by Dr. Doom » Tue Jan 26, 2016 10:10 pm
Hardest difficulty on 5 mans is probably Stratholme. Room of error is smaller, as a person aggroing an Eye of Naxxramas and not killing it quick enough can be a real complication. Tends to happen often when someone zones in and is trying to reach the group alone.
The Scarlet Battle Mages can easily wipe a team if they're not focused early on or if there is no CC for other mobs that accompany them.
Scholomance doesn't strike me as too difficult but there are granted a few packs that can be problematic. The room prior to the Viewing Room has a magic immune mobs that can be a problem for certain team compositions (even wanding gets an immune message), the room with the ghouls has loads of dark plague debuffs that can easily kill a melee dps in seconds, and the room with Instructor Malicia has physical immune mobs that once again, can be a bit of a pain for some team compositions.
Other than these 2, I dont feel dungeons are truly complicated. BRD is very straightforward in fights and pulls, with the Dark Iron Highway, 5 packs requiring decent CC. Only the fight with Thaurissan, when you have to save Moira can be a bit of a problem if the DPS is low or the interrupting team mates are failing to stop Moira's heals.
LBRS is really simple in most ways, just focusing casters early on will clear the whole way for you, whether Scarshield Warlocks, Troll Witch Doctors, Firebrand Invokers or Bloodaxe Summoners. Only the event with Urok Doomhowl tends to be a problem for pugs as it is imperative to cc the large amount of incoming ogres, and peel off the healer.
Dire Maul really boils down to pulling back carefully, with some ghost packs in DM:W being complicated if not CC.
Nothing too terrible if you're careful, and if you have someone who broadly understands the vibe of the dungeon. Gear isn't a big issue, awareness and attention are.