Originally Posted by Dawme
Don't you think it's a bit weird to put an enrage timer on a broodlord like fight ? Enrage and %deaggro on main tank serve the same purpose : put a hard time limit be it through a "ding 10 mins, time to OS everyone" or "aggro plateau reached, mode no tank enabled".
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The knockback is too easily avoidable in certain sets of tank gear where 20%+ dodge / 20% + parry are achievable, especially with Moroes / Alacrity trinkets and consumables. It's also only 25%, so a 4 tank cycle could go on almost indefinitely if you had a WF / 2 tank / feral druid / GOA group. I think most enrage timers are in the game not as mechanics to actually force amazing DPS, but to force good play so that 10 people don't die before 50% and you limp through a kill after 30 minutes of fighting, which would be easily possible with Void Reaver or Karathress. The fights without enrage timers are fights with other natural limits that can't be cheesed with luck / gear sets like Gruul's Growth, Magtheridon's Cubes, or add waves like Solarian/Tidewalker.
It's also why certain fights like Hydross are seen as ridiculously out of line in comparison.
And Buiden, I phrased that wrong, I meant after the initial tank cycle is established (should only take a minute or so) that it is foolish for DPS to hold back for fear of pulling, or at least was back in the Broodlord/Onyxia days. If it's only a 25% reduction now, and with the addition of Invisibility / BOS / Soul Shatter, I may be way off base. I know we had a warlock stop casting for a minute so Soulshatter could come back up, whereas a year ago we would have had him all out nuke, suicide and Cbat.