Not all dungeons are equal, or specifically not all boss fights are created equally. We were looking to run a level-sync’ed dungeon with relatives yesterday afternoon, with our duo recently having set up camp in Jade Forest (now level 82), the Temple there would have been the obvious place to romp through. Sadly the summoning stones did not work with the new level bands (in Battle for Azeroth) or maybe the one at Temple of the Jade Serpent is specifically bugged as it wouldn’t allow us to summon the other two characters for the run (content was originally 85-90). Rather foolishly we decided to plump for a Cataclym dungeon instead, in the current game Cataclysm and Mists are in the same widened level band of 80-90.
None of us could remember much about Blackrock Caverns, but it is a short flight from Stormwind so off we popped to summon and crack on with the run. We’d figured that the summoning stones for Cataclysm dungeons (originally levels 80-85) and indeed the stone worked fine. Almost as soon as we stepped inside I found our death knight tank’s health was plummeting rapidly rather a lot. Pre-healing seemed to be the best tactic – slap all my layered healing on as soon possible after each pull, at least in the modern game healer aggro isn’t much of an issue!
Generally it went ok at least until the second boss. Some trash groups are particularly nasty – part way through I remembered certain groups being *nasty* if your group was undergeared. The Evolved Twilight Zealots and the Defiled Earth Ragers can both turn into deadly encounters. The former require a lot of healing on the tank given the high spike damage, and the latter require the group to stack for the meteor attacks. With said meteors I thought at first I was missing a telegraph to dodge as I was being one-shot by these small-area blasts – but the linked WoWHead article reminded me of the old tactic: stacking on these mobs is a must.
The second boss, Karsh Steelbender, was a real test. We wiped more on this than we have in recent memory on any content – endgame or otherwise. I remembered it being tough to tank as a Paladin back in the expansion’s era. It’s a real test of the tank’s precision movement and timing, and of the healer’s gear/output. We did, thankfully, manage to defeat him after a good number of wipes, thankfully the corpse run is non-existant in the modern game or we’d have given up completely.
Other than the nasty damage from the meteors of the Ragers the remainder of the dungeon went ok. Tough enough to heal on my monk, but we made it through. It was good to run a dungeon we’d not run in the longest time, though memories of why we’d not played this dungeon to death back in the day or in more recent leveling static groups were quickly refreshed. We ended the dungeon with a chorus of “Should have gone to Jade Temple!”