Since were doing a lot better on Imperator and getting into the first transmission phase easy and with full mana bar (atleast for me). I was looking into some ideas to make the transmission phase less messy and therefor optimize DPS, as we come a bit short there.
First of all the Warmages have prio, except for the second transmission phase. There is single target damage and raid damage which is all healable if everyone is not running around. My experience is that we were running around a lot during that phase and that makes it hard to assign healers and to AoE heal the raid properly.
Basically my idea was to put a raidmarker between the two mages and a bit towards the middle (so basically it forms a triangle), for the ranged camp. Which would make it easier to heal. Less running around for everyone = more DPS.
Posted this here because Im not sure of Mea Culpa has acces to the DMR section and I just wanted to start this discussion as Id like a cleared instance on sunday :)
Arctic/Dreaman
Sounds good ... That part seems like a dps check. 1 min to kill adds before boss is back up
The only issue with stacking is the warmage fixate and getting it outside the group. Thats no biggy tho
We'll get there
I know we might not get back to imperator. However I wanted to post this video: https://www.youtube.com/watch?v=i-3jUcpMBTQ
Phase 1-2 are the same as we do. However phase 3 is different and if needed we could try this tactic as Phase 3 will be taken care of the same as phase 1-2. Meaning the range group is on the outer circle instead of inside.
That works too if you have some kind of boost to get away....Not sure how far you can run within the cast time
for the tanks you mean? well Druids have the roar...DKs i dunno.
It's only a 2 second cast time but the tank could start running slightly before as long as the other tank taunts as soon as the cast starts to reduce movement of the boss. I don't think I could get far enough away with my speed boost unless I ran early.
Not sure what the debuff is, but leap of faith, warlock portals etc might be worth a thought, but Blizzard would not have designed an encounter that was single class specific for a tank, so there must be a common sense approach.
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Its a cool debuff, The tank becomes a 1 shot bomb and needs to get 35 yards away.
The cool part is
P1 he runs away and pops simple.
P2 Tanks teleported to a random player then has to run off and pop.
P3 hes rooted to the spot and everyone else runs off before he pops
P3 is the issue where people get killed from being in the wrong place
Quote from: Whitey;394652It's only a 2 second cast time but the tank could start running slightly before as long as the other tank taunts as soon as the cast starts to reduce movement of the boss. I don't think I could get far enough away with my speed boost unless I ran early.
The difference is though, with us running outside we have more room to run aswell. Making it bit more safe and easier as the tactics stay the same for 3 phases.
Quote from: Arcticfire;394673The difference is though, with us running outside we have more room to run aswell. Making it bit more safe and easier as the tactics stay the same for 3 phases.
Ranged and healers moving out of it would make a nice change :narnar: