This is the fourth in a series on getting challenge modes done before the Warlords of Draenor content patch. You will find all the articles in the series here.
Learning how to survive "Pull McNasty" is an essential challenge mode skill. Once your group knows how to coordinate its cooldowns, stuns, and interrupts, each successive McNasty will simply be a matter of tailoring that rotation to each dungeon's context so you're not pulling faster than your cooldown timers can support.
Pull McNasty (noun: 'púl mik-'NAS-tē): The worst and most difficult pull in a challenge mode dungeon, and most common point of failure for a group attempting to beat the gold timer.
I've assembled a list of the various Pull McNasties past the cut.
- Gate of the Setting Sun: Bomb RNG and the mantid pack in the building after the bridge (between the first and second boss) will test your healer.
- Scholomance: The Rattlegore and Voss trash packs are the most dangerous in the instance. Boneweavers in Rattlegore trash have a frontal cone AOE. Voss trash should be pulled all at once (or continuously) and kited. If you want to see what happens when the tank stumbles for a moment while kiting Voss trash, go to 11:10 on Hamlet's instructional video.
- Scarlet Halls: Beware the patrolling mob pack outside Armsmaster Harlan's room. We prefer killing it before Harlan so there's no chance of accidentally pulling it afterwards.
- Temple of the Jade Serpent: There's no trash pack here that really stands out as being unusually dangerous. However, be careful about how many sha you're pulling at once before Liu Flameheart. They hurt.
- Mogu'shan Palace: Most of the trash to the first boss should be pulled all at once. The most dangerous elements are the quilen which can stun your tank in the middle of massive damage from the surrounding mogu. Start the first boss event as quickly as possible and continue to kite trash during the RP. If you can master this pull and Siege's third boss (see below), you can handle anything else that challenge modes will throw at you.
- Scarlet Monastery: The pull immediately after the first boss is probably the most dangerous overall. Cathedral pulls have the same mobs, but you can avoid much of their damage by running around the pillars to LOS the casters.
- Shado-Pan Monastery: The second-to-last or last trash pack before pulling Taran Zhu (i.e., the ones with orbs, a caster, hunter, melee, and a defender to purify). You can actually cheese the last one and purify its defender after you defeat Taran, as you'll see in most Shado-Pan videos.
- Siege of Niuzao Temple: The standard approach to Siege is to ignore the third boss' trash and DPS him to 75%, at which point he bubbles. The tank rounds up all the trash and the group AOEs them down with bombs before the tank takes a dirt nap. This is just as terrifying as it sounds.
- Stormstout Brewery: While I think Stormstout's difficulty is overrated, it is very easy to lose people while kiting the monkeys before Ook-Ook.