Thread: M'uru
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Old 06/03/08, 9:25 AM   #115 (permalink)
Pentamorfi
Von Kaiser
 
Human Warlock
 
Ravencrest (EU)
Originally Posted by MackTheTemp View Post
Two questions:

In P1, is anybody using 3 hunters for a misdirect rotation on the void sentinels? We've only had one night on M'uru, but we want to use 2 locks dpsing the sentinel and it gets tight at times when the sentinel spawns on the opposite side of the room from where the locks are standing. We tank the sentinels off to the right hand side when you walk in - - and kiting the mob across the room has caused a-lot of issues. Sometimes the tank would die when turning to run while kiting it, not to mention ranged dps and healers getting clipped by the aoe pulse.

Can the ranged dps group dps the mage un-tanked, or possibly tanked by a warlock? Or have the warrior simply taunt tank the mage?
You need to be more flexible with regards to where the sentinels are tanked - you can tank them on the left side just as easily. Just let it depend on where M'uru decides to spawn every odd Sentinel. If it spawns on the left side, for example, you can misdirect the next Sentinel to the tank in the case a) it spawns in the opposite side and b)Darkness is coming soon and your tank won't have time to drag the Sentinel across the room. your tank just needs to be very aware of where he is, whether there are void Spawns up, what's the timer on Darkness, whether the void spawn tank can make it across the room dragging them with him safely etc. Between Intervene and Intercept, your tank can move around the room with a lot of ease IF you're fast enough with killing the Sentinels. Which brings me to my next point - 2 warlocks aren't gonna cut it, neither for AoE not for keeping up with the Sentinel Spawns. We use 3 warlocks and a mage on them and have 2 of our priests put VT/SW: P on them as they pass by.

Also, when, for example, your tank is at the bottom left side of the room and the next Sentinel is spawning at the top right, and your tank calls out for an MD, he can move in such a way that the MD'ed sentinel won't go anywhere near the range groups. Basically, in this specific example, the tank needs to move to the right side of the bottom ranged group (meaning the top ranged group won't have to move to avoid the aoe pulse). Then he moves to the left side of the bottom ranged group, forcing the Sentinel to pass through the Darkness, so the bottom group won't take any damage either. Of course, for this to work you need the previous sentinel down in time.
 
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