02-17-2006, 11:13 PM
How to handle the axe throwers in my opinion.
The only way to interrupt their spinning axe attack is to sheep them; they are immune to stun once they begin to spin. However, sheeping does not provide an instant interrupt. Therefore, to avoid any damage at all from axe throwers, they would be best handled by stun locking. Instead of the main tank charging, a rogue and a pet with Intimidation can work in unison to keep axe throwers locked down and harmless while the rest of the party does DPS.
So, the pet Intimidates for a 3 second stun, then rogue opens with cheap shot for 4 seconds and then uses kidney shot as a finisher which at that point will be good for another 3-5 seconds of stun. Nobody needs to wait on their DPS and the axe thrower should go down quickly with no damage taken. The only risk here is if the stuns are resisted or the rogue's moves miss, in which case sheeping can be used as backup. A second pet can be held back to Intimidate after kidney shot wears off.
The only way to interrupt their spinning axe attack is to sheep them; they are immune to stun once they begin to spin. However, sheeping does not provide an instant interrupt. Therefore, to avoid any damage at all from axe throwers, they would be best handled by stun locking. Instead of the main tank charging, a rogue and a pet with Intimidation can work in unison to keep axe throwers locked down and harmless while the rest of the party does DPS.
So, the pet Intimidates for a 3 second stun, then rogue opens with cheap shot for 4 seconds and then uses kidney shot as a finisher which at that point will be good for another 3-5 seconds of stun. Nobody needs to wait on their DPS and the axe thrower should go down quickly with no damage taken. The only risk here is if the stuns are resisted or the rogue's moves miss, in which case sheeping can be used as backup. A second pet can be held back to Intimidate after kidney shot wears off.