Survival mage tower frustrations

One thing is driving me insane other than the scenario feeling slightly overtuned. If you tried it, you may have noticed how the old 3x Butchery strategy to break out of the ice doesn’t work because we lack Hellcarver bonus. Using two bombs doesn’t seem like a viable alternative because it might not break you out fast enough based luck with critical strikes. Would much rather funnel that damage into the boss or have a backup burst for the Harpoon jumping phase.

Since you’re not reducing cooldown of your Exhilaration with killing blows, there’s no reason to do anything but Disengage out of the ice wall, as it will at best result with 1 minor tick of damage.

So my problem is the following; simply attempting to Disengage out of it results with failure, instead you need to use it after jumping to gain some verticality. I have pretty good muscle memory back from Legion so I don’t have troubles with mechanics (except an occasional Harpoon deadzone) but I’ve been having serious problems with consistently pressing Disengage at the apex peak of my jump. I might stay in the fight for 5 minutes, doing everything perfectly and poof, character smashes against the wall, losing movement time, dying to AOE.

Since the encounter feels slightly overtuned, naturally it will take longer and one more Ice Wall phase only creates room for more mistakes. I’m constantly about to push into the next phase only to be met with something mostly out of my control and sabotaging the run.

Rogues for example have Shadow Step, Warriors can Leap out of it, DHs can double jump to reliably deal with the issue. I just feel like Disengage doesn’t lift you up enough, or it might have something entirely different to do with my character model to be causing this problem.

Anyone else feel like sharing their experiences? I seriously feel like the Ice Wall is 2cm too high. I’ve been struggling for the past few hours, and I might get a lucky streak, but all of a sudden, death. I’m trying my best to look for an “opening” to increase Disengage reliability, but without success, as it is simply too risky to stay inside. The collision models and their very size seem to be causing all of this. I’m not sure if it’s all the same or if there is any variation among the pieces of ice.

Any quality assurance around? I’ve completed this in the past at an appropriate time with a complete clown suit of a gear and it seemed (slightly) less punishing than it is now, even without the best available legendaries.

For razor ice, only Jump and you use disengage

You missed my point entirely, which is how missing proper Disengage timing DURING your jump, while you are already with your feet above the ground, can result with insufficient verticality to send you over the wall, rather makes you hit the edge and fail, because of the arc your character travels in. Taking a step or to forward doesn’t result with consistent success either.

https://i.imgur.com/KvLGpy2.png

Little sketch of what I exactly meant. Heroic Leap has a different angle that doesn’t put you at a risk of hitting the inner edge, not to mention how the ability functions entirely different. Disengage doesn’t provide enough lift off the ground and is prone to failing in this situation if you happen to press it a millisecond early or late.

This is entirely new because in previous iteration of the scenario, you needed and had an incentive to destroy the ice wall, where now ideally you ignore it.

Just a thing to get used to. Forgot to jump a couple of times myself and just diengaged into the ice.

I was considtant in P2 and with my gear and 780dps it is not possible i play it perfect and got him too 30%
I dont have cycltronik blast or food

Hiw can i improve my gear?

I can disengage out, 9/10 times.
I tend to tap Disengage Just before the peak. But you want to make sure you’re doing that at a spot where there isn’t to many spikes.
You can clear 2 easy, but it’s when there’s 3 or more lined up you will probably die.

I just recently did SV challenge and I gotta say in last phase you need to abuse some old trinkets. The dps requirement is around 1k to be able to kill it before room completely fills. I got it to 10-15% multiple times, then I visited my bank and grabbed the mechagon trinket and 1 shotted it after. I also used full shadowlands consumables and that BfA dps potion.

Also make sure when you transition to p2 that you have your mechagon trinket, cds + heroism ready and remember to toggle pet taunt off.

Have to agree on this one. Done several attempts now and I manage roughly 870 DPS in P2. Even when playing it extremely well I’m left with 8% boss health and a completely covered room. I’m using BFA flask and pot, but I don’t have the old OP trinkets to abuse and the DPS check just gets me every time. I did the guardian druid one pre-nerf and atleast that one felt like it punished my play. This one just seem to be too tightly tuned. I’d love some input from survival hunters that’s done it. Is it even possible without abusing socketed chromie time gear and mechagon trinket?

I’ve also done the balance druid and BM challenges and those felt considerably easier then this P2 burn. Just feels completely out of reach.

Doing the mechanics best I can, I think it’s strange the scaling means we need to mix and match trinkets and gear from old expansions to even stand a chance. You’d think if we’re getting gear scaled down and power disabled they’d just give us a mandated set of gear to do this in.
BUT I’m not giving up yet. I just got the punch card trinket, so here’s hoping that will help.

https:// imgur. com/a/Mi94U5n
Normal SL gear, only used pod from 1st boss of emerald nightmare and heilroom weapon from Garrosh. I was still around ~15-20 seconds from wipe (10 seconds to fill area + turtle).

Yeah without mechagnome trinket best try 20%, i play it soo perfect like what this is only a question of gear lmao there tuning is garbadge

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.