren't specing into Bonestorm for dungeons then you are missing out on seconds of god-mode every minute for trash, not bosses obviously.

Thanks I'll try bonestorm! I also will get my 3rd relic slot, my weapon is low ilvl , lowest part of my equipemnt , I wonder if it plays a role in my survavibility too!

For EofA, do Serpentrix before Hatecoil. Get the arcanist on the road, go across Hatecoil's pit, kill the other arcanist, and then clear trash on Serpentrix.

The Seagulls will be up in the air, and you won't have to deal with the wind during the fight. Then go back, do Hatecoil - and then proceed as normal.

Is that really worth the extra 20 secs of running back and forth? I have heard of people doing this before just dont think not dealing with the wind is worth it.

Persoanlly I don't think so. First this just adds the winds on the second boss which makes getting to islands and sitting still casting harder.

Secondly the winds help avoid some puddles for serpentrix, and thirdly ignite from mages and other as ability can still pull seagulls out of the sky.

So imo better off to just kill seagulls prefight. I guess it's up to the individual group. You have to clear the trash on Serpentrix anyways.

The bosses are so close together that the time is pretty negligible IMHO. Plus with no seagull danger, the tank can do larger pulls, so the trash gets cleared faster.

Probably a wash for time, just avoids an annoying disorient mechanic. For me it's less about having to deal with winds during serpentrix and more about never having to deal with an add that disorients the tank.

If you're pugging at all or have a class using wide range aoe such as barrage as part of their rotation it's worth it. Time is made up from the dos being able to dpa more efficiently and without worry of accidentally agroing a sea gull.

Warning, I did this last week and it bugged so that the seagulls flew down and attacked in the middle of the Serpentrix fight.

We wiped 4 times due to various seagulls appearing during submerge. Undulation is not so much about mana but more about tank survivability: I would absolutely go torrent for raids, however undulation is pretty mandatory for dungeons imo because our tank healing is usually pretty meh.

They have pretty amazing synergy. With Echo and Crashing Waves you can constantly cycle riptide-surge-surge-riptide-surge-surge for practically guaranteed crits and very high sustained burst healing, and Torrent helps to quickly react to burst damage on your DDs.

Not sure if Ancestral Guidance can top that, even if it's a decent CD overall. Undulation is OK I guess, if your tank requires constant spamhealing.

But otherwise it's kinda meh overall and somewhat tricky to get the most out of. I'm actually quite fond of Earthen Shield Totem for some reason, it's pretty handy to soak up some group AoE.

The reasoning for this is that AG is amazing: Torrent is really good if everyone is taking damage but most of the time its just people spiking super low that instantly need to be picked up.

There are very little effects that deal channeled damage over time where having a quick heal like torrent would really help , instead most of the time when people die they either go or they die because of a lack of heals between taking damage from 2 seperate sources, in which case the torrent heal doesn't matter that much.

Having said that, feel free to run what you feel most comfortable with. Besides that, shamans are generally poor at tank healing so you need to take every talent you can to make that better because sometimes you will just have your tank be getting pummeled for 10 secs straight and you need to spam healing surge into him like a maniac.

Having said that, I think Earthen Shield Totem is completely fine to use, I just personally dont use it because I find it clunky.

Yep, seems like a lot of discussion between undulation and torrent that I would now put it down to personal preference at this point, same with the t2 talents.

This is a really good guide with a lot of really good info, still going through it. One thing I'd like to add in regards to sanguine affix: This one is all about the tank: If the tank has trouble moving the mobs out of pools, this affix is one of the hardest ones - since dps is unlikely to be able to kill the next mob s if the pool is healing that mob.

In fact, even a few ticks on multiple enemies can cause you timer problems if you're already racing for every second. Furthermore on affixes - some non-boss enemies will not drop the sanguine pools: Lastly, just like teeming pelters in Lair, this affix is heavily dependent on individual dungeon: BRH for example has very limited space which results in this affix causing more difficulty, even for a well coordinated group, than it does in a very spacious instance like EoA.

I've done a run with Sanguine. It does pretty much nothing as long as you remember to kite mobs whenever anything dies. Can be a bit of a challenge in areas where you don't have much room to maneuver HoV banquet hall, for instance.

Thanks a lot for the info given, however I think making some things as instance names and affix names bold would help a lot with reading this.

Do you have any tips on how to deal with the bat packs on the stairs in BrH with Bolstering? Every time in there, I see dps just stand there as a dozen bats come over and rape them.

DH are by far the worst for this, in my experience. Also, the felguards put a stacking damage buff on themselves whenever they get a successful cast off, so you want to interrupt them.

Thanks for the tips. I think I will focus on interrupting the demons and AoE Stunning the bats whenever they fixate s.

Thanks, changed that, I remember trying to do it on the first week but it not working which is why I added it. Gonna try Thicket tomorrow, hope that will be easier in terms of damage.

Already typed it somewhere else in the thread, but what exactly was killing you? Have you tried using the heirloom tank trinkets?

The storm paired with chain lightning is the worst, the sanctify side is okay. It was a possible random drop of any boss in a mythic dungeon from WoD.

Purified Shard of the Third Moon, upper row the middle trinket. It's called Purified Shard of the Moon, you got it as a random drop from running WoD mythic dungeons, should be fairly farmable solo now.

Almost nobody seems to know this. You actually can change specs when leaving the dungeon. But its only gonna be usefull in very few situations cause u would only do it to just complete due to timeloss.

We did it to get 2 Prot Warris for first boss of Maw 10 to intervene each others and chain cooldowns. Okay, will edit it and yea I agree, respeccing is only worth it if you already lost the timer and the boss is proving too hard for you.

I've done tons of research and I am also a shaman healer. I think I am currently or maybe higher I haven't looked lately.

Do you have any tips at all? I healed one mythic halls of Valor and it seemed a little rough. I don't know if it was because people were taking constant damage but it could also be that I just sucked.

My hps stayed around k to k and higher on bursting cds.

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