Everbloom pain points

Reduce some kicks from trash packs. There are only dk and dh who can big pull at the beginning. Rest is pain.

Council fight. intervall of heal cast should be fitting to one range dd. So 24 seconds in between. Would be easier for range pug groups.

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Agree with both points.

Way too interrupt-exhausting overall, and way too punishing if a cast goes off, especially with the mages.

Well, have vengeance dh tank and always take healer with an interrupt and it’s easy.

This sounds like we are still in the previous season with a mandatory class (evoker). This is a bad design and that comes from a vengeance point of view.

Both vengeance and havoc are just that good, add augvoker and your key will be much, much easier, no matter what dungeon.

Created this topic more from a tank pov. Not about an overall class tuning perspective.

Gathering everything together is just annoying in this dungeon even if all meeles are using kicks and push backs

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The problem with this way of “solving” the problem is when people do keys with friends, and they happen to play the wrong specs.
If a dungeon requires specific comps to get through basic trash, it’s poorly designed.

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