And if you have some people that can use the exp, letting the pods spawn net you 10x the exp each. That lovely squishy 10x exp.
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And if you have some people that can use the exp, letting the pods spawn net you 10x the exp each. That lovely squishy 10x exp.
I'm much more experienced on tanks than I am on healers but the 3 ARR dungeons that really stand out to me for steep damage increases are Brayflox's, Stone Vigil and AV. All 3 also have lots of avoidable damage as well so its really noticeable if people don't react to telegraphs. Stone Vigil is easily my favourite ARR dungeon, followed by Brayflox's and then Hauke Manor.
SV does kinda hit hard, but it's mostly in the aevises and ice sprites. In AV if it's not a seedling it hits decently hard. Not to mention the trainwreck of the first room of AV if everyone isn't ultra careful about the toads.
Brayflox's was typically a struggle because WHM doesn't have regen yet and any half-decent healer knows the power of regen. SCH has the fairy and it has its HoT. AST had the easiest time in Brayflox's due to it getting it's regen at lv 34 which is the sync/cap.
The lack of Benediction in AV is what makes it hard for WHM to comfortably dps. It turns into a risk vs reward factor. Casting holy takes a GCD then the small delay between cast finishing and stun going off. With how solid every mob hits your tank can easily take a solid chunk of their HP in damage in just 1 holy cast. Swiftcasting holy is about as comfortable as you can get since if the tank dies it's pretty much wipe anyway.
With the changes they made in 5.x SCH has Lustrate at lv 45 which is a nice burst heal and you have up to 3 uses every 60 seconds. Throw an Adlo on your tank then just run in and start mashing Art of War since Lustrate is oGCD.If push comes to shove using Adlo back to back is more effective than physik spam for healing since you can't macro fairy heal to physik anymore as well as fairy heal being a shadow of its former glory. It's still good since its free healing but they aren't solo healing nearly as well as they used to.
I like going along with the memes, personally, but I also don't think it's that bad. It's still easily the hardest ARR dungeon, though, and I was genuinely sad to see Coincounter get AoE markers.
Then again whenever I run AV nowadays it's me AFKing in squadrons so uhhhhhhh
Used to be PLD and WHM could Stoneskin the tank to prep for a toad pull. Now, all you have left is Sch Adloq. Tongue hits barrier, tongue does no damage, tongue does no pull, toad comes to tank.
Yes I was so excited seeing a boss (first time I encountered this type of boss, I haven't done the Eyes Have It Fate yet) where all you had to go on were his emotes and cast bars, no markers. Now they added markers and dumbed THIS down too? Uughghhh
With the normal tank duties, that first room, and I think 2 rooms after Locksmith with the 3 diremites, 2 flyers, and 1 that patrols into the room, a tank that knew how to pull really shined in there. Same for a number of spots in Stone Vigil. I thought the game needed more places like that. Back when Repose would also help save the day. Which, as a healer, you can use to interrupt the toad aoe.
Here is another tip that used to work, not so much today anymore with how overpowered we have become, even synced down. In the room before Coincounter, if you gonna kill everything fine. But when the group wanted to skip them (by then I had a sense, due to levels and other things) I would enter the room and hit the group on the left. Flyers too that patrol across room. When that is done, hug the wall tight. You can go up, get the chest, and, still hugging the wall tight, go in and behind the front 3 mites without aggroing them.
Honestly, whenever roulette threw me into AV, parties who tried so hard to not aggro stuffs in first room would usually end up pulling more than intended. I had better times when the party actually tried to eliminate the threat rather than to evade them entirely.
I really like the dungeon. It's not a brainless walk in the park and requires you to pay attention to your sorroundings. People need to learn to stop complaining and just get used to it. I only ever witnessed wipes in the first room of the dungeon and that's about it. Leave us at least one challenging dungeon in this game without having it adjusted to your tastes.
Considering AV is a smooth 15 minute run done right with the Squadron, including killing all mobs and letting all seedlings spawn for max exp, it's definitely a player issue. People just refuse to coordinate or often even play the basics of their class and expect the easy clear handed to them. It should be nice step up that could prep you for even harder content to come. I suppose it's not surprising the devs won't consider Mythic+ dungeons if there are players complaining about things like AV.
Oh, I have no problem with AV in and of itself! It's a fun challenge... or well, it would be a fun challenge if healers could actually heal me or do DPS versus standing there casting cure 2 every 30 seconds.
Honestly, it's like half of y'all didn't read my post lmao.
I main whm, and I dont mind AV if people know what they are doing.
but seriously, if you expect much dps from me if you have agg'd the whole area... dont hold your breath. I am trying to keep at least the tank alive.
yes, whm has a very nice kit for healing, problem is, AV is right on that edge of almost not enough if you are doing big pulls, or if you pull a bunch, then dps pulls in some more.
so without knowing your actual abilities as a tank, and not just the "I never do wrong" forum talk, its hard to say exactly how bad the whm's are.
but if you are pulling wall to wall, then yes, you are going to die there. if you are sprinting ahead and not bothering to stand in range long enough to get a heal, then you are going to die. at that level, I dont have a lot of instant options for healing, and chances are, by then, I burnt through them already on you and they are on cd
Good ol' Aurum Vale
I'm weird and actually like AV; keeps you on your toes just a smidge more. Only folks that have issues with that dung are typically newbies...I would hope? It's a really easy dung tbh.
My dislike has nothing to do with it's difficulty. Oddly enough I lament the loss of two things that made it harder. One was how the first boss would constantly kill your faerie as a SCH, it had to be fixed of course, but I used to find it funny as a SCH main and it tickled a little masochism in me. The second is the second boss, where they added AoE markers, I thought it was a good boss to teach people to read the boss instead of rely on markers.
But I just find it dull, and annoying and it fails to hook me. Obviously I don't expect people to hate it too, sure getting newbies can make it more annoying but it's not just newbies who hate it.
i would 100% rather have a slower run of AV when tanking because my healer is only healing and not doing dps than i would have a healer that does dps but lets us wipe 3x in the front room tbh
it's not a hard dungeon but hinges A LOT on tanks knowing their limits with their pulls, dps not puling additional aggro (the amount of times i have yelled over dps doing that is ridic lmao), and healers staying on top of debuffs.
but if someone drops the baton it makes the dungeon MUCH harder, and that's probably why it's such a gripe fest
Man, if i had all the recordings I'd show you. I'm not the best tank BY FAR! I'm still learning my kit and still figuring out simple stuff like exactly when to pop cooldowns. Which is *why* it's way easier for me to notice when a whm (specifically whm) isn't doing much more than a cure 2 every 30 seconds - I'm paying attention to both their healthbars AND enemy aggro. - if their health is going down and I've got everything near me aggro'd, I know I did something wrong - and by default, this means I'm also able to see what they're casting. I don't pull wall-to-wall because I've only JUST gotten comfortable enough with tanking to not let everyone in the party know I'm new to tanking and may flub up. I pull maybe 2 mobs at a time, though with the first room of AV specifically, I've gotten comfortable enough to know how fast to move through with only pulling the first frog, the three mushrooms, and towards the end of the room the two plants and two other baddies (I don't know if there shrooms or not). Bear in mind I'm not pulling this at the same time.
I don't sprint ahead, in fact I make sure everyone's nearby specifically because if there not there's a chance they could pull something else, which means more work for both me and the healer.
I've only noticed this in AV - in the dungeons before that I'm seeing WHM do amazing things - keeping everyone alive, playing a heart attack-inducing game of chicken with my health while DPSing and never letting anyone die. It's this juggling game that I for one would NEVER be able to do - but in AV, it's the opposite. I'm still doing what I normally do, but every single time I'm paired with a WHM, it takes SO much longer because the lack of DPS is way noticeable, and it's almost like they've got me targeted, while hitting their key bind for cure 2 and reading or something.
This is all just a gripe - and it's just ONLY in AV - WHM that I'm paired with elsewhere are fine, and I hold so much respect for healers in general.