10-28-2005, 09:46 PM
(This post was last modified: 10-28-2005, 10:02 PM by Concillian.)
bonemage,Oct 28 2005, 02:23 PM Wrote:Some of the harder pulls for this party composition will be the 4 elite dragonkin pulls. They do a pierce armor ability that turns plate wearing protection warriors into cardboard wearers. It's a debuff of 75% armor or something nasty like that. You'll have to split those up, one per tank (voidy, Meowry, Kosch), as more per tank will rapidly exhaust your healers. Splitting up the damage to be sure each tank has aggro on their proper target runs the risk of the fight going too long, so I suggest killing Kosch's target first, and having Meowry switch to that target after locking his down. I suggest it this way for two reasons, killing Kosch's target first frees a shaman tank to be a healer (Gantor, save mana for healing, please), and because I know that GG knows when to switch his target better than most, as he has tanked the most with Meowry. The voidy will have to stay on his target until it's dead, and should be considered the lowest priority, as Meowry is superior in every way. (Nerf hunters!) ;)
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Meowry has superior defense to Kosch, but I imagine the void is probably better in terms of damage reduction because of Master demonologist (-10% damage taken). These pulls may be slow, but I wasn't thinking they would be a problem, as Marn can heal the cat and I can heal the void (at expense of DPS, of course). With so much healing available on these pulls, they shouldn't be terribly difficult.
I agree that Kosch's target should go down first, he should be able to hold early aggro best (with earth shock + lightning shield) unless he gets a resist on earth shock. We should be able to DPS through the first elite pretty quick with our group, and with only two elites things get more simple. Plus once Kosch's target goes down, we have double (triple if you count Kosch) healing available on the other tanks.
#2 should be Meowry's if only because it will be whittled down further... the void does virtually zero damage.
I'm imagining poly + power #1 down, warlock and hunter help Mogo to heal the pets while Kosch and Magead switch targets, then power down #2 and #3 and finally pop the sheep for #4, letting the cat or void tank it.
I've been going under the assumption that Kosch shouldn't need to save mana for healing. He'll probably need to expend it on earth shocks. I don't think that will be a huge issue given how much damage we have in the party plus the fact that masters can help heal pets. After his target falls, there's probably little need for his mana offensively though, so conserving would help after that point.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.