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Old 04/27/07, 3:42 PM   #426
Cel
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Ysera
Originally Posted by falkon2 View Post
How far in? The first minute or two? Likely the first pack respawned while you were setting up.

Unless the trash pack comes running in when Magtheridon is at like 60%, which is a different story...
We've wiped halfway into the fight on Gruul back pre-nerf due to that patrol respawning inside the gate. If he respawned while we were setting up, then he would have respawned on top of the raid, as the gate is the spawn point.

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Old 04/27/07, 3:48 PM   #427
Dargoth
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As far as Gruul goes, that trash definitely keeps respawning during attempts, we've had them respawn on our last two Gruul kills. Luckily our Ground Slam throws weren't too bad and they patrolled out before they became a problem.

As far as wiping to Mag trash during attempt yesterday, Mag just came out of banish and shadowbolts come streaming through the ceiling... I figure if they were already there they'd have annihilated us before we got the first add down, but I guess it's possible they just took that long to run down to us or something.

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Old 04/27/07, 4:09 PM   #428
 Hamlet
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I just set up normal max-DPS groups, with a tanking group for the eventual Mag MT and the last 1-2 Channeler tanks. People can remember which cube they're going to click and what mob they're supposed to tank without needing a group setup to remind them. Shamans start the fight in groups for the most effective DPS Heroism, and then might get swapped to some other group (say for Mana Tide) later on.

If someone's having trouble at this fight, my advice would be to prioritize as such:
1) Kill the adds faster. This solves all the problems at once.
2) Interrupt better. Spells should almost never be going off, and definitely not on the currently DPS'ed target, where everybody is.

On our first night of attempts, we had 5 tanks, 9 healers, and 11 DPS. A few nights later, we had 4 tanks, 8 healers, and 13 DPS, and things were already getting better. We also switched from a "move-the-mobs" strategy to a "move-the-DPS" strategy. This cleaned up interrupting a good bit. Without having to worry about cross-heals between the adds (they start out outside of healing range of each other), tanks could interrupt Shadow Bolts themselves, without having to distract any Rogues or Shamans away from the main DPS target. The feral Druid tanking two adds was in the far corner, and we just let those Shadow Bolts go off, hitting only a few people. For our second kill, we had only 7 healers on, and it went even better. Only 6 Abyssals every spawned, the fourth add was almost down when Mag spawned, and we'd even accidentally let a heal go off.


After practicing the fight exactly the same way for a while, you settle into a rhythm. Everyone knows exactly what's going to happen, and things just tighten up. The same person eats the first Fear from a particular add every pull. The same people interrupt the first two heals. Everyone knows when their Heroism is coming. The healers know that the DPS might eat one Shadow Bolt while running to the Druid-tanked add. Once it's a rehearsed execution (think Gothik, only less intricate), it's not so scary anymore.

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Old 04/27/07, 4:25 PM   #429
Falk
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Hmm... that's odd. The timers we're using to keep track of the trash pack respawns seem accurate down to the minute. I've called a repair break when we were close to having a repop and they spawned right in front of us almost exactly when expected... and there's been other times we've pulled with less than 2 minutes left on the clock.

If Mag was coming out of a banish though... I can't imagine trash taking 2 minutes to run down the corridor. More bugs, I guess. :/

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