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Sunday, April 9, 2017

MYTHIC DUNGEON - PLANS OF ATTACK & STRATEGY

After working with our fearless leader Aoibheil and other Tuatha Guild members on several long and difficult Mythic Dungeons, it seems to me that strategy and plans of attack prior to launching a dungeon or raid would give better results - quicker, less confusion, more rapid success.

To wit I offer these limited observations -

ONE that comes to mind at this moment is my Monk's Engineering ability - now close to 800.

That gives me the ability to make and use
1) GUNPOWDER CHARGE - This current one star recipe makes a bomb that deals 388 thousand fire damage to the target
The Gunpowder Charge can be used by anyone with no engineering profession and can be use with the:
2) DEPLOYABLE BULLET DISPENSER: This 3 Star current recipe summons a turret that fires bullets at the target that total damage of 200 to 300 thousand
  • Need to have 350 Engineering skill to use
  • Can use in dungeons
  • Deals ~25 hits 8.2-.85k each (can crit)
    200-300k damage total.
  • Shared cd with  Gunpowder Charge (they deal 300-600k damage)

3) FAILURE DETECTION PYLON - These resurrect party members when placed within 5 yards "after combat has ended" when spirits have not been released. This would help when all 5 party members die - like with the Dragon & eggs in Darkheart Thicket.

4) PUMP-ACTION BANDAGE-GUN:  this heals party member or allies up to 40 yards away with over 155 thousand healing in 6 seconds. - I don't think the player has to stop action to get the healing
  • It does not do the entire heal at once, rather it applys a hot.
  • The hot lasts for 5 seconds and does 6 ticks of healing
  • The ticks were either of 25923 or 25924 for a total of 155,541 healing.
These two items add healing to the team with any Engineer in addition to the team healers

There must be other professions that offer similar additional damage and healing actions to a dungeon team.

When a group of the guild gets together for a Mythic it seems to me that someone should lead who has familiarized themselves with the dungeon and who can lay out a strategy for the team. I've been lost on the few Mythic's we have done together and some simple but detailed instructions prior to the start would be very helpful for me and I believe would add to the team's chance of success and reduce the time required to complete.

Darkheart Thicket Dungeon Strategy Guide

For instance, in our Darkheart Thicket Mythic attempt, we got stuck at DRESARON the Dragon because team members were blown into the eggs causing them to hatch and some of us got caught in the BREATH OF CORRUPTION.

Reading the Wowhead guide is one solution - a team leader likely knows most of this already so it will be easier to succeed with a strategy based on what the team leader knows and available guides.

Mythic Difficulty

Run against the Down Draft to avoid triggering Whelplings
Dresaron is a primarily single-target fight with heavy movement requirements. If players fail the Down Draft/Corrupted Dragon Eggs mechanics, there may occasionally be small groups of trivial adds to kill.

In Patch 7.2,  Down Draft will push players back with more force, making them play as close to Dresaron as possible. Pets will also not pop Corrupted Dragon Eggs when they stand on them.

The Tainted Burrow in which players fight Dresaron is encircled by Corrupted Dragon Eggs, which, when disturbed will hatch into Hatespawn Whelplings (just like the trash).

When Dresaron uses the  Down Draft ability, players will be pushed away from him.
  •  Down Draft is more forceful further away from Dresaron
  • If players do not run forward to fight the winds, they will be pushed back into the Corrupted Dragon Eggs
  • Move close to Dresaron to minimize the amount of running you will have to do
  •  Down Draft also deals heavy periodic damage
  • Healers should use mobility abilities, instant spells, HoTs, or raid cooldowns to keep the party alive
A properly executed  Down Draft should spawn zero Hatespawn Whelplings. However, if any Whelplings do spawn, the tank should pick them up.


Side-step out of Breath of Corruption
 Earthshaking Roar will also deal heavy party-wide damage.
  • Following the  Earthshaking Roar Falling Rocks will appear over a random player's locat1on
  • This can be particularly dangerous if it happens just before or after a  Down Draft, or if it targets the tank
  • Players should quickly move out of the  Falling Rocks and use a damage-reduction or self-healing cooldown if on low health
  • Tanks should move Dresaron away from  Falling Rocks that threaten the melee DPS
  • Healers may need to use emergency healing to keep the affected players alive
Maybe I'm way off base here but it's exhausting for me to find myself clueless and useless so I need to be instructed.

This is just a start to coming up with a plan to strategize our Dungeon and Raid capabilities. I will be glad to do some of the research and as Guild Leader, I think you should assign us to tasks for planning Dungeons.

Rushing off to to dungeons is one way - but if a team knows the plan -
1) Which dungeons we are going to do on which level
2) Who on the team has what capabilities - like the engineering abilities shown above
3) As an Engineer I can craftt the items listed above and give them to group members but to maximize the usefulness it requres a bit of a plan

DOES ANY OF THIS MAKE ANY SENSE TO YOU?


1 comment:

  1. I agree...we can plan new strategies based on the people in the situation. It is one of the sticking points as well as 1/2 the fun when you have no clue what you are doing....learning as you go has some issues, we found that out first night

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