This season has been pretty fun, but so far I’ve noticed just how melee unfriendly alot of these DF dungeons are… Especially this week with storming.
Brackenhide: Those warleader gnolls pretty much instantly kill you with their spin attack, there are these smaller gnolls that fixate onto you as a melee, later on in the dungeon you have this hyena spawning boss that can be absolutely terrifying as a melee because the hyenas one shot you and you’re pretty much at the mercy of the tank positioning well.
Algethar: The first ‘‘room’’ of the dungeon where you pull like 30 mobs it becomes really hard to to stay on top of the mobs when there are swirlies everywhere, storming is keeping you from attacking the mobs, the tank is constantly moving, later on in the dungeon there are spinning mobs that make pulls really hectic if you run out of cc or you have the enraging affix.
Halls of Infusion: First few pulls you have the tiny mobs that do pretty lethal frontal bleeds, the little frogs that put poison on you, the first boss that forces you to run out, the mobs after the frog boss with the circle that stuns you, the icicle boss that forces you out of melee range constantly, especially if the tank is bad.
Neltharus: This dungeon is honestly pretty fair for melee, I think nothing in this dungeon is overly punishing for melee.
Ruby Life Pools: Same here, this dungeon feels pretty fair for melee.
The Azure Vault: Mobs in this dungeon are pretty lethal with their melee attacks, if anything aggros onto you (I’ll come back to this later) you’re pretty much dead. I think the biggest offenders are the mobs that put out a giant circle that you have to run out of.
Nokhud: Big mobs at the start with their consistent frontal attack and warstomp, a complete nightmare for melee especially melee that rely on actually being in melee range. Other than that this dungeon is pretty fair, I’d say it’s not easy for melee but it’s not that easy for ranged either, ranged probably have it harder in here.
Uldaman: This dungeon takes the cake, most of the boss mechanics are very melee unfriendly, every pack in the dungeon has these mobs with cleave attacks that are pretty lethal, there are gnolls that do stomps, ugh. This dungeon is legit one of my least favorites because you have to constantly think about your positioning and if the tank moves in a strange way you’re just screwed.
and last but not least my last point, I don’t know if it’s because my class has a tendency to rip aggro or because I’m more geared than most tanks, but aggro has been a real problem this season so far. I can’t get into a pack without pulling aggro, I’m talking about taking aggro from tanks that were 3600 last season, I can legit wait 10 seconds before doing damage and I will still somehow rip aggro from a cutting edge title tank. I think playing a game of threat management is very unfun for both melee and for the tank and tanks could honestly use a threat buff. Sometimes I feel I can’t play the game and I’m just praying I don’t rip aggro even though I give tanks plenty of time to group the mobs and do some damage. In alot of these dungeons ripping aggro means that you’re getting hit with some kind of tank buster and instantly die. I really hope threat becomes less of an issue in the future.