Thank you so much for this video! I tried to document all the differences between M0/old M+ mechanics and the new HM mechanics based off your video and my experience in there this week. This outline assumes you are familiar with the previous mechanics and just looking for the differences as I couldn’t find a list of just the changes for the first clear. Some of these I just wrote out of caution, as I wasn’t entirely sure if they existed previously because I have the memory of a goldfish, it was a non-issue on prot paladin and now deletes me as a DH, or was improperly scaled on keys the previous season. If anyone knows changes that I missed, please let me know and I can update this comment. Overall this feels higher than a +10 (probably like a 12-13) from our testing this week with our group being around 500-505IL. You will not get any gear if you have completed this on M0. The dungeon drops 509 gear up from 493 in m0? Tactyks mentioned there is a Myth track if done deathless but wasn’t confirmed (but there was no way we were doing this deathless right now and it looks like your group felt the same judging by the deaths every boss. The Brez mechanics work like LFR or open world content where each persons BR is their own CD and there is no stacking charges like M+/raids. Chronikar - There is now a third Jump (up from two) - Chronoshear is insane now, like LORGE. Like x3 my health pool on a 510 VDH. Manifested Timeways - Unwind time - Tank has a large cone frontal now and it consists of two hits based on the zone you are in (fast or slow, you should always be in slow for the DR). --- First hit follows the tank, second hit does not track and can be dodged. Blight of Galakrond - Tank frontal for the corruption consume now? - Dazhak is untankable and just spam casts in a single location, will jump around randomly Iridikron - Earthsurge now has a stacking debuff that ramps up, deals damage every 6 seconds.. You want to blast this shield to avoid damage. - Each player will receive an add, up from 2. - Tank now gets a stacking vulnerability on auto attacks during the add phase and it is pretty spooky. --- Parry or dodges can cause you drop stacks, 3-4 needs a big defensive. Tyr - Spark of Tyr needs to have staggered dispels, this does a big AOE hit on dispel. --- This can overlap with the dividing strike, if so, use a big defensive and hold on dispels if needed to prevent dispelling and immediately dying to the strike. ------Their group opted to use two man soaks on dividing strike, tank + one immunity to force most of the damage to the tank. - Damage/haste amp? from soaking orbs, up to 5 stacks. Morchi - Don’t pop CDs on pull, boss phases 10 seconds in. - Looked the same overall, I didn’t notice a difference? Battlefield - Shockwave always prioritizes the tank for the first frontal, then goes to random (I never gave this enough attention to realize if this targeted tank first, oops) - Decapitate (from boss) is a two swing tank combo that also applies 75% mortal strike to the tank Deios I didn’t notice any differences nor did Tactyks mention any difference Thank you again for your guides recently, been a great resource!
Don't forget you can sigil of chains (or vortex + typhoon, etc.) the morchie adds if the CC goes bad, which also slows them by 70% and gives people a bit more time to react to the situation!
It was definitely tough, particularly Deios! Got to have a plan for every breath in P1 and hard focus those adds to help remove the extra tank damage ASAP
If it’s “deathless” it’s likely not simply that again you need to do the “put that thing back where it came from” which also makes you transport the time lost items throughout the dungeon to the 4 portals on deios.
Yeah and iirc I thought the breath cast time was faster originally before it got nerfed for M+ but it looks like that stayed as well. Maybe I made that up though.
hey @Tactyks I am experiencing some weird thing and I'm not really sure whats wrong, so on Iridikron(HM) when the soak phase is happening im entering the small circle(I am the tank) and the 4 members enter with Chromie. The boss does few Extinction Blasts and it seems the average HP of everyone during it stays at around 50% and then the boss does a Stonecrack Barage that seems to hit for 500k dmg instant and it also places a dot for like 150k tick and kills like 1-2 players(especially the disc priest healer). we tried Dome/Darkness and they still died. not really sure what to do :) thanks if you reply to this
If players are getting a DoT I believe that means that the tank circle wasn't soaked for that specific hit, potentially you are getting pushed out of it by the earlier hits maybe? That's the only thing I can think of.
487 ilvl first week last boss our pug group double tanked it lol. I think with double brand I would eventually get it, but after 3 tries it was just way easier to have a bdk solo the frontal
any help please, we cleared till the last boss in hard mode, but we had to left, and if we go back I can't find where can I turn on hard mode back, or is it still in hard mode?
The Deathless achievement and hardmode are totally separate, so no need to worry if someone dies during your run as you'll still get hero track gear. That being said, you can do both simultaneously, and if you're successful the last boss will actually drop myth track gear!
Thank you so much for this video! I tried to document all the differences between M0/old M+ mechanics and the new HM mechanics based off your video and my experience in there this week.
This outline assumes you are familiar with the previous mechanics and just looking for the differences as I couldn’t find a list of just the changes for the first clear. Some of these I just wrote out of caution, as I wasn’t entirely sure if they existed previously because I have the memory of a goldfish, it was a non-issue on prot paladin and now deletes me as a DH, or was improperly scaled on keys the previous season. If anyone knows changes that I missed, please let me know and I can update this comment.
Overall this feels higher than a +10 (probably like a 12-13) from our testing this week with our group being around 500-505IL.
You will not get any gear if you have completed this on M0. The dungeon drops 509 gear up from 493 in m0? Tactyks mentioned there is a Myth track if done deathless but wasn’t confirmed (but there was no way we were doing this deathless right now and it looks like your group felt the same judging by the deaths every boss. The Brez mechanics work like LFR or open world content where each persons BR is their own CD and there is no stacking charges like M+/raids.
Chronikar
- There is now a third Jump (up from two)
- Chronoshear is insane now, like LORGE. Like x3 my health pool on a 510 VDH.
Manifested Timeways
- Unwind time - Tank has a large cone frontal now and it consists of two hits based on the zone you are in (fast or slow, you should always be in slow for the DR).
--- First hit follows the tank, second hit does not track and can be dodged.
Blight of Galakrond
- Tank frontal for the corruption consume now?
- Dazhak is untankable and just spam casts in a single location, will jump around randomly
Iridikron
- Earthsurge now has a stacking debuff that ramps up, deals damage every 6 seconds.. You want to blast this shield to avoid damage.
- Each player will receive an add, up from 2.
- Tank now gets a stacking vulnerability on auto attacks during the add phase and it is pretty spooky.
--- Parry or dodges can cause you drop stacks, 3-4 needs a big defensive.
Tyr
- Spark of Tyr needs to have staggered dispels, this does a big AOE hit on dispel.
--- This can overlap with the dividing strike, if so, use a big defensive and hold on dispels if needed to prevent dispelling and immediately dying to the strike.
------Their group opted to use two man soaks on dividing strike, tank + one immunity to force most of the damage to the tank.
- Damage/haste amp? from soaking orbs, up to 5 stacks.
Morchi
- Don’t pop CDs on pull, boss phases 10 seconds in.
- Looked the same overall, I didn’t notice a difference?
Battlefield
- Shockwave always prioritizes the tank for the first frontal, then goes to random (I never gave this enough attention to realize if this targeted tank first, oops)
- Decapitate (from boss) is a two swing tank combo that also applies 75% mortal strike to the tank
Deios
I didn’t notice any differences nor did Tactyks mention any difference
Thank you again for your guides recently, been a great resource!
Yeah, these are M0 mechanics.
M+ last season used heroic mechanics.
Most of these were standard mechanics when the dungeon came out in S2 i believe
Appreciate this! I was going to jump into this later this week and wasn't totally sure what was different or to expect.
Glad I could help, good luck with it!
Don't forget you can sigil of chains (or vortex + typhoon, etc.) the morchie adds if the CC goes bad, which also slows them by 70% and gives people a bit more time to react to the situation!
Yup, using any CC available to you (and speccing into it specifically for this fight) is really useful!
Thanks for the guide, this was very helpful! crossing fingers for that tank trinket :)
No problem at all, good luck with it!
Stonescaled dps check was insane for this to be a 10+ kinda dungeon
It is definitely pretty tight and something you'll want to make sure you save damage for!
kinda wild you guys did this week 1. I just tried this and our DK tank at 510. Was getting demolished by the breath
It was definitely tough, particularly Deios! Got to have a plan for every breath in P1 and hard focus those adds to help remove the extra tank damage ASAP
If it’s “deathless” it’s likely not simply that again you need to do the “put that thing back where it came from” which also makes you transport the time lost items throughout the dungeon to the 4 portals on deios.
Correct, you need to do the deathless achievement with the hourglasses, same as what you did in S2 to increase the loot ilvl on the last boss
@@Tactyks iirc there were some really annoying things with them like you couldn’t mount or something.
@@johnj4471 Yup no mounting or double jumping for DHs
As a dh you can simply double jump two of the effects on manifested timeways, the ring and the orbs.
Nerf double jump
It’s weird on Morchie that they kept the dot nerf(it was originally a giant hit no dot before m+) but they removed the big hats on clones.
Yeah and iirc I thought the breath cast time was faster originally before it got nerfed for M+ but it looks like that stayed as well. Maybe I made that up though.
funny thing is these are just all the abilities they removed for S3 ... Glad the chronikar tank buster is back :P
Yeah Chronikar definitely will make you feel something as a tank hahaha
hey @Tactyks I am experiencing some weird thing and I'm not really sure whats wrong, so on Iridikron(HM) when the soak phase is happening im entering the small circle(I am the tank) and the 4 members enter with Chromie. The boss does few Extinction Blasts and it seems the average HP of everyone during it stays at around 50% and then the boss does a Stonecrack Barage that seems to hit for 500k dmg instant and it also places a dot for like 150k tick and kills like 1-2 players(especially the disc priest healer). we tried Dome/Darkness and they still died. not really sure what to do :) thanks if you reply to this
If players are getting a DoT I believe that means that the tank circle wasn't soaked for that specific hit, potentially you are getting pushed out of it by the earlier hits maybe? That's the only thing I can think of.
487 ilvl first week last boss our pug group double tanked it lol. I think with double brand I would eventually get it, but after 3 tries it was just way easier to have a bdk solo the frontal
What addon are you using under your health?
That is OmniCD for tracking cooldowns!
clearing this was tough lmao holy shit
Yeah, deathless will be an interesting challenge but maybe I'll wait for a bit more gear haha
@@Tactyks totally bro haha
any help please, we cleared till the last boss in hard mode, but we had to left, and if we go back I can't find where can I turn on hard mode back, or is it still in hard mode?
I'm actually not sure unfortunately. You could check the boss health to see if it matches the hardmode health in the video, which is 1.52 billion.
Does the run end if you have someone die? Can you reset it?
The Deathless achievement and hardmode are totally separate, so no need to worry if someone dies during your run as you'll still get hero track gear. That being said, you can do both simultaneously, and if you're successful the last boss will actually drop myth track gear!
@@Tactyks alright thank you
@@Moonwired No problem!
Thanks for this. I was trying to do this last night on a 477 vdh and was getting my ass beat
No problem, it's definitely tough!
Try to show the full mechanic before you start pausing the video so we can see it play out in real time at least once
Full VoD is linked in the description if you want to go through it at your own pace!
sry noob question, is hard mode or mythic harder?
Its Mythic, Hard Mode so its harder than plan hard mode.
These are not new mechanics at all, this is how it was on release.
so is hard literally just the dungeon on release
Yup, just with new S4 scaling!
This is making me feel dumb.. +10 like 20s used to feel like ?
Correct, S4 +10 or a S3 +20
@@Tactyks Thank you. You would think I would just go in and try it with the team but here we are. Have a great season!
@@sawawastaken3586 No problem, good luck with it!
Where the fuck is the guide for this? None of this shit has an explanation anywhere on wowhead
literally in game called the encounter/dungeon journal
@@quintit loooool the journal. Thanks tips.
1:44 lmao mid to low 490 that’s everyone and mf were pushing +4&+8 on 489s difficulty +0 really??😂😂😂😂
hardmode dawn is tuned around +12 difficulty in regards of new difficulty.