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Wind Lord Mel'jarak33 replies to this topic
Posted 29 October 2012 - 10:57 PM
Posted 01 November 2012 - 10:08 AM
Posted 02 November 2012 - 12:45 AM
Actually if Im not wrong, than if you leave 3 trappers unchecked, than you will never run out of players who can break the trap. After 115 sec first 3 players are able to "untrap" again, the next 3 is 35 sec later and so on. So in worst case you will have ~12 players with the debuff (if you break traps asap, if not, the number can rise slowly, but should never go over 18)
Sorry, missed this comment. Will look into it.
I'd like to mention a few things regarding 10-man, that might be helpful to any guilds attempting this/wiping on it. I'll update the guide to include most or all of them tomorrow.
Firstly, it's entirely possible to AoE tank the non-crowd-controlled adds, even on a single tank (though the damage might be a bit high). This gives the tank a ridiculous amount of Vengeance/DPS/HPS, which helps a lot. It also allows you to get several types off adds low on health at once, which is another added bonus.
In 10-man, 1 interrupter per Mender is enough to prevent them from ever healing.
One combination that I can confirm as working is to crowd-control 1 Blademaster, 2 Menders, 1 Trapper, kill the Menders, crowd-control 1 Blademaster and 1 Trapper, kill the Blademasters and then kill the Trappers.
Posted 05 November 2012 - 04:16 AM
Posted 05 November 2012 - 12:27 PM
For 10-man, you pretty much have to crowd control at least one add of each type, and then whether you crowd control a second mender or trapper depends on how many interrupters you have and if dps is an issue. Trappers will cause a lot of lost dps with Resin and Amber, but if even one heal gets through it's usually a wipe and you might need two mass dispels to handle two menders effectively.
I would also strongly recommend taking down all 9 adds at the same time. This avoids the confusion regarding recrowdcontrolling when it breaks, and also let's you go straight from 6 AoE targets to single target double damage.
Thanks for your post! Hopefully it will serve as useful for when other people are attempting the fight, and I'll see what of it I can incorporate into the guide
Posted 05 November 2012 - 04:58 PM
Posted 05 November 2012 - 08:45 PM
Posted 05 November 2012 - 11:08 PM
Posted 05 November 2012 - 11:30 PM
Posted 06 November 2012 - 12:59 AM
Posted 06 November 2012 - 12:04 PM
We killed him yesterday with 120k avg dps.
I'd like to note that for 10 man, unless your dps are all pulling 150k+, you're most likely going to have to use only one tank in order to kill the boss before he hits enrage.
Solo-tanking however might still be the better option.
I can confirm that the enrage timer is 8 minutes.
Edited by Jimble, 06 November 2012 - 12:07 PM.
Posted 06 November 2012 - 01:53 PM
Posted 07 November 2012 - 08:07 AM
All the healing alts!
The effect spirit has on a traditional Mistweaver build is probably in the region of how far my fart moves a windmill.- Reglitch
Posted 07 November 2012 - 11:33 AM
Posted 07 November 2012 - 01:43 PM
Posted 08 November 2012 - 02:29 PM
Posted 11 November 2012 - 11:45 PM
Posted 12 November 2012 - 05:27 AM
Edited by Auracle, 12 November 2012 - 05:28 AM.