Some answers for Blacksen:
1/ I can attest that you can do the entire zone with any 2 healing class characters at a full T6 gear level and no Shadow Priest. Even at Bear mount speed. Your healers will chug a lot of mana potions, but that is the main problem.
2/ My groups strategy for the eggs is to kill one hatcher each time and let the other hatcher release an entire side. The moment he starts releasing hatchlings, all ranged dps switch to single target killing hatchlings and the off-tank moves in to tank as many hatchlings as he can grab aggro on. Once the entire side is hatched, aoe happens (hopefully the offtank has aggro on most mobs) and non-aoe kill off any adds that are running amok. It's chaos, but controlled chaos because nobody is getting hit harder than they can be healed through. Sometimes we have let the hatcher run across and hatch the second side and sometimes we haven't. If it's faster to kill them all in one wave of hatchers, it's not by a whole lot. If somebody died during the first side worth of hatchlings, you should probably kill the remaining hatcher and battle res/heal/buff them back to full in time for the second wave.
Note: We don't ever let 2 hatchers start hatching eggs, even if they are on the same side and we have a paladin off-tank because it tends to make the adds spawn too fast, leaving you with too many adds up at once when they are all hatched. Your goal is to make as many hatchlings die through single target fire as possible before the entire side is hatched.
3/ Don't sheep too much. If your healers can heal through it and/or you have people who are good at interrupting/silencing, you don't need to sheep anything outside of Medicine Men and Beast Tamers. Medicine Men drop annoying totems that slow your dps down if you don't keep them sheeped or kill them first. Beast Tamers usually come two at a time and having 2 players mind-controlled at once can lead to some really unfortunate situations. I note that you don't have a mage in your current ideal raid, so this pointer doesn't really apply to you, but it's worth noting that you aren't really losing much by not having it!
On the gauntlet, only single target dps the casters and have your warrior tank on those for sunders. At the end of the gauntlet, your off-tank should have 4 melee mobs piled on him (and maybe a couple of warriors), while the main tank pulls the Tempest to finish it. AOE might happen about 3 times and you should only get 1 pack of 2 warriors run up from behind. If you didn't achieve this result, you should have been going faster.
On scouts, your Boomkin should start by Rooting the scout and followed by everyone else landing a big nuke and the Shaman Frost Shocking (half run-speed). This is a very effective way to prevent a scout from ever reaching the Drums to summon reinforcements. Communication is paramount here. Roots is a 1.5 second cast. Most big nukes are 2.5-3 seconds. You want those big nukes to land right after the roots just in case it is resisted. Same with the Frost Shock. Also, having people with eyes in the back of their heads to call the approach of Scouts from behind is highly useful as well. Giving your boomkin time to start a root before the mob starts running is extremely important. Naturally, scouts can be stunned until dead as well, but your raid doesn't have a rogue, so it's not a reliable plan.
4/ Edit: Wait, Jan'alai, ignore 50 birds beating on you just to dps the boss? Sounds like crazy talk, especially if you get a fire bomb phase in the middle of it.
5/ As others have said, there are multiple dragonhawk pulls if you go right. If you go left, you do have to deal with a few scouts, but there is only 1 major trash pack that cannot be skipped before the paths meet up again. One mistake you can make that actually makes this single trash pack harder is to pull them rather than fighting them in place. If you pull them, you wind up with multiple scouts spawning right next to the raid and running away from you to summon reinforcements or pathing towards you and summoning reinforcements. If you fight them in place, a single scout may spawn in the hut to your left, but it has to run through the raid to reach the drums and therefore dies very easily. Any scouts pathing towards you from behind can be seen from far away and either avoided or killed with plenty of warning.
Secondly, there is just physically less distance going "straight" left than looping around to the right.
Finally, if you arrive at the steps to Jan'alai's platform at the right time, the Dragonhawk patrols will be away to your right. You can run up on the platform and fight the 4 pack of 2 Flamecasters and 2 Guardians right where they stand. If you do this correctly, the Dragonhawk Patrol that comes up the stairs will never aggro you. If that Dragonhawk patrol gets in your way however, you should dps it down rather than wait for it to path away. They take less time to kill than they take to wait for them to path away.
On the topic of dealing with Flamecasters, you have 3 classes with a 1 minute cooldown stun. The Protection Warrior tanks both Flamecasters while the Feral Druid tanks both Guardians (and maybe a Dragonhawk). You pile them up all together. The Protection Warrior stuns the first focus target while the Feral Druid stuns the second focus target. If the first focus target is still alive after it gets out of stun, the Retribution Paladin can stun it again. The Restoration Shaman should be sure to purge the second Flamecaster, preventing it from nuking at increased speed and giving the Protection Warrior a good chance to interrupt its casts when everyone switches targets. With this plan, the pair of Flamecasters may get off 2 or 3 aoes due to timing mistakes amongst players, but not enough to kill anyone. The rest of the fight is then just like any other guardian pull.
6/ My group has never tried it, so I can't answer directly. As far as I know, the only mobs that would be susceptible to this would be Flamecasters and there would be only 1 spot I think would be safe to use that spell (the trash pack on the left path). Anywhere else and you may be risking pulling a second pack with the Flamecasters aoe. In a lot of ways, it's far nicer to just aggro the whole ball of wax and chain stun/interrupt the Flamecasters while single target dpsing them.
Group 1:
- Protection Warrior (me)
- Retribution Paladin (1100+ dps)
- Holy Priest (Circle of Healing)
- Restoration Shaman
- Shadow Priest (800-900 dps)
Group 2:
- Feral Druid
- Beast-Mastery Hunter (1200-1600 dps)
- Destruction Warlock (top dps in guild)
- Destruction Warlock (2nd top dps in guild)
- Boomkin (1100-1400)
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This is poor group composition.
Group 1:
Protection Warrior, Retribution Paladin, Feral Druid, Beast-Mastery Hunter, Restoration Shaman
Group 2:
Holy Priest, Shadow Priest, Destruction Warlock, Destruction Warlock, Boomkin.
With this group composition, you will up your raid DPS significantly due to party synergies.
In Group 1, the Protection Warrior provides Battle Shout to every physical dps that can benefit from it in your raid. The Feral Druid is providing a physical crit bonus to every physical dps class. The Beast-Mastery Hunter is providing his AP bonus to every physical dps class. The Restoration Shaman brings Windfury and Strength of Air to buff the dps of your group and increase the threat of your main tank. Don't bother trying to twist for Grace of Air and Windfury both, that would just be a waste of cooldowns and mana for the Resto Shaman. If the Restoration Shaman wants to drop a Mana Tide, then he should swap himself with a Destruction Warlock in group 2 for the time it takes the Mana Tide to finish and then swap back. Finally, the restoration shaman is in the right group to cast Bloodlust for increased raid dps.
In Group 2, the Shadow Priest is benefiting the classes who will see the greatest DPS increase from the extra mana and health regen (saving Warlocks Lifetap time is very significant to dps and helps save healer mana too). The boomkin is providing his spell crit aura to the classes who benefit from it the most as well. More crit on Destruction Warlocks means more Improved Shadowbolt uptime and more Inspiration procs from the Holy Priest. The Holy Priest and Warlocks are in this group to soak up the benefits of the SP and Boomkin only. Otherwise they could be in any group.
The increase in raid dps by building parties in this way will speed your clear by minutes.