09-15-2006, 12:58 PM
Quote:In the second session, it seemed less stable. I still got uppercut every now and then (since there is a variation of up to 10 seconds as when the teleports can occur) and I seemed to get hit with Arcane Bursts more often - sometimes it seemed immediately after teleporting (which they have allegedly fixed).What makes the Twin Emps hard isn't so much what they do, it's what they do over a 15-minute time frame. In other words, you have to run these guys for up to 15 minutes without something Going Wrong.â¢
The reason we stopped trying to have Warlocks gain prox aggro is because it's more dangerous. It simply increases the chance of something Going Wrong⢠during a transition and eventually one of them's going to go badly, causing you to take an uppercut or an arcane burst. And as a healer, lemme tell ya that it's not easy to heal a Warlock through that. If a Warlock takes an uppercut + arcane burst combo, they're probably going down.
You might think "well, it works great 90% of the time though, I don't see why we can't do it that way" and you're right. This is what one of our Warlocks kept arguing. But unfortunately, a 10% chance of it going wrong means that over a 15-minute time span, it's going to go wrong at least once, which means you're dead, which greatly increases the chance of a wipe. Ultimately, to succeed in the hardest of encounters, the way to go is to find a method that reduces the margin for error or funky unexpected mob behavior.
I heavily recommend you abandon trying to get aggro via proximity and instead steal it off the Warrior. If you've got a Priest with power infusion, they're good to have assigned for healing you because they can give you a leg up on stealing aggro faster from time to time.
-Bolty
Quote:Considering the mods here are generally liberals who seem to have a soft spot for fascism and white supremacy (despite them saying otherwise), me being perma-banned at some point is probably not out of the question.