Does nl stick suck on mid ish keys 14/15? Every time I go there recently I can’t seem to time it higher then 12. Prob just unlucky with groups but meh on tyranical mainly
What? That dung is a joke.
Probably unlucky then can’t seem to time it past 12s in pugs
Is it Lair or?
On Lair, the whole group should fully focus on adds on all bosses otherwise it is wipe. Wiping on a boss most likely will result untime the key.
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On the first boss, do NOT move on the crystals (the purple thing on the ground)
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These guys:
one of the most dangerous units in trash packs. They are priority targets. Their
cast is deadly if not dodged. The group should split around on the pull because many times, especially casters, are dodging it on each other’s avalanche which will lead the group to a quick trash pack wipe.
- On the last boss
the boss will spawn an add, it is already priority target however, the add will fixate a player, the fixated guy should lure the add to the crystal spike wall. When the add hits the wall, it will stun and will take increased damage.
At 100 energy, the boss will start to cast
everyone should cover themselves behind crystal spikes during the cast.
These 3 things are most important, other than that there is nothing special about this dungeon.
Honestly Tyrannical week exposes so many trash pugs.
My tanking exp was horrible this week.
I depleted a HoI 15 having to solo 25% of 1st and 3rd boss cause healer was not healing. Closing a dung at 24k hps. Embarassing.
I depleted VP like 3 times cause healer failing to heal the dragon in like 11/13 keys, with 425 dps competing with me on bosses.
It is not dungeons that are hard specifically but a lot of incompetent pugs.
At a neltharus yesterday the shaman died FOUR TIMES. Reincarn + 2 cr on him.
Had to solo 15% of the boss yet again.
I all the dungon with healing requirments are hit or miss. Find a mediocre healer and you are done.
Makes sense tbh just needed to vnt some frustration. Im like 40 away from ksm and the main two i need are bracken and nl but keep joining trash groups
all dungeons are … messy … often in 13-17 bracket because all good playes moved on to 18-20 so there is very few to carry groups. and if they are they usualy do 11-12 for wyrm crests not higher.
had that last night in underrot on my DH tank for 2k rating and essence - wasted nearly 2 hours untill i found group capable of killing 2nd boss :0 then i did it on my druid tank and +3 14 UR.
its hit and miss with pugs.
i find tyranical weeks much more relaxing on my tanks - yes a lot of keys are depleted because pugs are pugs but as tank its much smoother ride
but ye tyranical is really bad if you run your own keys not best experience this week on my hunter
in general i foudn that m+ are infested atm with retri palas who burst on trash a lot and then do below 40k st dps on bosses which is only thing that matters on tyranical - kinda funny :0
Pretty much what I’m getting this week. Also is anything over timer 0 score it is it still x%
Well ye it is kinda relaxed as a tank but as a BDK i cant do much to help the group if the healer suck, so key exp is totally random.
Looking at people slowly die of rot damage is so painful.
Tbh I feel Nelth Lair is one of the easiest dungeons this season. I’m new to holy priest (which isn’t ‘meta’) and I manage to time it most of the time. Ofc it all depends on your group as a whole and unless you screw up you can time it pretty much always.
Been doing +16 and +17 mainly.

Tbh I feel Nelth Lair is one of the easiest dungeons this season. I’m new to holy priest (which isn’t ‘meta’) and I manage to time it most of the time. Ofc it all depends in your group as a whole and unless you screw up you can time it pretty much always.
Timed a 15 yesterday for ksm but was with a guild group. Definitely makes things easier then pugging. Pugs seem to always have something go wrong
depends what you struggle with in the dungeon really. hybrids help with the bosses because of the off healing, always bring like 2 poison dispels for 2nd boss on tyrannical weeks (shaman has AoE poison dispel totem for like every other one), pally, bear, or monk tank can also dispel poisons if specced into it.
if trash is what you’re struggling with, it can be good to bring melees with strong crowd control and tankiness like a sub rogue so you can recover a bit easier from the pelters.
aside from that I don’t really know what other advice to give, doesn’t feel like it’s particularly hard or easy for any specific healer class (besides rsham on 3rd boss), just gotta pump the heals on the pelter packs and not have people get caught by the avalanches that drop (with a weakaura you can know exactly when they spawn and pre-move away from it)
It was more boss mechanics the pugs struggled with tho I Went back with a Guild group thankfully getting ksm. Prob going to chill on keys a bit now. Still get the weekly might try and go higher but see how it goes
well if it’s bosses then really this is the advice I have:
First boss: hard focus the adds (for safety) so you don’t get one shot by the Shatter, as the damage of it gets increased when any adds are alive. Sometimes an add will spawn a few seconds before he starts casting it, this one has to be focused down asap. also don’t move after a shatter cast while the AoE is on the ground, it deals damage to you ONLY if you are moving. If you stand still, no damage taken.
Third boss: Bring poison dispels, cant stress it enough. Turns the fight into a joke if you have a few of them. Other than that, just bloodlust on pull, dont press anything on the first 1-2 sets of poison dispels (lust should carry the healers throughput through them with very little stuff used), then start pressing defensives, poison dispel prio IMO is healer > squishy DPS with no selfheal (hunters or other ranged that are in the back, outside of healers range).
Last boss: have EVERYONE stand in a clump like 5-10 yards behind the boss to bait the spikes. There is no reason for range to be standing far away on this fight so you want them to be almost on top of the melee camp. Baiting the spikes close to the boss means that when the add spawns it only has to walk a few steps before it gets stunned, which in turn means you take almost 0 damage from the AoE it pulses when it’s moving. Also means sometimes you can cleave boss + add at the same time.
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