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Showing posts with label brackenhide hollow. Show all posts
Showing posts with label brackenhide hollow. Show all posts

07/11/2023

A Noob's Review of Dragonflight M+ Season 2

Yes, I'm still doing Mythic Plus with my guildies. I'm honestly feeling kind of "eh" about it - I don't mind it, but I could also do without it. At least one person in our little friend group is quite into it though, so we keep at it for now. Doing a couple of mythics each weekend isn't the worst way to spend some time (assuming we can all remain chill about failure, which hasn't always been the case).

With tomorrow's patch, Dragonflight's second M+ season is coming to an end, and I wanted to make some notes about it. Mainly, I'm kind of proud that I finished with a rating more than 500 points higher than last season. We're still bad, but slightly less so now I guess? Jumping in right from the beginning of the season, we had more time to learn this time around and I dare say we did get at least a little bit better at playing our classes and roles.

BERJAYA

Here's how I'd rate my experiences with the season's eight dungeons, from favourite to least favourite:

Neltharion's Lair

I was kind of surprised when I heard in a video that this dungeon was apparently incredibly hard on higher keys, because on the difficulties we played it on, this was in my opinion the easiest dungeon of the set by quite a margin. The bosses all have fairly basic abilities and the trash is very straightforward as well and always seemed to go by quickly. As someone who didn't play during Legion, I got neither recycling nor nostalgia vibes from this one; it was just another dungeon that was (mostly) new to me. I just enjoyed that it didn't stress me too much as a healer, plus I liked the ride on the river and watching the hubby on his tank run on the spot while trying not to get eaten by the worm boss.

Halls of Infusion 

This was my favourite of the Dragonflight dungeons this rotation, as it's a place with varied trash and interesting bosses, without any single mechanic feeling overly punishing. Frogs are fun. I did have one run here that initially made me feel very bad, when we tried to push a slightly higher key and eventually had to give up due to continually wiping on Watcher Irideus. However, I felt less bad about that once I realised that there's only so much I can do in terms of AoE healing when the party decides to scatter to the four winds all the time, and I'm more assertive now about telling people to stack up if they want to stay alive in an AoE damage situation.

Freehold

Just thinking about Freehold immediately gets its soundtrack playing in my head. It's just a fun place to be, from the music to the pirate theme to the pig chasing- even if the trash is pretty dense and we had a lot of wipes due to accidental overpulls. Also, I died so many times on the Council of Captains when I'd miss the Vulpera lady jumping across the room and doing her massive conal attack... but I did get at least somewhat better at keeping a close eye on her and moving along at the right time after a while.

BERJAYA

Neltharus

I think we probably did Neltharus more often than some of the others because one of my guildies was after a trinket from there for a while, and it was always... okay? The mammoth boss and the last fight sometimes wiped us if we messed up, but they never felt insurmountably difficult. All in all, it was a dungeon with the pretty classic WoW theme of "bad guys surrounded by fire" - which was okay, just not particularly exciting to me.

Uldaman: Legacy of Tyr

Legacy of Tyr was another dungeon I didn't mind, but I just thought it was kind of dull due to being (in my opinion) way too similar to the truncated version of the original Uldaman.

Brackenhide Hollow 

I kind of liked the overall theme and ambience of this one, but the trash leading up to the first boss is pretty annoying and was responsible for quite a few wipes on our part. We also messed up on the first boss fight many times, including that one time that nearly caused my husband to lose it. Overall I have more not-so-happy associations with this one than good ones.

Vortex Pinnacle

I was initially excited to return to this Cataclysm dungeon, but the extra mechanics they added to Altairus made him crazy hard in my opinion, and we wiped on him sooo many times - just too many sometimes contradictory movement cues going on. I just really came to dread this dungeon for this boss alone, even though the other two were easy. Also, we once failed a run in this one by literally a single second, which was a bit of a bummer.

The Underrot

Easily my least favourite dungeon by a mile, with annoying diseases I couldn't cleanse, trash mobs with absolutely lethal, randomly targeted frontal attacks that I wouldn't see in time due to being too focused on healing, and we remained absolutely god-awful at the mechanics of the last two bosses all season. Just... so many wipes and depleted keys. Ironically, on our last run of the place last week, we had our guildie's more experienced brother along again, and he actually took the time to teach us how to do those two problem bosses "properly" - revealing that we'd done them wrong all along, which explained the extreme difficulty. He then joked that of course, all this newfound knowledge was about to become useless, as season three will bring a whole new dungeon rotation for us to learn from scratch. C'est la vie.

I'm curious to see what season three will bring. The only dungeon from the new mythic pool that I feel I know well is Cataclysm's Throne of the Tides, though who knows how the devs have decided to spice that one up for mythic. I look forward to seeing more old dungeons that I only know from Chromie Time and Timewalking in their "proper" format, but I'm also worried about Dawn of the Infinite being included in the dungeon pool, since that one was insurmountably difficult for us even on M0 when it came out. (We couldn't even kill the first boss.) I guess we'll find out soon enough.

20/06/2023

My Continued Adventures in Mythic Plus

Back in February I wrote a post about trying out Mythic Plus in retail for the first time. And I had a pretty good time! So we did more in the weeks that followed... but the moment additional affixes were introduced, things got messy quickly. I'm not sure we timed anything past a +10, and the main reason we finished those at all was our friend's brother, who was an experienced retail player and did a lot of carrying. Basically, both me (the healer) and the other two dps would die all the time, and he'd be the one to combat res me and/or just finish killing the boss by himself.

I found it quite stressful. I can't exactly claim that I wasn't having any fun, but it was kind of draining all the same. It's hard enough trying to learn how to get the most out of your healing abilities while also dealing with boss and trash mechanics, but then the dps who are also noobs take lots of avoidable damage and you can't keep up, and also there's an affix that requires you to stack up, immediately followed by another one that requires you to spread out, and it's all just too much.

I remember one week in particular where I was just absolutely spent after our usual afternoon of dungeoning. Looking at the season one affix rotation, I think it must have been bursting (trash mobs explode and deal damage on death) and grievous (once you take damage, you take damage forever until you either die or get healed to full). I think it doesn't take a rocket scientist to figure out how that turned every single trash pull into absolute mayhem. I just kept muttering about how grievous used to be enough for an entire boss back in Burning Crusade (that crab thing in Slave Pens) and now it was just one of multiple trash mechanics. I took little comfort in finding out later that apparently a lot of healers (including much more experienced ones) also hated that affix combo.

After that, we ended up taking a break from running mythics for a few weeks for unrelated reasons, but I was honestly just relieved. I finished the season with this record, if that means anything to any of you:

BERJAYA
However, season two came around and we wanted to try again. As a twist, we'd actually gained a fifth noob for our little team, so no more carrying.

In the first M+ we stepped into, Legacy of Tyr, we wiped on the first boss due to dps standing in fire. One of them actually commented: "Wait, that actually hurts?" We finished the dungeon fine after that, but up next was +2 Vortex Pinnacle, and that was another shitshow. The husband and I had been reasonably confident that we'd know what to do in there since we ran that dungeon many times back in Cataclysm, but as it turns out Blizzard added a completely new mechanic to the second boss that kept utterly obliterating us. I think we wiped three or four times before I gave up and googled a guide which finally told us how to deal with that new mechanic. We did finish the dungeon after that, but the timer had long expired.

Despite that rough start, I've actually appreciated this change of pace with nobody there to carry us, because it means that we have to learn from our mistakes together instead of just being carried to higher and higher keys even as we keep messing up. We're currently successfully timing +6s and looking at taking the step up into +7, which brings in an additional affix.

We did actually try Brackenhide Hollow on +7 already, but that was another disaster with a failed timer. The afflicted affix gave me another thing to watch out for as a healer (because apparently healers don't have enough to do?) but our biggest problem was that we wiped three or four times on the first boss fight. The damage was just insane and I couldn't keep up. After the husband started to lose it and threatened to just call it without even finishing the run, we suddenly sailed through the encounter with barely anyone taking any damage on the next attempt. At least that answered my silent question about whether we'd just been wiping due to my inadequacy as a healer.

The husband and I had a good talk after that, and I said to him that I could see from that run why I often see people say that it's actually the low-level keys that make people the most toxic - "a little knowledge is a dangerous thing" as the saying goes, and at that level you've probably done the dungeon quite a few times on normal and heroic, leading you to think that you know what's going on, but in reality you've barely touched the complexities of Mythic Plus and are probably messing up left and right.

I remain conflicted about the whole thing. On the one hand, it can be fun. I feel I've gotten better at playing evoker (even if I'm far from great) because I'm forced to make better use of all my abilities and when it all comes together it feels great. I remember managing to heal us through a massively scuffed trash pull in Freehold and feeling very proud of myself. Learning how to deal with all the different mechanics and how to execute them correctly as a team is satisfying.

It's just... there's so much going on, and with the added time pressure I just find it overwhelming a lot of the time. At least with Burning Crusade heroics, you could start by learning slowly and then increase your pace as you got better. Mythic Plus just slaps you down with a whole new pile of mechanics the moment you think you've gotten the hang of anything.

I'd also forgotten how miserable it feels when your job as a healer is to constantly make up for damage dealers' mistakes, even more so when you're not entirely sure what's even going on and aren't confident that it isn't your fault somehow. So we'll keep at it for now, but I'm not sure how long it'll hold my attention - I expect I'll either feel burnt out at some point or we'll all just throw in the towel after getting mad at each other one too many times.