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suppose council will die soon, some stuff that might help with this:

we'll need three groups to go inside. the third will come out while he's in execute range. it doesn't matter all that much what classes you sent in if they do it properly. it really doesn't matter what healer you send in. tank healing is actually rough at times, so ansky should probably stay outside at all times.

the groups could be something like:

mokou / pika / healer

yarnicus / profchaos / healer

bustabust / ftfk / healer

outside it's really ONLY about add dps. the boss damage will be done by the guys going inside. and those should target adds only during the deadly throws and if mobs come close. otherwise you keep ALL cooldowns and go berserk on the boss for 40 seconds. for that reason i'd keep roqwell outside. add dps is just too important and hunters are better then any other class for that. bloodlust and ring should be used when group 1 comes out. that lines up with using the ring on the pull. 3rg group will come out during execute or shortly before that. so putting strong execute classes in there helps a lot.

 

Also don't play specs to aoe inside. Play specs to kill the boss. the key to inside is to immediatly single target the first 3 imps as they run in. you can see and target them way before you can dps them. just single target the first 3 and then aoe further mobs as they come in. the first wave is just 3 of these little fuckers and the dmg buff from kililng mobs inside gets applied right away. meaning if you zerg these 3, you have a 30% dmg increase to kill the next waves with and it keeps stacking. don't wait until there's more mobs around, just kill the 3 imps and it's pretty easy. Also if you don't kill imps fast enough, they blow up. and if you kill one of the big demons inside, they always blow up, it's a green marked area that you have to move out of. on the first few pulls it might be a good idea to use dps cooldowns inside just to get a feeling for it. but once we get in the area to kill it, you really want to keep all CDs for boss dps. the 200% increased dmg buff is up for 40 seconds. that means a warlock wants to have both his dark souls and a retri pala needs 2 charges of wings for that.

also no 'stop healing, we got 20 stacks'. once you reach 20 stacks, khadgar teleports you out. obviously the healer shouldn't waste mana at this point, but once you're at 20 stacks, it happens automatically.

 

the big mob HAS to be interrupted and when he dies, he drops a pool under him that has to be soaked. if  you take too many stacks, you get mind controlled and the raid has to kill you. avoid that please! the mob should be tanked on the boss and then moved out before it dies, either to the back or the side. then melees soak the pool and once the healer comes out of the portal phase, he has to run to melee. he's got a circle around his char and anyone inside that circle loses the madness stacks that get applied from soaking the pool.

 

the first heartseeker targets need to run far back, otherwise further heartseekers creep closer and closer. you can also run through an existing pool to stack them up IF you have a personal CD. helps a lot with space. the orc adds that jump in from the side can actually be targeted shortly before they jump off, before they reach the ground level. helps for dots. they can NOT be stunned but slows work just fine.

 

things that will wipe us:

- people outside shooting the boss over adds

- missing the portal to go in

- missing a single interrupt on the big guy. if that happens, blow multiple healing CDs or some people will die.

- groups inside not getting 20 stacks

- someone inside dieing to not moving out of an explosion

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