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Originally Posted by Liandra
Hey all,
I'm in a guild that has killed 3 bosses in Naxx so far (Razuv, Anub, Faer). We've been having a discussion about debuffs on raid bosses and other large mobs (for example, the Gargoyles before Noth). Since we need to maximise our raid's DPS for some fights, we need to be more careful with debuffs on mobs.
Does anyone have any good threads or discussions or whatever to read about which debuffs are the most useful? I guess filling your 16 debuff slots with SW:P and Serpent Sting is kind of suboptimal (understatement), but what about the Nightfall axe proc? What about Mortal Strike? What about having 2 Fire mages and 4 Frost mages? Judgement of Light (yeah I'm alliance)?
Having Winter's Chill knocked off because Blizzard still haven't finished the debuff priority system is quite annoying, so I'm looking for some conclusion about which 16 debuffs you should have on a raid boss, preferably with some numbers to back it up.
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Trying to precisely control the 16 debuff slots doesn't work; there are just too many things that fight for the slots. The best you can do is to identify which things are
not worth even allowing to compete for a slot, to give the most time to the important ones.
Off the top of my head, you tend to have:
1) Curse of Elements
2) Curse of Shadows
3) Curse of Recklessness
4) Sunder Armor
5) Faerie Fire
6) Winter's Chill
7) Imp. Scorch
8) Judgement of Wisdom
9) Judgement of Light
10) Hunter's Mark
11) Demoralizing Shout
12) Thunderfury
13) Thunderfury
Nightfall has low uptime, so doesn't really compete much. MS is a must on some fights; pointless on most. After all this, the plethora of Deep Wounds, Ignite, Fireball, ond others is enough that there's no point trying to squeeze in anything else of significant duration.