Originally Posted by falkon2
Hmmm... every time I've gone through the Eagle boss trash, I noticed extra guards spawning at the back. but they'd bug out and not do anything. (targettable, but "Invalid target" for attacks) I assumed that when working properly they'd just hang around behind to prevent run-back zergs... if they continually spawn and attack from behind, that'd be pretty hectic.
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We did two raids yesterday, one before the 6pm reset and one after. In the first, we had exactly that. Lots of mobs piled up at the bottom of the hill and then despawned when we killed the boss. In the second raid the mobs correctly ran behind us. It's a pretty rough dps check, we got through it without too much trouble but then we outgear that instance by a mile. I am pretty sure this is gonna be a problem for karaz/ssc geared guilds.
For setup reasons especially for that trash a prot paladin would have been very, very good. Also helps at lynx due to a ranged pull. We wiped there due to the lynx raping a healer on each spawn. After that wipe we just told the OT to run towards our lifebloom druid shortly before phase switch cause that's where the lynx ran, guaranteed. But a prot pala would have solved that with a ranged pull as well.
But wth is up with the timed run here? After you kill the boss a little gnome spawns that runs through the place and fireballs urns. It took well over a minute until she nuked the one where the epic was in. Losing a minute waiting for loot while being on a timer is brilliant design.
For the hex guy I really do not think you need SR. We wiped once cause we did not know how his aoe works, tried to keep three mobs CCed and when the aoe came, CC broke and casts were pushed back so some not controlled mobs raped our healers. Went easily down after that when we killed the BE lady and that thaddius-wannabe undead mob and slept/banished two others. It seemed like it's possible to kill all four if you want to as well and have appropiate dps for the boss.
Overall it seems to me the trash is more annoying then some of the bosses, those scouts have a really fast respawn, which can easily wreck you if you do not have high dps. The pulls with two flamecasters are also kinda annoying, dunno if they are sheepable as we did not have a mage, but with the fast cast buff they give themself their fire aoe is hardly interruptable, even with CoT on, and deals a shitload of damage.
Other then the bear (which is the most boring boss ever, stand still dps him, have two tanks, one taunts at each phase switch. And it took us 7-8 minutes to kill it, yawn.) the encounters are kinda funny, some are obviously copies/near copies from previous bosses but there's lots of stuff going on, I found it rather enjoyable.
Phase 3 of the last boss is the only thing that seemed that it can wipe you if you know what's going on, sometimes those hurricanes can push people into a corner and then just kill them there. Also if you do not have at least one healer with hots, that fight is going to suck big times. Getting of cast time spells is hard already. Getting them off right there when you need to save someone can be impossible. We had a holy priest and a resto druid and still lost too many people in that phase three times so that P5 wiped us then.
On another note, did anyone complete a full timed run yet? We tried to keep up on our 2nd raid, the first three bosses were no big deal but then the timer went down to 12 minutes and we took a bad path, so we had to run 2-3 minutes to the other side of the instance and then there was no way we could do both trash and boss on time.