scholar666 wrote: »Thank you so much for doing this!. The white gold tower guide helped us in dealing with the planar inhibitor better, our old method used to result in someone dying always, hahaha. Looking forward to more videos
Keep them coming. They're awesome, the way you explain them makes it easy to digest. When you're done with the dungeon series do you ever intend to do trials?
Next episode of "All about mechanics" Is Fungal Grotto I Enjoy!
https://www.youtube.com/watch?v=vvHCjVhqDvI&t=2s
Next episode of "All about mechanics" Is Fungal Grotto I Enjoy!
https://www.youtube.com/watch?v=vvHCjVhqDvI&t=2s
This is very helpful, thank you! Especially during the event
this is really a great series! thanks a ton for all the hard work producing it.
I've subscribed to your channel, and have been reviewing all the dungeons.
You do a good job explaining the dungeons. Keep it up!
For your Cradle of Shadows one, there's an even easier way to do Dranos. If tank is DK, have group stay by the door the whole time. Tank can move to essences and chain them in and Dranos will absorb them, when done, tank moves back to group by the door. I don't think the statues damage reach all the way to the door.
Very true, the damage does reach to the door but it’s easier to avoid. I wonder who first found that method......🤔....🙂
For MHK:
Ignore the stranglers. Unlike the other stranglers in Wolfhunter, these don't CC anyone and they serve only as a source of mild ambient damage. There's no point in wasting your damage on them (unless you're going for Strangling Cowardice) because they revive almost immediately. They activate whenever someone is nearby and go dormant when that person leaves their range. Their damage is so low that they are not really a threat to anyone and certainly not to the tank.
The "leap" that you mention with the large wolves. This is a mechanic that happens on a timer. About every 30s, the wolf that the tank has taunted will grow restless and become untauntable, and the other wolf will do an AoE pounce that must be rolled, and after this happens, the tank will have to switch taunt to the other wolf since the wolf the tank had been holding is, again, untauntable for a period if time. This mechanic is avoided if one of the wolves is made to cower before 30s.
Finally, I do not recommend killing the wolves again at the end. The wolves reactivate and they are unchained at 20%. At this point, they have more health than the boss does (boss has just 1.2m health and will be subject to execute damage bonuses, whereas the wolves will have about 1.7m health combined), so just have the tank taunt both (which is possible when they are unchained) and just kill the boss. Basically, once boss reaches 25%, kill the final wave of adds that spawn at 25%, and be careful not to push the boss to 20% while doing so. Once that final wave of adds are dead, take a moment to rez/recover/etc., and then tab target the boss, drop ults, and burn straight to 0.
For MHK:
Ignore the stranglers. Unlike the other stranglers in Wolfhunter, these don't CC anyone and they serve only as a source of mild ambient damage. There's no point in wasting your damage on them (unless you're going for Strangling Cowardice) because they revive almost immediately. They activate whenever someone is nearby and go dormant when that person leaves their range. Their damage is so low that they are not really a threat to anyone and certainly not to the tank.
The "leap" that you mention with the large wolves. This is a mechanic that happens on a timer. About every 30s, the wolf that the tank has taunted will grow restless and become untauntable, and the other wolf will do an AoE pounce that must be rolled, and after this happens, the tank will have to switch taunt to the other wolf since the wolf the tank had been holding is, again, untauntable for a period if time. This mechanic is avoided if one of the wolves is made to cower before 30s.
Finally, I do not recommend killing the wolves again at the end. The wolves reactivate and they are unchained at 20%. At this point, they have more health than the boss does (boss has just 1.2m health and will be subject to execute damage bonuses, whereas the wolves will have about 1.7m health combined), so just have the tank taunt both (which is possible when they are unchained) and just kill the boss. Basically, once boss reaches 25%, kill the final wave of adds that spawn at 25%, and be careful not to push the boss to 20% while doing so. Once that final wave of adds are dead, take a moment to rez/recover/etc., and then tab target the boss, drop ults, and burn straight to 0.