05-14-2005, 12:23 AM
(This post was last modified: 05-14-2005, 12:24 AM by MongoJerry.)
Xanthix,May 13 2005, 02:51 PM Wrote:I'm not sure if once debuffs are removed, the threat they caused remains. But regardless, it is probably a good idea to leave a few debuff slots open for the MT to use, and I could see a raid group being very protective of these.
My understanding is that the aggro is generated up front and is not removed once the debuff comes off. I regularly raid Molten Core with a pretty high powered group, and we don't have any rules like this. Warriors sunder armor whenever it's available and I believe use Shield Bash, since it causes so much aggro. Having Sunder Armor run off the 8-debuff limit hasn't caused any problems for us, and anyway the warrior is going to reuse it again as soon as he can, so who cares?
The only time we have any issues with the 8-debuff limit is when we're fighting Sulfuron, who has four healer guards who cast healing spells both on themselves and each other. We pull guards away from the pack one at a time to kill, of course, but while that prevents the guard being killed from being healed by his buddies, the guard can still heal himself. So, we always make sure that we have a Mortal Strike debuff, which lowers healing by 50%, on the guards at all times and have a rule there that no one should use any debuffing skills during that fight other than warriors. But that's a special case limited to that fight. Otherwise, people are welcome to use Hunter's Mark, SW:Pain, or whatever else they want in our raids.