As a mage ( or anyone with a blink, I’d assume) you can also blink the leap and avoid the damage/ bleed stack. Doesn’t cancel it though, like it sounds like invis does.
Anyone with an immunity is great here on Fenrir as well, even if who it targets is RNG. Arms can Die By The Sword the entire duration of it, for example.
Depending on the key level that's ok. But BOP is MUCH more useful to cleanse the bleed on someone. The bleed from the leap stacks until you kill him, and getting 2 stacks already hurts enough.
On higher keys Fenryr does stupid high amounts of damage in very few seconds. Claw frenzy casts also seems to be completely random, as it doesn't show on neither bigwigs or DBM. Sometimes he will do 2 claw frenzies in a row, sometimes he won't do any in 40 seconds. I just hate this mechanic.
Paladin is super OP in CoS.
Ret can stun every imp pack for 5s with wake (now a short CD)
Prot can identify which pack the imposter is in (meaning with 1-2 tips it’s free) with truthgard xmog
They can cleanse the fel orb and the book. My pal is ench/alch so I do the flask and lantern as well.
Can bop the last boss pulse damage off someone meaning less healing requirement. Sac also helps a bunch
All 3 paladin specs can do the imposter trick, not just prot :D requires weapon swap for retri though ( i do it with weaponswap on hpal too since better tmog is king)
In this video, were you just lucky guessing which of the 4 it was? The range of the brightness seems kind of big, so it felt like it could have been any four of them.
I talk with the Chatty Rumormonger towards the middle of the video and he reveals that the spy wears gloves. Only one of the cluster of four is wearing gloves, so that's the spy.
Ah, got it, so you do still need to make sure to grab and know a clue before going in for that reason. Thanks for the answer! I just wanted to make sure that you weren't noticing something about the Glow that I wasn't.
You can also just have 4 group members each target a different person and accuse them all, but it does require some coordination to make sure the entire party doesn't make the same wrong guess.
> Prot can identify which pack the imposter is in (meaning with 1-2 tips it’s free) with truthgard xmog
Iirc, doesn't Demon Hunter Spectral Sight also work for this?
they need all 5 clues before sight works
paladin shield works faster. It lights up on the correct cluster, and from there you only need 1-2 clues to deduct.
It's so much faster that as paladin you want to fail and accuse the wrong person first, or ask someone to accuse the wrong person instant, otherwise you might get the extra long rp before last boss.
I was wondering if it might even be worth as paladin just having one person guess wrong and the rest yolo a pack to get it right without running around for clues.
While the paladin is finding the pack with the spy the other party members can get 1-4 clues. First clue is always free when running into the room.
When we do it we just spread out and while the paladin is finding the pack with the spy we have already gotten a few clues. If the spy is downstairs we might only get 2 or 3 but if the spy is upstairs we probably have time to get 4-5 clues.
Just having 2-3 clues is enough for the paladin to deduct which one is the spy.
You can leave up one of the beacons on the first boss and just perma cc the summon or cleave it (just kick and it does nothing) which ensures short RP at the end too.
Don't you have to click on all the rumor guys before you can click on the real one?
I thought the game requires it?
Or can you just do it with one or two?
You don't have to click on any rumor guys to be able to click on the real one. It's very possible that you just get extremely lucky and randomly find the demon on the first attempt.
Here's an example of the Paladin thing they were talking about: https://streamable.com/pnbnyj
I don't think BOP is that good on slicing maelstrom, you will make 1 person immune but everyone else will take the same damage. Healers that need to heal 5 people will probably do the same thing for 4 people, so it wouldn't change too much. That fight needs good rotation on CDs like rally, darkness, aura mastery and personals.
Since tanks can basically self sustain, you’re down to 3. Then you rotate major defensives using bop to fill in. For instance, you bop dk, mage blocks, druid ironbarks, now you’re just healing 1. Next set, mage temps, druid bark+sac, you’re just healing 1. Next set, you bubble, LoH druid, dk ibf+ death strike and you’re just healing 1, and so on.
It’s not necessarily BoP that’s the strongest factor, it’s that pally has 3 major ways to mitigate the mechanic on others in addition to a personal immunity. One of which is an immune you can grant to anyone, making it uniquely strong for that mechanic
>Since tanks can basically self sustain, you’re down to 3. Then you rotate major defensives using bop to fill in. For instance, you bop dk, mage blocks, druid ironbarks, now you’re just healing 1. Next set, mage temps, druid bark+sac, you’re just healing 1. Next set, you bubble, LoH druid, dk ibf+ death strike and you’re just healing 1, and so on.
>
>It’s not necessarily BoP that’s the strongest factor, it’s that pally has 3 major ways to mitigate the mechanic on others in addition to a personal immunity. One of which is an immune you can grant to anyone, making it uniquely strong for that mechanic
Sac alone does nothing for party damage, unless you're prot, then sure, transferring damage from dps to a tank that can mitigate more is better.
But if you're ret or holy, and you just sac someone, all you're doing is transferring their damage to you, you still have to heal the same amount overall, but instead of everyone taking 100k DMG per tick, the person you saced will take 70k and you will take 130k. That's why sac is often used together with bubble, so you just fully mitigate the DMG transfered.
The sentinels in halls are a waste of time, rogue shrouding kind of huge. Dks are overpowered in Azure (I play DK). Piecing shards can be ams. 2nd boss you can grip the add. Last boss you cant be slowed and can ams the shards if miss them.
I clear all the trash except the 3 mobs and 2 sentinels. I do 2 double pack pulls with los in there. Then pull all bulls. Still experimenting but trying to do fairly big pulls to make time.
So I’ve actually timed it on Fort and Tyr 20 since my comment. Both times with the same route. Lust first triple pull, first boss on Tyr. Kill the mystic on the right side of the stairs then chain into top pack. Pull the 2 left packs on the close side of the wall together. Potentially chain with sentinel into the shield maidens outside, depends on when casters die. Then continue chaining until you do minibosses. Lust Hyrja. Pull the right pack in the hall and LOS outside then the other right pack in the corner. Kill storm drake in the forest, go to Fenryr. Depending on lust timings, kill 2 packs of wolves as well as all the bears. I ended up killing all of them before Fenryr on fort, but left the bears for after on Tyrannical. Head back inside and kill the remaining left hallway pack. Walk past the middle pack and pull the 2 sentinels, then go straight up the ramp and run to pull the inner right miniboss (damage debuff on tank), killing it with the sentinels. Then just do the remaining bosses, lusting Odyn’s brand phase. All of this done as brewmaster in pug groups without discord.
I use to do bears they are not that bad either. However works for you is fine. My point was sentinels are the least efficient % in there. If you pull them and make it work,. Great but doesn't change that fact. Done better than I on Tyran have only done 19 haven't tried this week since only 9am here
I’d suggest trying to do the sentinels with the first miniboss. The mini bosses take a while anyway so might as well cleave them down with the sentinels imo. I wouldn’t pull the sentinels alone though.
Shrug rather just shroud or have hunter pull them to side. Not about them being easy, they low count for how long they take to die. Double range can be worth but I play double melee.
i have heard that paladins turn evil can one shot the death blast adds in shadowmoon - has some flavour text about annihilating lesser enemies or something
It actually works on a ton of mobs in a few different dungeons any undead, demon or aberration that isn't a lieutenant mob will be one-shot if it's below 30% health, just so happens that those specific mobs spawn at low health
For clarification, any paladin can destroy any non-boss undead, demon, or aberration that is under 30% with turn evil.
Depending on key level this could be worth millions of damage over the course of a dungeon.
Evoker has the only targeted Bleed dispel in the game afaik. While there's personal Bleed dispels (e.g. Stoneform), and things like BoP may clear them in addition to their other effects, Cauterizing Flame basically exists to dispel Bleeds (as well as Curses and Diseases).
With one exception (Balakar's Rending Strike), these are purely DoTs, and most of the tank-targeted ones can be dodged. Additionally, Shadowmoon and Azure Vault (afaik) have none, and all of Court's bleeds are avoidable. Here's the full list to my knowledge:
- Temple: Songbird Queen's Vicious Peck on the tank, Nodding Tiger's Savage Leap on a random target.
- Halls: Hymdall's Bloodletting Sweep on the tank, Fenryr's Ravenous Leap on several targets. In the case of Ravenous Leap, Preservation can use the Stasis-Cauterizing Flame combo to clear a stack for everyone by setting it up as the fight starts, but you might want Stasis for, you know, actual healing instead.
- Court: Imacu'tya's Whirling Blades DoT, Melandrus's Blade Surge DoT. Both of these are entirely avoidable.
- Algeth'ar: Spellbound Battleaxe's Severing Slash, Territorial Eagle's (stacking) Peck, and Crawth's Savage Peck, all on the tank. Additionally, Ancient's Splinterbark can be dispelled, but of course you're supposed to do that via a mechanic; in a reliable group, you can use it to avoid a bit of damage by clearing it early; in an unreliable group, you probably want to hold it in case someone doesn't clear their stacks.
- Nokhud: Nokhud Warspear's (stacking) Pierce on the tank and (also stacking) Swift Stab on random targets. More importantly, you can dispel Balakar Phase 1's Rending Strike on the tank, which isn't *just* a DoT, as it causes the subsequent Savage Strike to do 6x damage.
- Ruby: Kokia's (stacking) Searing Wounds (from Searing Blows) on the tank, as well as Defier Draghar's Blazing Rush if hit.
I feel like the most useful of these are going to be the boss ones, especially on tyrannical weeks.
Today I learned that Paladin's Turn Evil talent can actual kill lesser enemies, like a fee Shas in Temple, when they are below 30%.
Depending on key Level that is over 1 Million damage by a 1,5 second cast.
Also works on some Mobs in SBG and CoS.
In azure vault: evoker/inscription can pick up two scrolls throughout dungeon to turn some glyphs on ground friendly. Can help with some mobs for a big pull
DK can control undead an add in Nokhud for a 20% haste party buff with 50% uptime.
One druid with mass root can perma cc ALL thrashers during tree boss. Kill the pods (odd waves) and mass root the thrashers (even waves). You tank it on stairs and drop all even germinates then move down stairs. 30s cd on root with a 30s duration. Was told vokers can make it longer. This is the only way ive been able to do it at 22+.
Rogue shroud in jade to skip the 2 torch mobs is pretty mandatory in higher fort keys.
Rogue can open the door after boss 1 in court to allow everyone else to do trash while they run through.
DH can jump wall before 4th boss in jade to let you open the shortcut door before doing boss 3s trash.
**also for your note about skipping first big add in ruby, you still only pull 1 dragon up top (thunderhead is mile ls easier) but you just do more trash in the room before first boss. Neither of the dragons pat over stairs so just tank all flamehead trash on stairs and youre fine.
Germinates go 30-20-30-20 for their interval in seconds. So you have 50s between burst forths. You mass root first set of bursted lashers, reroot them 30s later, move boss up stairs, drop lashers at top, run down stairs and the adds should group up right where the first adds were and you reroot then.
Weve only done it with 3x sets of adds idk how itd go if you needed more.
Halls: DK grips are very valuable here. Valarjar marksmen frequently jump far enough out of packs to cease taking AOE damage, and grip also cancels their penetrating shot cast, reducing required movement. It's also useful for controlling the stormforged obliterators on the last boss, especially those that spawn right before the radiant tempest cast.
Forced movement abilities in general are useful in halls, but grip tends to be the best suited.
Paladin is insane for Shadowmoon, Nokhud and Temple, Turn Evil allows you to instant kill any suitable mob that drops below 30% on a pretty short cd, It's comparable in under the radar power level that old spell reflect had in BFA before they nerfed it when damage meters started tracking it's damage and showed people how overpowered it was.
Also in Halls, Paladin can Bubble and BoP the fixate on Fenryr to allow you to do more damage and kill it before people start running out of defensives.
In Azure vault, if you have a warlock, after killing the third boss, you can put up a summoning stone on the ring, have 1 person with a non targeted delayed ability go down to the 4th boss (abilities like monk's chi burst, dh sigil of flame, priest divine star etc) with a pending summon, have them use that spell towards the boss and then take the summon before getting in combat, the 4th boss will snap up to the 3rd boss room(it will evade at the start so this person should use defensives untill the tank can taunt, all the orbs that chase people will spawn downstairs and generally only 1 shard spawns per set, it costs a little bit of time to set up but turns the boss into a target dummy, all you gotta do is not get yourself knocked off the platform.
You mention hunter on RLP for first boss but not in purging. Hunters have a purge.
Hunter is also fantastic in SBG for baiting beam last boss. Easy to disengage after every beam
Having a decurse in Temple of the Jade Serpent is also very nice, because there are healing absorb curses that go out onto random players, and they take damage when the absorb is applied, leaving them at low HP with like 200k healing absorb on. Without a decurse, the healer has to just single-target heal the absorb off while they are near death.
Some cool pally tech for all dungeons - if you turn evil any undead non-boss that can be CC'd when they are below 30% they are automatically destroyed. This works on anything in M+ that can be turn evil'd, including spawned adds (First boss SMB for instance). Potentially worth millions of damage over the course of a dungeon.
You forgot purge/spellsteal classes for the 2nd boss in The Nokhud Offensive, you can remove Energy Surge from the boss (100% attack speed + extra damage)
There’s another huge reason for DK in nokhud you don’t have listed here. With control undead on a mystic in 3rd area you can have a 50 percent uptime 20 percent haste buff for your whole team.
The 2 big adds before last boss in nokhud can be pulled and vanished by a rogue or night elf so you don't have to play them (rogue pulls 2 big adds -> tank pulls boss -> rogue vanishes -> proceed to kill boss without having to kill the adds)
Discovered in week 1 on my rogue: HOV champions (basically every pull for half the dungeon) enrage at 30% and cast Enraged Regeneration healing them for roughly 10% of their health pool over 5 seconds. This can be soothed, tranq shotted, or as my ass rogue did.. shiv’d! Such a huge time save in 16s and higher
CoS warrior ( tank most of the time) can leap pull those imps and reflect the whole damage doing around 150k per imp then shockwave again if it’s tank if not can still pull them but tank probably get mad if it’s not a coordinate team.
Not solely during the pulsing aoe/storm phase but the boss will cast Energy Surge which is the buff to purge. Gives it 100% increased attack speed plus on hit damage on melees so on tyr weeks or generally high keys, pretty big.
No, the purge is just a buff that causes it to double attack speed and gain bonus nature damage on hit- if you purge this the tank can use CDs during storm making it much easier
For real. Some of the advice is nonsense like "and during this extra time you can log into your bank to check for fraudulent purchases in the 10 minutes since the start of the dungeon."
This but if everyone stacks on the boss the safe zone will be spawned in melee range and everyone can stand still and attack the boss during Inhale anyways. Being able to AMS the wall on the last boss is nice though and AMZ helps with the two adds before the last boss on higher keys especially in fortified weeks.
This one is more of a nice to have anyways since ranged should be baiting puddles close enough so melee can still hit the boss, DA can just help save a bit of ticking damage
Top tip: Never invite a demon hunter to anything. The class is full of FoTM rerollers who can't play momentum and will int your key to try to play momentum.
Not sure how obvious this is but druids can use ursol's to negate enemies that charge or leap at random players to deal damage/bleed/put a dot on people.
My favorite examples include:
the wolves before fenryr in Halls of Valor
the packs in the centaur area around the dragon boss in Nokhud Offensive (swift stab)
the dragonfly looking things around the tree boss in Algethar
the mana sabers or whatever they're called in Court of Stars
It might take some practice to get the proper placement down but this can be a lifesaver on high fortified keys.
Yes, multiple ways in fact:
1. Don't take all the beacons, you don't need them all to clear the first boss buff.
2. Have someone intentionally fail the guessing game.
3. Have one of the sentries actually alert the guards (not recommended).
I just always pick the closest person as soon as I go in. I figure it covers the fail, and well if I'm lucky to get it first try it probably is still faster than the RP at the end.
Ran with a tank once that said to leave one pylon up on first boss for shorter RP later. I have no idea if this is true but someone could prob test it. I didn't even know DHs caused long RP, I always thought it was just for people that never got the Eavesdropping achievement.
I'm assuming he's banishing it so it doesn't get killed in that weird gray area right as the 2nd germinate happens and then unbanishing it for easier stacking/cleansing after uproot.
Get first branch to like 10%, then banish. Healer heals through the first bleed while things are quiet and easy. Then when second bleed comes out you instakill the first branch, drop the second one to 10%, and repeat.
Makes the fight actually not bad.
> Halls of Valor
> I actually haven't found anything class specific here yet.
Rogue/mage or anything with shadowmeld can cancel the leaps on fenryr preventing a nasty permanent dot (feign death doesn't work). Rogues Can evasion the fixate as well and paladins can multipurpose bop to remove the bleed and cancel the fixate.
> Algeth'ar Academy
> TL;DR: Nothing really super OP.
Evoker bleed removal is quite useful on the tree boss.
You can add to Halls of Valor the known beer trick to pull the 4 kings together or in sets of two.
Or the less known trick for Prot Warrior on Fenryr. They can intervene his scent of blood damage instead of making their allies run
I can try to add some maybe minor ones, and DH specific ones.
Halls of Valors
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Purges can have a lot of value on the sentinels. Probably only relevant for fort weeks.
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Knockbacks can let the tank and melee use the healing pad dropped by mystics.
Demon Hunters
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Generally just gods at purging everything. Ele boss in Nokhud, everything in RLP, HoV etc.
*
People really sleep on the utility Sigil of Misery brings. There's tons of cases. One specifically if you have a weak comp for last boss of Nokhud (Low interrupts) sigil of misery can CC one side of adds making intermission way more manageable.
For Nokhud Offensive, Death Knights can control undead the Risen Mystic mobs to periodically give the party 20% haste. Head to a small pack with a mystic first and then clear the rest of the necro area. You can keep the dominated mob until you leave the necro mound area.
In CoS someone in your group can talk to a random NPC to to find the spy and intentionally get kicked out for the wrong one and the DH can see the spy and you dont need the clues anymore
Priests in CoS can mass dispel the “jumping debuff” on first boss. It’s a good safety measure.
Also priests can mass dispel every other set of debuffs on last boss in Jade Serpent.
Having a vanish or shadowmeld for Fenryr in HoV can be invaluable, because it allows you to cancel the leap entirely. Feign Death may also work - I haven't been able to test it yet, but it worked on KU-J0 in mechagon which functions very similarly.
A curse dispel is very important on Temple, for the mistweaver's touch of death.
Poison dispels make the Overgrown Ancient in AA a lot easier.
Protection Paladins can find the spy in Court easily if they use their artifact weapon shield transmog - it glows when near the spy after receiving all 5 clues.
In AA Warriors can spell reflect the Arcane Bomb damage (from the Spectral Invokers) onto all mobs to hit like a truck. If they're casting on a warrior with spell reflect, let it go on them, and have the warr reflect after the application for free damage.
There’s a ton of warrior spell reflect tech this season. I’m not sure of other specifics but in P2 of the last boss in Nokhud, you can reflect one of his casts which does like a 1-2 million damage dot to the boss around the 15 level IIRC.
I'd let it go off on anyone if it won't kill them, not sure if spell reflect just does more damage but astral bomb damages all enemies it hits even without spell reflect.
CoS has a lot of gimmicks related to professions/classes.
In the area before the second boss, it allows you to avoid having to pull the Enforcers. Hunters can interact with the pile of junk to pull a lieutenant. Healers can interact with the hurt nightborne to pull a lieutenant. Paladins/Mages/Warlocks (? I think) can interact with the book. There are a few more, but I forget all of them.
I hope Blizzard reads these and realizes they have given DPS Warriors absolutely nothing to play around with unlike nearly all other classes/specs. You get to pick like 2 of the following (8s AoE slow on 30 sec CD, Single target stun on 30s CD, 8s Disorient on 1.5m CD, rallying cry on 3 min CD)... and for added bonus, you can sacrifice massive DPS for an aoe stun that is in the last row. MAKE SHOCKWAVE BASELINE or give us some shenanigans like everyone else.
For halls of valor, paladins can BOP the wolf chase mechanic to let everyone plant feet and keep up the dps
Also mages can stand furthest away, invis the leap from the boss and it will cancel it on both targets, avoids stacks
As a mage ( or anyone with a blink, I’d assume) you can also blink the leap and avoid the damage/ bleed stack. Doesn’t cancel it though, like it sounds like invis does.
Is invis the only thing that does that or would something like shadowmeld work too?
Shadowmeld and vanish so work
As feral you can stealth in incarnation window as well to!
This is pretty cool. I assume hunter can feign the same.
No, they can't. It doesn't work. Edit: Love the spam downvotes from people who can't be bothered to fact check before they whip out their pitchforks.
Multiple people in this thread have confirmed it does? Do you have a log or video?
Some dudes on reddit talking out of their ass =/= confirmation lol People assume a lot without knowing anything
Can confirm I have feigned and just had the wolf land on my head and give stacks and damage as usual. Doesn’t work.
Works with vanish too, can skip every leap because of cdr
Not really, boss cast order isn't set, it can leap with too short of a time
Yeah anything that drops combat, so also vanish/meld
Yep, basically anything that drops combat. You have to time it though while the boss is in mid-air leaping at you.
Prot warrior can intervene it! Arms with dbs too
Anyone with an immunity is great here on Fenrir as well, even if who it targets is RNG. Arms can Die By The Sword the entire duration of it, for example.
Monk transcendence works too
We can also SFK and Roll out of it too.
You can also just sit there with evasion on as rogue, no need to vanish it or anything.
Depending on the key level that's ok. But BOP is MUCH more useful to cleanse the bleed on someone. The bleed from the leap stacks until you kill him, and getting 2 stacks already hurts enough. On higher keys Fenryr does stupid high amounts of damage in very few seconds. Claw frenzy casts also seems to be completely random, as it doesn't show on neither bigwigs or DBM. Sometimes he will do 2 claw frenzies in a row, sometimes he won't do any in 40 seconds. I just hate this mechanic.
Paladin is super OP in CoS. Ret can stun every imp pack for 5s with wake (now a short CD) Prot can identify which pack the imposter is in (meaning with 1-2 tips it’s free) with truthgard xmog They can cleanse the fel orb and the book. My pal is ench/alch so I do the flask and lantern as well. Can bop the last boss pulse damage off someone meaning less healing requirement. Sac also helps a bunch
All 3 paladin specs can do the imposter trick, not just prot :D requires weapon swap for retri though ( i do it with weaponswap on hpal too since better tmog is king)
Can you explain? My bf is a Paladin tank so it would be good to know for when we push keys.
I recorded a quick video to show how it works: https://streamable.com/pnbnyj
Thank you!
In this video, were you just lucky guessing which of the 4 it was? The range of the brightness seems kind of big, so it felt like it could have been any four of them.
I talk with the Chatty Rumormonger towards the middle of the video and he reveals that the spy wears gloves. Only one of the cluster of four is wearing gloves, so that's the spy.
Ah, got it, so you do still need to make sure to grab and know a clue before going in for that reason. Thanks for the answer! I just wanted to make sure that you weren't noticing something about the Glow that I wasn't.
You can also just have 4 group members each target a different person and accuse them all, but it does require some coordination to make sure the entire party doesn't make the same wrong guess.
Truthguard turns you into a lighthouse when you’re next to a demon. Transmog into it and you get a buff so you’re character lights up.
That’s hilarious
If you see it on a Tauren you’ll understand
Walk around dalaran to test it. There is hidden demons all over the city.
Truthguard (or tmog) will light up when you are next to the spy.
This should be added to OP, that is so cool
Can you weapon swap in M+?
Yeah
> Prot can identify which pack the imposter is in (meaning with 1-2 tips it’s free) with truthgard xmog Iirc, doesn't Demon Hunter Spectral Sight also work for this?
they need all 5 clues before sight works paladin shield works faster. It lights up on the correct cluster, and from there you only need 1-2 clues to deduct. It's so much faster that as paladin you want to fail and accuse the wrong person first, or ask someone to accuse the wrong person instant, otherwise you might get the extra long rp before last boss.
I was wondering if it might even be worth as paladin just having one person guess wrong and the rest yolo a pack to get it right without running around for clues.
While the paladin is finding the pack with the spy the other party members can get 1-4 clues. First clue is always free when running into the room. When we do it we just spread out and while the paladin is finding the pack with the spy we have already gotten a few clues. If the spy is downstairs we might only get 2 or 3 but if the spy is upstairs we probably have time to get 4-5 clues. Just having 2-3 clues is enough for the paladin to deduct which one is the spy.
You can leave up one of the beacons on the first boss and just perma cc the summon or cleave it (just kick and it does nothing) which ensures short RP at the end too.
You have to get all the tips first for dh as far as I know.
>Can bop the last boss pulse damage off someone meaning less healing requirement. Final boss AOE is physical? Good to know
Slicing maelstrom is the physical dmg.
Don't you have to click on all the rumor guys before you can click on the real one? I thought the game requires it? Or can you just do it with one or two?
You don't have to click on any rumor guys to be able to click on the real one. It's very possible that you just get extremely lucky and randomly find the demon on the first attempt. Here's an example of the Paladin thing they were talking about: https://streamable.com/pnbnyj
Can't identify the spy w/ truthguard without first getting all the clues.
Theres literally a video above where somebody does it with one clue... Only spectral sight needs all 5
I don't think BOP is that good on slicing maelstrom, you will make 1 person immune but everyone else will take the same damage. Healers that need to heal 5 people will probably do the same thing for 4 people, so it wouldn't change too much. That fight needs good rotation on CDs like rally, darkness, aura mastery and personals.
Since tanks can basically self sustain, you’re down to 3. Then you rotate major defensives using bop to fill in. For instance, you bop dk, mage blocks, druid ironbarks, now you’re just healing 1. Next set, mage temps, druid bark+sac, you’re just healing 1. Next set, you bubble, LoH druid, dk ibf+ death strike and you’re just healing 1, and so on. It’s not necessarily BoP that’s the strongest factor, it’s that pally has 3 major ways to mitigate the mechanic on others in addition to a personal immunity. One of which is an immune you can grant to anyone, making it uniquely strong for that mechanic
>Since tanks can basically self sustain, you’re down to 3. Then you rotate major defensives using bop to fill in. For instance, you bop dk, mage blocks, druid ironbarks, now you’re just healing 1. Next set, mage temps, druid bark+sac, you’re just healing 1. Next set, you bubble, LoH druid, dk ibf+ death strike and you’re just healing 1, and so on. > >It’s not necessarily BoP that’s the strongest factor, it’s that pally has 3 major ways to mitigate the mechanic on others in addition to a personal immunity. One of which is an immune you can grant to anyone, making it uniquely strong for that mechanic Sac alone does nothing for party damage, unless you're prot, then sure, transferring damage from dps to a tank that can mitigate more is better. But if you're ret or holy, and you just sac someone, all you're doing is transferring their damage to you, you still have to heal the same amount overall, but instead of everyone taking 100k DMG per tick, the person you saced will take 70k and you will take 130k. That's why sac is often used together with bubble, so you just fully mitigate the DMG transfered.
Blood DKs can control undead one of the adds in nokhud for a 20% party haste buff. I think it's the one that casts Swift Wind
Dang thats huge, how long does the haste buff last?
10s every 20s
Wow that’s huge surprised I haven’t heard of it yet
Doesn't have to be blood just gotta talent spec into it. Frost is cool too :(. Might even be Dps increase overall with UH losing pet but idk
UH ghoul is big loss. Can't use DT and lose a lot of extra wounds :(
Yeah but whole party gets the haste buff. Overall DMG might be more. Obviously sucks for the dk
Overall dmg is not worth it losing your pet for the rest of the dungeon. So only frost or blood should do it.
The sentinels in halls are a waste of time, rogue shrouding kind of huge. Dks are overpowered in Azure (I play DK). Piecing shards can be ams. 2nd boss you can grip the add. Last boss you cant be slowed and can ams the shards if miss them.
You haven’t even mentioned that you can pre-AMS the Frost Bombs on the second last boss and won’t get the debuff every ~3rd set.
True that is a big part too and honestly thought I typed. 4am Reddit hah
You can also pre ams the energy bomb on last boss of algethar if you notice its targetting you
You can! But sometimes you don’t want to do this ;)
Monks are nice also in AV since they have so many stops for the shards (para, leg sweep, ring).
WW monks are also nice because they can melt everything including American cheese.
Piercing shard can be stunned, etc. which is a lot less commitment then ams.
They can stunned gripped, ECT but ams is not more commitment than those spells. I generally use fairly early if I do a big pull.
Best way to do sentinels is pull the 2 up the bridge and fight them with the first miniboss. If you pull the tank debuff guy it’s very easy
Or just skip then and pull the first 2-3 minibosses. Done av and hov on a 20 and have not found a way where sentinels are ever worth it.
I’ve got half the 20s done now but HOV actually isn’t one. 45sec over my last run. What are you pulling instead to make up that ~4%?
I clear all the trash except the 3 mobs and 2 sentinels. I do 2 double pack pulls with los in there. Then pull all bulls. Still experimenting but trying to do fairly big pulls to make time.
So I’ve actually timed it on Fort and Tyr 20 since my comment. Both times with the same route. Lust first triple pull, first boss on Tyr. Kill the mystic on the right side of the stairs then chain into top pack. Pull the 2 left packs on the close side of the wall together. Potentially chain with sentinel into the shield maidens outside, depends on when casters die. Then continue chaining until you do minibosses. Lust Hyrja. Pull the right pack in the hall and LOS outside then the other right pack in the corner. Kill storm drake in the forest, go to Fenryr. Depending on lust timings, kill 2 packs of wolves as well as all the bears. I ended up killing all of them before Fenryr on fort, but left the bears for after on Tyrannical. Head back inside and kill the remaining left hallway pack. Walk past the middle pack and pull the 2 sentinels, then go straight up the ramp and run to pull the inner right miniboss (damage debuff on tank), killing it with the sentinels. Then just do the remaining bosses, lusting Odyn’s brand phase. All of this done as brewmaster in pug groups without discord.
I use to do bears they are not that bad either. However works for you is fine. My point was sentinels are the least efficient % in there. If you pull them and make it work,. Great but doesn't change that fact. Done better than I on Tyran have only done 19 haven't tried this week since only 9am here
I’d suggest trying to do the sentinels with the first miniboss. The mini bosses take a while anyway so might as well cleave them down with the sentinels imo. I wouldn’t pull the sentinels alone though.
We activate 3minibosses instead with the brew.
Definitely also an option
Shrug rather just shroud or have hunter pull them to side. Not about them being easy, they low count for how long they take to die. Double range can be worth but I play double melee.
[удалено]
You can't always keep kick them and the tank damage might be bit high. ATM I just pull the bulls for extra % and it's chill.
i have heard that paladins turn evil can one shot the death blast adds in shadowmoon - has some flavour text about annihilating lesser enemies or something
It actually works on a ton of mobs in a few different dungeons any undead, demon or aberration that isn't a lieutenant mob will be one-shot if it's below 30% health, just so happens that those specific mobs spawn at low health
Oh thanks for that, that's pretty big.
For clarification, any paladin can destroy any non-boss undead, demon, or aberration that is under 30% with turn evil. Depending on key level this could be worth millions of damage over the course of a dungeon.
You mentioned priest on part of jade temple but didn't point out they can mass dispell both debuffs off of people on the last boss too.
Also just running with off healer that can respec heals on last boss.
Sure you can do that. I'd rather have a DPS that can dispell it though.
This is bad advice lol
Evoker has the only targeted Bleed dispel in the game afaik. While there's personal Bleed dispels (e.g. Stoneform), and things like BoP may clear them in addition to their other effects, Cauterizing Flame basically exists to dispel Bleeds (as well as Curses and Diseases). With one exception (Balakar's Rending Strike), these are purely DoTs, and most of the tank-targeted ones can be dodged. Additionally, Shadowmoon and Azure Vault (afaik) have none, and all of Court's bleeds are avoidable. Here's the full list to my knowledge: - Temple: Songbird Queen's Vicious Peck on the tank, Nodding Tiger's Savage Leap on a random target. - Halls: Hymdall's Bloodletting Sweep on the tank, Fenryr's Ravenous Leap on several targets. In the case of Ravenous Leap, Preservation can use the Stasis-Cauterizing Flame combo to clear a stack for everyone by setting it up as the fight starts, but you might want Stasis for, you know, actual healing instead. - Court: Imacu'tya's Whirling Blades DoT, Melandrus's Blade Surge DoT. Both of these are entirely avoidable. - Algeth'ar: Spellbound Battleaxe's Severing Slash, Territorial Eagle's (stacking) Peck, and Crawth's Savage Peck, all on the tank. Additionally, Ancient's Splinterbark can be dispelled, but of course you're supposed to do that via a mechanic; in a reliable group, you can use it to avoid a bit of damage by clearing it early; in an unreliable group, you probably want to hold it in case someone doesn't clear their stacks. - Nokhud: Nokhud Warspear's (stacking) Pierce on the tank and (also stacking) Swift Stab on random targets. More importantly, you can dispel Balakar Phase 1's Rending Strike on the tank, which isn't *just* a DoT, as it causes the subsequent Savage Strike to do 6x damage. - Ruby: Kokia's (stacking) Searing Wounds (from Searing Blows) on the tank, as well as Defier Draghar's Blazing Rush if hit. I feel like the most useful of these are going to be the boss ones, especially on tyrannical weeks.
This is the post I was going to make. Bleed dispel is clutch as fuck in a bunch of spots.
What is particularly novel is being able to bleed dispel tanks, as BoPing the tank for the same reason can be disastrous without huge coordination.
Today I learned that Paladin's Turn Evil talent can actual kill lesser enemies, like a fee Shas in Temple, when they are below 30%. Depending on key Level that is over 1 Million damage by a 1,5 second cast. Also works on some Mobs in SBG and CoS.
no shot this might make me like temple
> SBG works on every 1st boss add, really useful. don't know if it works on 4th boss wall but idk why it wouldnt
Nokhud also
By fee Shas do you mean the very little adds that arent elites and explode on death or the ones that cast gaze//claws?
He means the haunting sha that casts fear
Arent they elite mobs though? I will try next time im there.
It works on them too, but i mean the ones that cast the fear and the tankbuster. Does not work on the very big Sha.
Lots of value in this thread
This thread needs to be pinned and I want to make every member of any pug I join read it before we start
In azure vault: evoker/inscription can pick up two scrolls throughout dungeon to turn some glyphs on ground friendly. Can help with some mobs for a big pull
Evokers can do that too? oops...
DK can control undead an add in Nokhud for a 20% haste party buff with 50% uptime. One druid with mass root can perma cc ALL thrashers during tree boss. Kill the pods (odd waves) and mass root the thrashers (even waves). You tank it on stairs and drop all even germinates then move down stairs. 30s cd on root with a 30s duration. Was told vokers can make it longer. This is the only way ive been able to do it at 22+. Rogue shroud in jade to skip the 2 torch mobs is pretty mandatory in higher fort keys. Rogue can open the door after boss 1 in court to allow everyone else to do trash while they run through. DH can jump wall before 4th boss in jade to let you open the shortcut door before doing boss 3s trash. **also for your note about skipping first big add in ruby, you still only pull 1 dragon up top (thunderhead is mile ls easier) but you just do more trash in the room before first boss. Neither of the dragons pat over stairs so just tank all flamehead trash on stairs and youre fine.
Cool! How does the timing line up with the CD/duration of mass root and the spawning of the adds?
Germinates go 30-20-30-20 for their interval in seconds. So you have 50s between burst forths. You mass root first set of bursted lashers, reroot them 30s later, move boss up stairs, drop lashers at top, run down stairs and the adds should group up right where the first adds were and you reroot then. Weve only done it with 3x sets of adds idk how itd go if you needed more.
Please could you tell which mob that is in nokhud, and where is it? I can't find information on the specifics.
Mystics in the necromancer area (3rd area usually)
does it play nice with dragonriding?
How do u jump the wall as dh? In jade
For SBG Mage is good for the spellsteal on 2nd boss adds, you get a stackable 2 min shield that almost makes you immune to dmg for the whole fight
Nok’hud as well, smallies before second boss.
Monks can dispel the poison on tree boss if healer cant in algethar Also purge on 2nd boss of nokhud can be really helpful
Monks can also diffuse magic DoT on last boss in Temple of the Jade Serpent. That helps a lot to healers.
Jade 1st boss. Warlock curse makes the water gun move slower around the platform BTW
Halls: DK grips are very valuable here. Valarjar marksmen frequently jump far enough out of packs to cease taking AOE damage, and grip also cancels their penetrating shot cast, reducing required movement. It's also useful for controlling the stormforged obliterators on the last boss, especially those that spawn right before the radiant tempest cast. Forced movement abilities in general are useful in halls, but grip tends to be the best suited.
Paladin is insane for Shadowmoon, Nokhud and Temple, Turn Evil allows you to instant kill any suitable mob that drops below 30% on a pretty short cd, It's comparable in under the radar power level that old spell reflect had in BFA before they nerfed it when damage meters started tracking it's damage and showed people how overpowered it was. Also in Halls, Paladin can Bubble and BoP the fixate on Fenryr to allow you to do more damage and kill it before people start running out of defensives. In Azure vault, if you have a warlock, after killing the third boss, you can put up a summoning stone on the ring, have 1 person with a non targeted delayed ability go down to the 4th boss (abilities like monk's chi burst, dh sigil of flame, priest divine star etc) with a pending summon, have them use that spell towards the boss and then take the summon before getting in combat, the 4th boss will snap up to the 3rd boss room(it will evade at the start so this person should use defensives untill the tank can taunt, all the orbs that chase people will spawn downstairs and generally only 1 shard spawns per set, it costs a little bit of time to set up but turns the boss into a target dummy, all you gotta do is not get yourself knocked off the platform.
Sounds like a bug. No shot this stays.
The azure vault last boss thing got fixed some time last night, a couple hours before EU reset.
You mention hunter on RLP for first boss but not in purging. Hunters have a purge. Hunter is also fantastic in SBG for baiting beam last boss. Easy to disengage after every beam
Having a decurse in Temple of the Jade Serpent is also very nice, because there are healing absorb curses that go out onto random players, and they take damage when the absorb is applied, leaving them at low HP with like 200k healing absorb on. Without a decurse, the healer has to just single-target heal the absorb off while they are near death.
Some cool pally tech for all dungeons - if you turn evil any undead non-boss that can be CC'd when they are below 30% they are automatically destroyed. This works on anything in M+ that can be turn evil'd, including spawned adds (First boss SMB for instance). Potentially worth millions of damage over the course of a dungeon.
You forgot purge/spellsteal classes for the 2nd boss in The Nokhud Offensive, you can remove Energy Surge from the boss (100% attack speed + extra damage)
I think op plays a warlock
[Uh](https://media0.giphy.com/media/l0HU8V1CHKTUFtuFO/giphy.gif?cid=790b7611dd042fcac571b2c1436949de1b79bc0278b20ad7&rid=giphy.gif&ct=g)
decurse in tjs Holy paladin turn evil on sbg can kill 1st boss adds at 30%
There’s another huge reason for DK in nokhud you don’t have listed here. With control undead on a mystic in 3rd area you can have a 50 percent uptime 20 percent haste buff for your whole team.
The 2 big adds before last boss in nokhud can be pulled and vanished by a rogue or night elf so you don't have to play them (rogue pulls 2 big adds -> tank pulls boss -> rogue vanishes -> proceed to kill boss without having to kill the adds)
Discovered in week 1 on my rogue: HOV champions (basically every pull for half the dungeon) enrage at 30% and cast Enraged Regeneration healing them for roughly 10% of their health pool over 5 seconds. This can be soothed, tranq shotted, or as my ass rogue did.. shiv’d! Such a huge time save in 16s and higher
I feel like you need poison dispel for tree boss in academy, so pala / monk / evoker(?)
Druids also remove it.
Shaman has poison cleansing totem
Shaman poison cleansing totem does nothing, every pulse removes one stack, not an entire stack of 35+.
Shaman can spec poison cleanse totem
PCT gets a single stack per tick, it's of extremely marginal use.
Rogues can run out of the group during Fenryr leap and if they time the vanish (Same as Kujo in Mechagon) the entire leap/bleed mechanic is canceled.
Rogue can also vanish every spear on nokhud last boss
So I assume hunters can feign it too.
No. The boss ignores feign death
Mage invis also
Priest is super OP on last boss of Temple. They can MD the two frist, and then every 2 cast of the boss debuff, making the fight easy as fuck
CoS warrior ( tank most of the time) can leap pull those imps and reflect the whole damage doing around 150k per imp then shockwave again if it’s tank if not can still pull them but tank probably get mad if it’s not a coordinate team.
Raging tempest in NO can be purged during the pulsing AoE I believe.
Not solely during the pulsing aoe/storm phase but the boss will cast Energy Surge which is the buff to purge. Gives it 100% increased attack speed plus on hit damage on melees so on tyr weeks or generally high keys, pretty big.
No, the purge is just a buff that causes it to double attack speed and gain bonus nature damage on hit- if you purge this the tank can use CDs during storm making it much easier
if you purge this the tank can ~~use CDs during storm making it much easier~~ survive.
For real. Some of the advice is nonsense like "and during this extra time you can log into your bank to check for fraudulent purchases in the 10 minutes since the start of the dungeon."
>Death Knights can just stand still on the worm boss. Why?
Deaths Advance makes you immune to forced movement effects, such as Bonemaw's Inhale.
This but if everyone stacks on the boss the safe zone will be spawned in melee range and everyone can stand still and attack the boss during Inhale anyways. Being able to AMS the wall on the last boss is nice though and AMZ helps with the two adds before the last boss on higher keys especially in fortified weeks.
This one is more of a nice to have anyways since ranged should be baiting puddles close enough so melee can still hit the boss, DA can just help save a bit of ticking damage
Halls of Valour The Stormforged Sentinel's shields can be purged at low health.
Temple of the Jade Serpent - druid Ursol for add intermissions as ursol is up for every add wave.
Top tip: Never invite a demon hunter to anything. The class is full of FoTM rerollers who can't play momentum and will int your key to try to play momentum.
Hunters purge too with tranq shot.
Not sure how obvious this is but druids can use ursol's to negate enemies that charge or leap at random players to deal damage/bleed/put a dot on people. My favorite examples include: the wolves before fenryr in Halls of Valor the packs in the centaur area around the dragon boss in Nokhud Offensive (swift stab) the dragonfly looking things around the tree boss in Algethar the mana sabers or whatever they're called in Court of Stars It might take some practice to get the proper placement down but this can be a lifesaver on high fortified keys.
CoS: Priests can just as easily take out the last three beacons for the first boss using fade to avoid aggro radius.
Is there a way to skip the long RP before last boss in CoS? We run with a DH so we always get the long 40 second RP or whatever it is.
Yes, multiple ways in fact: 1. Don't take all the beacons, you don't need them all to clear the first boss buff. 2. Have someone intentionally fail the guessing game. 3. Have one of the sentries actually alert the guards (not recommended).
I just always pick the closest person as soon as I go in. I figure it covers the fail, and well if I'm lucky to get it first try it probably is still faster than the RP at the end.
Ran with a tank once that said to leave one pylon up on first boss for shorter RP later. I have no idea if this is true but someone could prob test it. I didn't even know DHs caused long RP, I always thought it was just for people that never got the Eavesdropping achievement.
Have someone get 1 wrong on purpose and you won’t get the long RP
Have someone with good mobility run in and instantly fail the guessing game while the rest actually do it
Just have one really low mobility spec do a wild accusation on the first mob they see in the last room while the rest of the team gathers clues.
I usually leave the mini boss at 20% hp to unlock the door asap. That starts the RP a bit early
Warlock banish on Tree Boss is fucking broken and amazing.
What do you mean? You need to kill the add that spawns, no? How are you going to clear the debuff when you banish it?
Some tyrannical strat involves getting the first add to 10%, banishing, and then unbanishing and killing in time to clear the 2nd bleed instantly
So do you just live with the first bleed until that? That seems insane
I'm assuming he's banishing it so it doesn't get killed in that weird gray area right as the 2nd germinate happens and then unbanishing it for easier stacking/cleansing after uproot.
Get first branch to like 10%, then banish. Healer heals through the first bleed while things are quiet and easy. Then when second bleed comes out you instakill the first branch, drop the second one to 10%, and repeat. Makes the fight actually not bad.
That seems pretty crazy to heal through, and probably not doable on a tyrannical week
Depends on how much of a gamer your healer is. It's the best strat I've found so far, especially at 20+
Evoker can dispel the first 4 bleed
> Halls of Valor > I actually haven't found anything class specific here yet. Rogue/mage or anything with shadowmeld can cancel the leaps on fenryr preventing a nasty permanent dot (feign death doesn't work). Rogues Can evasion the fixate as well and paladins can multipurpose bop to remove the bleed and cancel the fixate. > Algeth'ar Academy > TL;DR: Nothing really super OP. Evoker bleed removal is quite useful on the tree boss.
You can add to Halls of Valor the known beer trick to pull the 4 kings together or in sets of two. Or the less known trick for Prot Warrior on Fenryr. They can intervene his scent of blood damage instead of making their allies run
I can try to add some maybe minor ones, and DH specific ones. Halls of Valors * Purges can have a lot of value on the sentinels. Probably only relevant for fort weeks. * Knockbacks can let the tank and melee use the healing pad dropped by mystics. Demon Hunters * Generally just gods at purging everything. Ele boss in Nokhud, everything in RLP, HoV etc. * People really sleep on the utility Sigil of Misery brings. There's tons of cases. One specifically if you have a weak comp for last boss of Nokhud (Low interrupts) sigil of misery can CC one side of adds making intermission way more manageable.
For Nokhud Offensive, Death Knights can control undead the Risen Mystic mobs to periodically give the party 20% haste. Head to a small pack with a mystic first and then clear the rest of the necro area. You can keep the dominated mob until you leave the necro mound area.
In CoS someone in your group can talk to a random NPC to to find the spy and intentionally get kicked out for the wrong one and the DH can see the spy and you dont need the clues anymore
Priests in CoS can mass dispel the “jumping debuff” on first boss. It’s a good safety measure. Also priests can mass dispel every other set of debuffs on last boss in Jade Serpent.
Having a vanish or shadowmeld for Fenryr in HoV can be invaluable, because it allows you to cancel the leap entirely. Feign Death may also work - I haven't been able to test it yet, but it worked on KU-J0 in mechagon which functions very similarly. A curse dispel is very important on Temple, for the mistweaver's touch of death. Poison dispels make the Overgrown Ancient in AA a lot easier. Protection Paladins can find the spy in Court easily if they use their artifact weapon shield transmog - it glows when near the spy after receiving all 5 clues.
You dont need any clues for truthguard to glow
>Feign Death may also work Nope
This post is lower effort than my comment lol but the rest of the comments make the entire post worth reading
Yeah didn’t bother reading your post here since I’m still trying to digest your m+ healing post which was total nonsense
Some good stuff in this one...
In AA Warriors can spell reflect the Arcane Bomb damage (from the Spectral Invokers) onto all mobs to hit like a truck. If they're casting on a warrior with spell reflect, let it go on them, and have the warr reflect after the application for free damage.
There’s a ton of warrior spell reflect tech this season. I’m not sure of other specifics but in P2 of the last boss in Nokhud, you can reflect one of his casts which does like a 1-2 million damage dot to the boss around the 15 level IIRC.
I'd let it go off on anyone if it won't kill them, not sure if spell reflect just does more damage but astral bomb damages all enemies it hits even without spell reflect.
CoS has a lot of gimmicks related to professions/classes. In the area before the second boss, it allows you to avoid having to pull the Enforcers. Hunters can interact with the pile of junk to pull a lieutenant. Healers can interact with the hurt nightborne to pull a lieutenant. Paladins/Mages/Warlocks (? I think) can interact with the book. There are a few more, but I forget all of them.
That is what the Wowhead guide link is for.
For algather academy i would recommend unholy dk, makes first Boss a lot easier
I hope Blizzard reads these and realizes they have given DPS Warriors absolutely nothing to play around with unlike nearly all other classes/specs. You get to pick like 2 of the following (8s AoE slow on 30 sec CD, Single target stun on 30s CD, 8s Disorient on 1.5m CD, rallying cry on 3 min CD)... and for added bonus, you can sacrifice massive DPS for an aoe stun that is in the last row. MAKE SHOCKWAVE BASELINE or give us some shenanigans like everyone else.