Heroics

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Heroic Dungeons

Heroic dungeons provide nourishment in the form of gear and Primal Nethers; as well, the experience gained running them is valuable for future raiding. Hard heroics require that players know their job within the party and work well together as a team.

Attunement

As of patch 2.3, with the faction reputation required to run heroics dropping to honored, everyone should be able to run every dungeon.

Progression

Difficulty

Here is a suggested order of difficulty for the heroic dungeons, via a forum post somewhere, with tips:

Easy: Pens, Vaults, Mech, Ramps(1), Crypts
Easy-Medium: Underbog(2), Seth Halls, Furnace(3)
Medium: Botanica(4), Shadow Lab, Arcatraz (5)
Medium-Hard: Durnholde, Mana-Tombs (6)
Hard: Black Morass (7), Shattered Halls (8)

(1) Don't bring more than 1 melee DPSer, it's not worth the pain on Omor.
(2) Bring somebody that can CC elementals, eg hunter, warlock, or even mage
(snare kiting). Can be done without, just painful
(3) Bring somebody that can CC things in combat for Broggok. Also have
either a hunter or warlock in group for megahit demon packs before Kel'dan,
which are nerfed in 2.1.
(4) AR on the tank for robot pulls- amended in 2.1. Some form of defensive
dispel (priest, paladin, felhunter) is required for 1st boss. 3rd boss
(Thorngrin the Tender) is doable but a major pain and not really worth the
effort, fixed in 2.1. Shadow Priests trivialize much of the instance.
(5) Zereketh is very hard and SR on the tank is recommended. Bring 2 healers
for Skyriss.
(6) SR on the tank for Pandemonius. Melee DPS is largely a liability on both
Pandemonius and Shaffar. Bring tons of DPS for Shaffar, requirements
hopefully eased in 2.1.
(7) Bring tons of DPS.
(8) Have 2 or more players who can CC. Bring a paladin, Limited
Invulnerability Potions, or a group with KTM and impeccable tricky aggro
control for the second boss, hopefully fixed in 2.1.
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