Torm, on 01 November 2012 - 10:08 AM, said:
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.