Lurker Below woes
#2
We just downed him last week.

The skinny for us:

CCing the melee adds (Guardians) was too dangerous and error prone. We tank them all from the start and focus them down first. As you say, a cleave can instakill on a sheep break no matter how fast your mages are. They also teleport so you can't just stay away from the sheep -- they can be off on an island in an instant slaughtering squishies. Hunters misdirect onto assigned tanks as dispatching the guardians is the hardest part.

All the ranged adds are CC'd as best as possible while we FF down the melee adds one at a time.

We put no tanks on the islands, the ranged attackers don't need tanking to be killed. We let the island teams decide whether to kill their adds or leave them sheeped (as you stated, a new one will not spawn at the next submerge). They just aren't that dangerous. It seems most of the time the islands will have time to kill at least one of the two easily before he re-emerges.

Potential problems with our strat: If you don't have enough CC for the ranged adds, they can cause trouble. We're well stocked with mages and hunters, and warlocks can handle one also.
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Messages In This Thread
Lurker Below woes - by ima_nerd - 09-12-2007, 07:38 PM
Lurker Below woes - by vor_lord - 09-12-2007, 08:05 PM
Lurker Below woes - by Klaus - 09-12-2007, 08:55 PM
Lurker Below woes - by Skandranon - 09-12-2007, 09:06 PM
Lurker Below woes - by Kevin - 09-12-2007, 09:30 PM
Lurker Below woes - by ima_nerd - 09-13-2007, 03:14 AM
Lurker Below woes - by ima_nerd - 09-17-2007, 01:15 AM
Lurker Below woes - by Bolty - 09-17-2007, 02:32 AM
Lurker Below woes - by ima_nerd - 09-17-2007, 04:29 PM
Lurker Below woes - by Tal - 09-17-2007, 04:32 PM

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