Let's review the status of our attempts on this fight:
1.) Lightning phase seems good. We occasionally have mistakes but practice will make perfect.
2.) Normal phase seems OK but we haven't had a whole lot of tries on this phase.
3.) Frost Phase is the worst phase.
Let's review our frost phase problems:
1.) Even with 7 healers, we are not putting out sufficient healing in the middle. I don't think that this is our healers messing up as our healers are routinely putting out 30k+ HPS during that phase. It seems like it's just TOO MUCH healing. I think that the issue is that we are ranged heavy and we're just sticking too many ranged in the middle.
2.) Melee are not getting the first crystal down by the second pass. Again, we are ranged heavy.
To try to solve both issues, I am thinking that we will adopt updated frost phase positioning and move some of the ranged to the outside. This will allow the first crystal to die reliably while also taking some ranged dps out of the middle. We will 6 heal this (Instead of the 7-healing we're doing now) and stick our mobile healers and mobile ranged dps on the outside. I think that it might be a bit too demanding to demand that our mobile healers heal on the run, while dispelling, while healing, while dodging falling icicles, while running from ice waves. To solve this issue, we'll have 2 groups in the middle instead of one and we'll have 1 dispeller IN THE VERY MIDDLE. That dispeller should be able to reach anyone inside the water globule. The positioning will look like the following:
The ranged groups will start at Triangle and Diamond and stay where they land, starting on the crystal closest to them. The ranged will throw up dots on Square and nuke down their platform. If we only have chex as the only druid, we're going to stick 3 ranged dps in Diamond and 2 in Triangle so that Triangle is still up when the melee and ranged on the outside get to it. Melee, mobile healer and movement RDPS will all start on X.
A sample group makeup would be the following:
Group 1 (Tanks + Extras):
Mantra
Kalikk
Sazda
Snugg
Vertanni
Group 2 (Melee):
Rebel
Ninja
Chosi
Zenzae
Axe
Group 3 (Triangle):
Jlogg
Heavenzy
Brynneth
Baneraiser
Mordechai
Group 4 (Square - Moves):
Chex
Wilistari
Mordechai
Darkhuntar
Thundere
Group 5 (Diamond):
Boredman
Deftonia
Sefi
Wilistari
Bash Updated:
Our recommended movement RDPS:
Ele Shaman --> Hunters --> Fire mage
Ele Shamans can spam Lbolt while moving and briefly stop to cast LvB in addtion to their instant casts (Shocks, etc). They lose almost NO DPS by moving. This is also a good time for SWG.
Hunters can switch to fox to hit cobra while moving and all other abilities are instant cast so we don't lose a whole lot by moving.
Fire Mages can spam scorch and keep up LB's while moving. Although this would kill any chance of combusting during this phase, the fire mages should be saving combust for normal phases anyways, preferably during feedback. Although scorch is not as powerful as FBall, they also get more Imp HS procs and Scorch still hits decently hard for its cast speed.
Spriests have no spammable abilities while moving thanks to VT, MF and MB all being casted. Although Dots are powerful and will keep ticking while moving, it doesn't make up for the fact that 3 core rotational abilities are casted.
Locks are in the same boat as spriests. Although they DO have a spammable ability they can use on the moves, it's relatively weak.
Boomkins are similar to the other classes. Although lunar shower allows your moonfire spam to hit decently hard (And keeps your balance bar moving), they still lose a fair bit of damage while moving.