One of my vague goals for Classic Burning Crusade was to play through all the heroic dungeons again, even the unpopular ones. I'm something like 99% sure that I did them all back in the day as well, but I have no clear recollection or record of it, so I wanted to do it all again to refresh my memory. Last week I managed to complete this goal by finally being able to tick heroic Mana Tombs off the list, the last heroic I had yet to complete in Classic. (Not counting Magister's Terrace, which won't be out for a while yet.)
With that done, I wanted to write down some thoughts on each heroic.
Hellfire Citadel
Hellfire Ramparts
This is a very easy heroic and I kind of wonder why people don't do it for badges more often, considering that it's quite short as well. I mean, there are some trash pulls that are a bit tricky to get right, but I wouldn't expect that to be a huge issue? I can only guess that the lack of other incentives is the reason why it isn't more popular (no regular quests send you there and none of the loot seems particularly exciting).
The Blood Furnace
This one seems to be an unpopular one, seemingly based on many people having bad experiences with it early in the expansion and then being like "never again". For me however, it was the heroic that kicked off our little dungeon troupe running things just for fun and I'll always remember it fondly for that.
Standing at attention to hear our fearless leader's plan.
We've run it a few more times since then and it's always been a blast. Most of it isn't too hard anyway; it's just that cage event before the second boss that's challenging, but if you're there with friends even that's a good thing in my eyes, because it's challenging in a way that encourages you to make a plan and stick to it, and if everyone executes their part correctly, nobody dies and you all get to feel good about yourselves at the end of it. The felguards just before the last boss occasionally one-shotting dps players is just a bit of extra comedy.
The Shattered Halls
This is probably the most hated heroic that people still run anyway, mostly because both the quest for the Nightbane urn and the Tempest Keep attunement (now not needed anymore, but still gives a title) require you to come here. And to be fair, I kind of get it. It's a bunch of straight hallways full of trash in a way that makes it impossible to skip anything except some of those gladiators near the end, and there are many pulls that are just too big for a non-paladin tank to effectively hold aggro on. Doesn't matter how geared they are or whether they're the best player in the world, Swipe only hits three targets and Thunder Clap up to four - if there are more enemies than that and you can't CC them, you need to hit them individually and that just takes time that you might not have before they decide to go after the healer.
I've only tanked it on normal myself and on some pulls the mobs were definitely all over the place - it's just that on normal this won't wipe you. My heroic runs with non-paladin tanks have always involved a lot of frantic running around and I can't blame any tank for finding it stressful that one missed attack at the wrong moment might result in a dps - or worse, the healer - getting one-shot. Basically you need a team where everyone really works together and is willing to take some responsibility by using cooldowns, slows etc. on almost every pull and that's just a lot to ask. That said, as a non-tank I really don't mind it.
Coilfang Reservoir
The Slave Pens
Easily the most popular heroic by a mile. It's relatively easy and therefore pretty beginner-friendly, but that doesn't explain why people prefer it quite so much over e.g. Ramparts which is very similar in that regard. My guess is that it's got something to do with the SSC attunement quest requiring at least two visits of the dungeon (once to pick up the quest and then a second time to hand it in) and the last boss actually dropping some pretty good loot, not least a trinket that's pre-raid best in slot for many casters. Also, you can skip huge amounts of trash and I get the impression that people enjoy being able to do that even if it doesn't reduce the duration of the dungeon significantly when compared to other short instances.
Three frost mages and their pets is almost like having six damage dealers... who aren't very good.
The Underbog
If Shattered Halls is the most hated heroic that people do anyway, this is probably the easiest heroic that nobody ever does. Nothing except the timing of some trash pulls near the end is really hard and there's a lot of skinning and herbing to be done for those with either gathering skill. However, like Ramparts it has no quests telling you to go there while also being somewhat longer than the latter, so I guess that's why people rarely bother.
The Steamvault
This is another fairly popular destination as you can skip a lot of trash and what remains is on a similar level to Slave Pens. The bosses are perhaps slightly tougher, especially the first one, but it's nothing too dramatic.
Auchindoun
Mana Tombs
Nobody ever wants to go to Mana Tombs, which is why it was the last heroic I got to check off my list, and it took a lot of convincing to get enough of my friends and guildies to go along with it. The common refrain seemed to be that the first boss required shadow resistance gear on the tank, which I didn't remember being an issue back in the day so I handwaved it away.
Now, strictly speaking I was correct as we did kill him without resist gear, but we were fairly well geared and we still wiped about half a dozen times before getting him down, mostly as everybody needed to learn to be disciplined with stopping dps whenever the damage reflection shield went up as otherwise people would just kill themselves within the blink of an eye. I was healing on that run and I also just barely managed to keep the tank alive with non-stop Holy Light spam and with the boss dying just in time for me to be completely OOM.
The other two bosses were a relative cakewalk after that, even the last one with the add summons that I recalled being somewhat of a pain back in the day.
"Successfully healed through heroic Mana Tombs" flex.
Auchenai Crypts
There are some good drops for several physical dps classes in this one, plus a valuable enchanting recipe drops from the trash as well. Combine that with how short it is (having only two bosses), which makes it a quick four badges on days when it's the daily heroic, and I'd say this is a reasonably popular heroic. Not a favourite, but people do run it with decent frequency.
Sethekk Halls
Sethekk Halls can be pretty rough on heroic, with a lot of trash for a place that only has two bosses by default, and with many mobs having some pretty disruptive abilities, from knockbacks and mind-control totems to silences and fears. Both bosses are pretty tough on the healer as well - but there are two powerful incentives to go anyway: It's the other heroic needed to acquire the urn to summon Nightbane, and every druid who wants to get epic flight form needs to complete it at least once as well. The latter also involves summoning the bonus boss Anzu, who can drop himself as a super rare mount, which is something that always holds a certain appeal.
Shadow Labyrinth
This is another one that's not very popular but people do it anyway, if only for the Tempest Keep attunement/Champion of the Naaru title. Reasons to dislike it are that it's on the long side and that there's a lot of unskippable trash, and like in Shattered Halls there are some huge pulls. While these are at least limited to the second boss's room, they are in some way even worse than Shattered Halls because even a well-geared paladin tank can't just AoE tank it all due to the enemy shadow priest mobs just melting people in seconds if uncontrolled. I remember on my first run of this, our dps group consisted of a hunter (me), a shadow priest and a dps warrior and we both wiped a lot and had to get quite creative with our crowd control plans in the end. That said, I do like a challenge.
Caverns of Time
Old Hillsbrad Foothills
This was the penultimate heroic I struggled to complete before Mana Tombs, also because hardly anyone ever wants to run it. The first time I heard someone talk about it, they said something like this (I'm paraphrasing a bit): "Heroic Old Hillsbrad? We tried that once, but the adds before the last boss kept one-shotting our tank. And we were already raid-geared at that point! Never again."
Still, for me tales of how impossible a dungeon is only serve to spur me on to want to see for myself - I guess because I always assume that people must have been doing it wrong and that I can do better (conceited, I know...) and in the end I ended up running it twice within a week or so, once on my hunter and once on my mage.
The first run with my hunter was quite a memorable adventure with a lot of mishaps along the way, though we interestingly managed to one-shot the encounter with the last boss. It sure was a fight to remember though... our tank did indeed also die on the second wave of adds, but we kept muddling through by using CC to the best of our ability, letting Thrall off-tank and so on. There is a short break before the boss himself engages, during which we could get the tank resed and healed up to start the main fight at full strength - and things did seem to go okay for a bit, until suddenly everyone was dead and I was the last person standing. "Feign death and let him tank!" yelled my levelling buddy over voice (referring to Thrall), which I did and which subsequently allowed me to finish off the boss. He did manage to put a deadly DoT on me just before dying, which I only just out-healed by immediately sitting down as soon as combat ended and stuffing my face with mage food. What a fight though!
I only remembered to take a screenshot of the carnage after I'd survived the DoT.
On the second run we did better during the first half of the instance but then wiped on the last encounter half a dozen times due to the adds always killing our tank, the healer, or both, but eventually we got it down as well.
The Black Morass
The Black Morass is another not very popular destination, but in a different way than places like Shattered Halls or Shadow Labs. There are a couple of good loot drops here that incentivise tanks and physical dps to return, and it's probably the easiest heroic to tank, seeing how all you need to do is pick up the big mob by each portal and try to cleave the adds to some extent.
The problem is that the dps requirements for a smooth run are very high, and it's very easy for a mistake to spiral out of control, at which point it's most likely a wipe and due to the timed nature of the instance the whole run's probably a bust (unless you were already on the last boss, in which case you have just enough time to run back and re-try him once).
I've had some runs with guildies that were super smooth and made the whole instance look easy, and I've had ones where my healer was constantly getting hit in the face by adds and we were falling behind on portals to the point that the next one was already opening just as we were engaging the current one. I also had one run which was super smooth until we popped a beacon on one of the portals which caused the tank to ignore the main mob (as it was being tanked by the summoned dragon), but then the beacon ran out before said mob was dead and it ran around killing half the group, nearly wiping us - just to illustrate my point about things being able to go south incredibly quickly. It's a weird dungeon, is what I'm saying.
Tempest Keep
The Mechanar
The Mechanar is another one of the heroics that's considered relatively easy and fast, though e.g. the fire lady can honestly be quite deadly! I guess the fact that the last boss drops a nice tanking sword adds to the appeal. Also, the robot guy is I think the only boss in all of BC's heroics that has completely different mechanics on heroic compared to normal (the Thaddeus-like charges vs. damage reflection shields on normal), which is quite peculiar now that I think about it.
The Botanica
The Botanica is a bit of an odd heroic in that most of it is not at all hard (with the exception of a few very disruptive trash mobs - but if you know what to look out for they are easy enough to handle), but quite long. At the same time though, it offers five badges for the effort, so the length is somewhat justified... I've found that people aren't overly fond of running this one normally, but when it's the daily there'll be a decent amount of groups, probably because a total of seven badges for an about hour-long run of an instance that isn't too challenging is not a bad payout.
The Arcatraz
The Arcatraz possibly rivals Shattered Halls in terms of unpopularity while still making people feel like they "have" to do it for the TK attunement chain/title. I do think that the difficulty is somewhat overrated though, because a lot of the trash consists of mobs that can be pulled as singles, meaning it's really not that challenging to handle. I'd say it's mostly the last boss that's rough, even if you're not worried about keeping Millhouse alive for the quest (but most of the time people do need that).
Beleaguered raid tank taking people through heroic Arca for their quest for the umpteenth time.
The biggest surprise to me here was the first boss, whom I remember doing an absolute ton of shadow damage, to the point that people recommended resist gear for him back in the day, yet he's never caused the groups I've been in any particular issues. This is an interesting contrast to the first boss of Mana Tombs, whom I don't remember being as bad as he is. I even have written evidence of that - I started this blog back in 2009, when Wrath of the Lich King was the current expansion, but BC was still in the fairly recent past back then, and one of my first posts was about rating the difficulty of BC heroic dungeon bosses.
In summary
I will say that Burning Crusade heroics are every bit as fun as I remember them being back in the day, and I plan to continue running them for as long as the expansion is around. I really love how much they defy brute force - though I'm not sure I want to say they are hard, exactly. Considering that I'm a woman rapidly approaching 40 who clicks most of her abilities, you don't really need to be a pro gamer to beat this content... but every boss and trash pull is a challenge that asks you to think about how to approach it, what to interrupt, what crowd control to use and when, and so on and so forth, and if you keep making bad decisions, there are consequences in the form of deaths and wipes.
Most importantly, everyone is part of that decision-making progress, and it really creates a feeling of working together. When I cast a heal at just the right time, when the tank taunts the mob just before it can hit me, when a rogue stuns the mob before it can fire off its most devastating ability, all of these things contribute to things coming together, and it just feels so good to me! Wrath of the Lich King felt very disappointing in comparison when everything descended into AoE fests where little seemed to matter other than running fast enough to keep up with your tank.