 |
01/20/10, 6:59 AM
|
#51
|
|
Don Flamenco
|
|
Has anyone had much success with the "table" strategy?
|
We killed him tonight in 5 attempts using it. Having the melee be able to start attacking immediately is a huge DPS increase.
|
|
|
|
|
01/20/10, 11:14 AM
|
#52
|
|
Glass Joe
Blood Elf Paladin
Defias Brotherhood (EU)
|
Originally Posted by Blacksen
We run a particularly melee heavy raid roster with 8 melee dps and no real viable switches that we can make. I read about a strategy that had Putricided tanked next to the green ooze spawn spot so that melee dps could unload as soon as the boss spawned. Rogues could feint while other melee classes usually have higher HP pools. We also have 3 hunters and 2 warlocks to have more pets spread the damage. Being able to get that tiny bit more melee dps might solve some of our problems. Is this strategy truly viable?
|
We used this strategy with great success in an alt 10man run - downed him on the third try after a few screwups. I imagine it'd work just as well in 25man as long as enough people stack on the slime.
|
|
|
|
|
01/21/10, 8:35 PM
|
#53
|
|
Piston Honda
Draenei Priest
Frostmourne
|
We run a fairly melee heavy raid too (8 for our kill, usually 9 for 2-tank fights). Using the table strat works well, and we didn't really worry about melee popping cooldowns or anything like that.
Just make sure your healers are prepared to heal an immediate melee explosion every time. If it targets a ranged instead, bonus.
|
|
|
|
|
01/21/10, 11:12 PM
|
#54
|
|
Von Kaiser
|
Quick question for Grid Users. Anybody have issues getting Grid to take "Volatile Ooze Adhesive" for when the Green Slime picks a target? I fed it "Gaseous Bloat" and that shows up fine during the Orange Ooze phase, but I cant get a marker to show for "Volatile Ooze Adhesive".
|
|
|
|
|
01/22/10, 9:00 AM
|
#55
|
|
Glass Joe
|
Originally Posted by Nuke1096
Quick question for Grid Users. Anybody have issues getting Grid to take "Volatile Ooze Adhesive" for when the Green Slime picks a target? I fed it "Gaseous Bloat" and that shows up fine during the Orange Ooze phase, but I cant get a marker to show for "Volatile Ooze Adhesive".
|
I use GridStatusRaidDebuff, an addon I got from curse. It does display the Volatile Ooze Adhesive buff as well as most other raid debuffs you would want to see.
|
|
|
|
|
01/25/10, 10:26 AM
|
#56
|
|
Piston Honda
Blood Elf Paladin
Dunemaul (EU)
|
I was wondering if any hunter has succesfully managed to aviod the Tear Gas? In our 10man our rogue manages to do it every time, but our hunter can't seem to do it. According to the rogue he can vanish anywhere between a 1 sec before the end of cast until the cast has ended but the bottle hasn't landed yet, which is a fairly larger time frame to Feign in.
Since, what i've read here, mages can do it as well it seems a player has to become "untargetable" for a (short) period of time for this escape to work.
|
|
|
|
|
01/25/10, 10:57 AM
|
#57
|
|
Piston Honda
Night Elf Mage
Illidan (EU)
|
The time frame to cast invisibility to avoid Tear Gas is very forgiving, the fading time just have to be between 1.5 to 0 second when he finish casting. But I'm not sure if hunter FD use the same mechanism, as far as I know feign death doesn't cancel mid air missiles effects contrary to Invisibility and Vanish. FD only works if the boss use a targeted cast spell (just like C'thun beam) and you feign death before the the end of the casting time.
|
|
|
|
|
01/25/10, 11:41 AM
|
#58
|
|
Glass Joe
|
My guild had our hunters Feign Death, and we confirmed that Tear Gas does indeed affect a Feign Deathed hunter. We used one of our attempts this week to try every immunity effect we had, and our findings mirror those that were stated earlier in this thread: only aggro wiping effects (FD excluded) seem to work. I agree that the invisibility cast time is very forgiving, all of our mages managed to avoid the gas each time using it. While use of this tactic gave us no noticeable improvement during the phase one to phase two transition as we have good red and green ooze control, it was very helpful on getting a jump start on phase three.
|
|
|
|
|
01/25/10, 2:38 PM
|
#59
|
|
Glass Joe
|
Malleable Goo (damage hit) vs. Malleable Goo (buff)
Over the course of the last two raid nights, I've accumulated a high number of hits from Malleable Goo, but a low number of applications of the Malleable Goo buff (according to Worldoflogs raid analytics: 38 hits from goo, but only 11 applications of the buff).
As a shadow priest I'm much less concerned with the ~13k damage spikes from Malleable Goo as compared to other classes due to their usually negligible impact on my survivability (id est, I don't die from malleable goo). The Malleable Goo buff however is a significant concern.
The question I'm researching is the nature of the relationship between the Malleable Goo damage hits and the Malleable Goo buff which increases duration of attack/casting speed. (I've been unsuccessful finding information on this via google or EJ Forum searches).
Specifically:
1. Is the relationship proximity based?
When I get hit, I tend to be outside the graphic (video settings aside). I'm wondering whether the damage may still hit out outside the graphic area, but if one is within the graphic (some range of closer proximity) that the damage hits as well as the having the buff applied.
2. Is the relationship RNG based?
Otherwise, it would seem that the application of the buff is just a random potential consequence of any hit of Malleable Goo.
If the first is the case, there is room for gaming the system so to speak. If the second case is true, it would not be worth the risk of any Malleable Goo hits.
For the readers:
Does anyone have any information on the exact conditions for the Malleable Goo buff? Is it one of these two cases? Is there a third case I'm not considering? The info would be greatly appreciated
[For those interested, you may now giggle ignorantly about the "high frequency" of malleable goo hits I've received]
|
|
|
|
|
01/25/10, 2:46 PM
|
#60
|
|
Glass Joe
|
Originally Posted by appleseed
1. Is the relationship proximity based?
When I get hit, I tend to be outside the graphic (video settings aside). I'm wondering whether the damage may still hit out outside the graphic area, but if one is within the graphic (some range of closer proximity) that the damage hits as well as the having the buff applied.
2. Is the relationship RNG based?
Otherwise, it would seem that the application of the buff is just a random potential consequence of any hit of Malleable Goo.
If the first is the case, there is room for gaming the system so to speak. If the second case is true, it would not be worth the risk of any Malleable Goo hits.
|
I cannot stress enough how much not getting hit in the first place helped my guild down PP. Having very little spike raid damage during second and third phases was an enormous help to our healers. If your guild has not downed PP yet, your primary concern should be to not get hit AT ALL, regardless of the debuff. That being said, the dubuff is applied using modified "shadow crash" mechanics. When PP launches his goo, he selects a specific target per projectile. That projectile then arcs and bounces towards that targets original location (it MIGHT curve with target, but it certainly isn't a major concern). Upon reaching the target location, it explodes and everything within the explosion radius receives some damage and the debuff. The trick here is to note that the goo BOUNCES; it hits the ground a few times before reaching its' "target location". Anyone who is hit during these bounces receives a tick of damage and will show up in your WoL logs as a hit.
Hopefully that answers your question. Regardless, I would state that you can not game the system, and the best course of action is to avoid collisions entirely.
|
|
|
|
|
01/25/10, 3:38 PM
|
#61
|
|
Great Tiger
Worgen Priest
Ravencrest (EU)
|
You did not answer his question. He's talking about when you get hit by Malleable Goo, take damage, but don't get the debuff. I have only received the debuff 2-3 times despite getting hit by the ooze like 10 times. I'm also a shadow priest, like him. I assume other classes are seeing the same thing?
|
|
|
|
|
01/25/10, 3:45 PM
|
#62
|
|
Glass Joe
|
Because my answer to his question may have been buried, here is the quote again, extracted:
|
The trick here is to note that the goo BOUNCES; it hits the ground a few times before reaching its' "target location". Anyone who is hit during these bounces receives a tick of damage and will show up in your WoL logs as a hit.
|
Because damage from the bounces themselves (before it hits the final land) give damage from the goo, and the bounces (again, except the final land) do not apply the debuff, that would explain why you take damage, get the "hit" in your logs, but no debuff is applied.
Of course I could be reading his question entirely wrong, and he is in fact seeing himself get hit by the big green radius of the final explosion but still not get the debuff. If that is the case, kindly disregard my previous posts, as I have no answer to that. Possibly the debuff is resistible or some other nonsense?
|
|
|
|
|
01/25/10, 4:06 PM
|
#63
|
|
Great Tiger
Worgen Priest
Ravencrest (EU)
|
I was under the impression that the bounces did not apply any damage and were purely cosmetic.
I'm pretty sure that every time I have been hit, it has been the main explosion that hit me, and I have not received the debuff more than around one in three times.
|
|
|
|
|
01/25/10, 4:35 PM
|
#64
|
|
Glass Joe
|
Halo,
I definitely understand how much of a difference not getting hit at all can make, and can certainly see how well it would help healers. I have downed PP on 10/25, but of course am always looking to perform better and more efficiently  .
Although there is at least one person (in this thread) that would argue differently, it sounds as though your understanding of the Malleable Goo mechanics is accurate. The buff being applied within the specific range of the initial target, but not being applied on "bounces" sounds like it may be how the mechanic works (and could explain the discrepancy between hits and buffs).
Ciopo (if you notice this), you seem to be convinced that Malleable Goo is a straight "Shadow Crash" mechanic, and that although the animation shows "bounces", damage occurs only within the target's specified radius (and not on bounces). There seems to be a considerable portion of the population that disagrees, as well as the Malleable Goo hit/buff discrepancy that lends credibility to the "bounce" rather than "shadow crash" mechanic theory. I (and others) would be interested in any further support you could bring to bear on the straight shadow crash theory of the Malleable Goo mechanics.
So, to summarize, the questions are:
1. Does the Malleable Goo effect bounce? Or is the bounce limited to an affectation of the animation and not a functional reality?
2. If MG does bounce, can anyone confirm that the buff is applied only within the targeted character's splash radius, and not within bounces which occur earlier or later than the initial target's splash?
3. If MG does not bounce, can anyone confirm that the buff is applied randomly (ie- the result of a proc rate effect of an MG hit)?
4. If MG does not bounce, can anyone confirm that the buff is applied within a certain proximity to the targeted character's initial splash radius, but that there is a secondary proximity within which one can be hit but not buffed from the Malleable Goo?
5. Does the MG's trajectory change upon movement of the targeted charcter? (pretty sure the answer to this is: no).
Of course, I could just avoid it completely and not bother researching, but part of the point is to be sufficiently prepped for mechanics on heroic mode. At the moment, I believe it's possible and viable to securely dish out significant extra dps by choosing to take MG hits (while being in control of survivability), the MG buff application mechanic being the determining factor. It's likely that MG hits will be powerful enough on heroic as to make this strategy too risky, but it's also just as likely that the hits won't be enough to seriously impair survivability with this strat and that the extra dps will be more of a priority. Won't know until it opens, but it's worth asking the questions.
Again, thanks for responses and anyone with relevant information, it'd certainly be appreciated!
|
|
|
|
|
01/25/10, 5:56 PM
|
#65
|
|
Von Kaiser
|
I'm currently checking back on our logs to shed some light.
I'll edit later this very post once I have a more exhaustive answer.
For now, all I'll do is linking the data entries of a single Malleable Goo cast
[22:04:15.468] Professor Putricide casts Malleable Goo
[22:04:18.781] Professor Putricide Malleable Goo Boto 16783 (R: 2045)
[22:04:18.781] Professor Putricide Malleable Goo Kayvas 11219 (A: 3661, R: 1989)
[22:04:18.781] Boto afflicted by Malleable Goo from Professor Putricide
[22:04:20.328] Professor Putricide Malleable Goo Ðeceit 15732 (R: 4055)
[22:04:20.328] Professor Putricide Malleable Goo Holysh�*dow 8620 (A: 4889, R: 4096)
[22:04:20.328] Professor Putricide Malleable Goo Sunnite 16220
[22:04:33.718] Boto's Malleable Goo fades
[22:04:40.750] Professor Putricide casts Malleable Goo
Given the fact that on 25man the boss launches two bouncy balls, my consideration for that particular case:
22:04:18 is one buoncy ball, the 22:04:20 is the other
I can't explain why the debuff got applied only on Boto, and not also on kayvas, form the first Goo, since they got hitted together i would assume they were in the "splash" area
I can't explain why none of the three people hitten by the second Goo got the debuff, given it happened after the first one, i see two possible explanations:
1# the first goo (04:18) is a "bounce" and not a splash, while the second one is actually a splash, or maybe even the splash of the first goo.
2# both are "splash" the second one happening two seconds later maybe because the player that was targeted by it was farther away form the boss.
hypothetis: the "splash" only do damage, the actual 200% casting speed debuff is applied only to the targeted person if it happen to not move, this unfurtonately can't be backtracked from logs, but can be play tested.
Back i go to further analyze.
A caveat i can already make: in one of my previous post i said we attempted to explode the goo earlier with our third tank to further avoid movement from our ranged players in the table tactic, we attempted just that, we didn't particularly checked if said tank got damaged ( or not), or debuffed ( or not).
Edit: after carefully browsing 3 hours worth of logs ( 8 attempts, of 2 weeks ago), i can probably confirm that the bounce itself do damage, but don't apply the debuff.
"proof" is various occasion of people taking damage at subsequents time index, and only the later one receiving the debuff.
This however isn't definitive proof, since it don't explain the simple data entries i listed earlier, i can't explain how in that occasion ( and not only that, might i add) multiple people got damage at the same time index, but not everyone received the debuff, i'll add that this don't seems to be because they resisted it, as on the logs i have some clear example of it being actually registered as resisted.
I'd like to cross confirm by asking directly our third tank if he recall actually receiving damage /debuff on the bounces, but he's not online now.
1. Does the Malleable Goo effect bounce? Or is the bounce limited to an affectation of the animation and not a functional reality?
2. If MG does bounce, can anyone confirm that the buff is applied only within the targeted character's splash radius, and not within bounces which occur earlier or later than the initial target's splash?
3. If MG does not bounce, can anyone confirm that the buff is applied randomly (ie- the result of a proc rate effect of an MG hit)?
4. If MG does not bounce, can anyone confirm that the buff is applied within a certain proximity to the targeted character's initial splash radius, but that there is a secondary proximity within which one can be hit but not buffed from the Malleable Goo?
5. Does the MG's trajectory change upon movement of the targeted charcter? (pretty sure the answer to this is: no).
|
1.) It likely do damage on the "bounce"; but i have no definitive proof of this, only circumstantial evidences ( people taking damage at subsequent time index but from the same cast, may be accounted to the fact there are two Goo)
2. I have no counterproof that the bounce apply the debuff ( read. none of the above mentioned subsequential damage taken also resulted in the debuff being applied, i'm talking of about 324 hits here)
3. The short log entry i copy-pasted early suggest it might be applied randomly, it doesn't exclude the damage from bounce
4. Possible, but not something that can be checked from WOL.
5. Confirmed the trajectory don't change upon movement of the target character.
Last edited by ciopo : 01/26/10 at 6:52 AM.
|
bind thou to thy lords from the end of the earth that rise to the field of the heavens
|
|
|
01/25/10, 6:48 PM
|
#66
|
|
Glass Joe
|
Ciopo, thanks a bunch for the log analysis! I think I may have to go through and do a little checking myself, but without location tracking I think play testing may be the only definitive answer.
I got some feedback from my guild's forum that noted that MG can range from 7k to 19k (based on our logs) and that a 7k is likely coming off a 60% resist. That called into question the idea of whether the discrepancy between hits/buffs came from resists. A good theory, but it would seem your logs shoot down that theory. A resist on the buff would make sense from the first MG in your log snapshot, but the second one disproves the idea since Sunnite got the hit, no resist, but also no buff.
Other than that, no new info. I'll post in when I find out anything interesting.
Thanks again for the info Ciopo!
|
|
|
|
|
01/26/10, 5:04 AM
|
#67
|
|
Great Tiger
Worgen Priest
Ravencrest (EU)
|
Originally Posted by ciopo
1.) It likely do damage on the "bounce"; but i have no definitive proof of this, only circumstantial evidences ( people taking damage at subsequent time index but from the same cast)
|
Please provide references for these observations. I recommend browsing 10-man logs on worldoflogs, since they are public, and only a single goo is launched at a time. I did this on three sample logs, and found no instances of Malleable Goo inflicting damage at significantly different time stamps from the same cast.
|
|
|
|
|
01/26/10, 6:02 AM
|
#68
|
|
Von Kaiser
|
Originally Posted by Elerion
Please provide references for these observations. I recommend browsing 10-man logs on worldoflogs, since they are public, and only a single goo is launched at a time. I did this on three sample logs, and found no instances of Malleable Goo inflicting damage at significantly different time stamps from the same cast.
|
"significantly different time stamps" is keyword here, because i knew different too ( read: no effect at all on bounce).
Observation so far from public 10man wipes logs ( browsed about 5), i haven't seen any with significantly different time stamps either, at most i saw a ~0.4 seconds difference from a dutch log.
log is > World of Logs - Real Time Raid Analysis
[21:17:31.046] Professor Seuchenmord casts Formbarer Schleim
[21:17:36.343] Professor Seuchenmord Formbarer Schleim Niit Resist
[21:17:36.781] Professor Seuchenmord Formbarer Schleim Darkylein 5396 (A: 4669, R: 4447)
Thing is, unless they purposely tested it out, in 10man it's unlikely someone got hit by accident from the bounce, since there are less player for a same-size room.
I will continue to browse public 10man logs nonetheless, not like i have work to do (a /cheer for the bored @ work!)
|
bind thou to thy lords from the end of the earth that rise to the field of the heavens
|
|
|
01/26/10, 6:15 AM
|
#69
|
|
Great Tiger
Worgen Priest
Ravencrest (EU)
|
Yeah, I also found two of those instances where there was around 0.3-0.4 second discrepancy between events, but both of those cases were with a resist event happening 0.3-0.4s before a damage event, just like the one you have there. Thus I believe that is caused by resist/damage logging technicalities, rather than damage from bounce.
Try looking at wipe logs, those should have a higher probability of mistakes (catching bounces). You can speed up the search significantly by finding wipe night logs and choosing Full Report before running the parse.
|
|
|
|
|
01/26/10, 7:06 AM
|
#70
|
|
Von Kaiser
|
It's what i did.
To no avail, no solid proof of subsequent hits at significantly different time stamps, this on over 20 10man wipes logs, for multiple attempts each, of course.
I find it unlikely that all of these always avoided the bounce but still got hit ( even multiple times!) by the final explosion.
This is, however, no definitive proof either.
If the evidence you guys claim to have to sustain the hypothesis that the "bounce" do damage but don't apply the debuff, i already countered it with the aforementioned log snapshot of multiple people getting hit at once but only some getting the debuff.
Circumstantial evidence that it don't do damage on bounce: if the bounce itself did do damage, it would be very likely that now and then a melee would be hit by it, in ~170 10man wipes and ~50man wipes i browsed, this never happened.
For now, I'll stick to my original claim that the bounce is only cosmetic and don't do anything whatsoever, I will come back on the subject when i can sure-proof it with in-game test.
Edit: just got confirmation by our tank that attempted to get the Malleable Goo in the face before the explosion: no damage at all, no debuff at all.
Last edited by ciopo : 01/26/10 at 9:03 AM.
|
bind thou to thy lords from the end of the earth that rise to the field of the heavens
|
|
|
01/26/10, 4:11 PM
|
#71
|
|
Glass Joe
|
Can someone please further explain the table strategy?
Does this mean, the whole raid is standing where the green Blop spawns? And can this also be made for the orange blop?
This would then seem to be a viable strat for the professor achievement. No?
|
|
|
|
|
01/26/10, 4:39 PM
|
#72
|
|
Don Flamenco
|
Originally Posted by ShowXdown
Can someone please further explain the table strategy?
Does this mean, the whole raid is standing where the green Blop spawns? And can this also be made for the orange blop?
This would then seem to be a viable strat for the professor achievement. No?
|
There are a couple definitions of "table strategy" depending on who you're talking to, but the one you're referring to (and the one most commonly meant in this thread) has the whole raid except healers standing where the Volatile Ooze (green blob) spawns*, so all DPS can open up on it as soon as it spawns while it's still picking a target, and the damage of the initial blast is split amongst everyone but those who need to heal them.
This would not be a viable strategy for the Gas Clouds (orange blobs), because the explosion damage is based on the amount of time the target can kite it. If everyone is standing on top of it when it spawns, the resulting explosion would almost certainly kill everyone it hits, as the damage from these (to my knowledge at least) is fixed per target rather than split between the targets.
*[edit] I should clarify, as ciopo points out, that there are variations on this strategy. The main point of the strategy is that the boss and all the melee are where the gas cloud spawns and raid healers specifically are not. Whether you put any ranged DPS and/or tank healers there will be raid-composition-specific, and you might have to tweak it to your needs.
Last edited by Rhaegal : 01/26/10 at 5:32 PM.
|
Stand back! I'm going to try SCIENCE!
|
|
|
01/26/10, 5:29 PM
|
#73
|
|
Von Kaiser
|
The "table strategy" we employed was similar to that, with the exception that on the table zone there were healers and ranged dpser.
Below of where the green slime pop we kept: melee,our tree druids, the tank itself and the abomination when there wasn't puddle to eat.
The damage, counting 5 pets, was splitted among 13 targets and we never had incidental death on the "explosion team".
We also assigned the ranged dpser to never bunch up for the explosion should the target of the green slime be one out of the "explosion team", the explosion itself was assigned to be soaked always by these 13 people+pets.
Last edited by ciopo : 01/26/10 at 5:31 PM.
Reason: typo
|
bind thou to thy lords from the end of the earth that rise to the field of the heavens
|
|
|
01/27/10, 2:21 PM
|
#74
|
|
Executor
Retired
Human Warlock
No WoW Account
|
YouTube - Professor Putricide Made Easy - Video of the "table strat"
The table strategy really doesn't have a very fitting name. Originally, I think raids would have all ranged DPS and healers standing near the table, while melee would always be hanging near the green ooze spawn point. The best way to describe it is by saying what it is not. It's a strategy where you do NOT move Putricide from side to side, and your raid does NOT move with Putricide either. Generally your position is the same for phases 1 and 2 without much movement. Obviously ranged DPS and healers have to move to avoid malleable goo.
The "table strat" is pretty simple. Putricide is tanked facing the center of the room with his ass near the green ooze spawn location. Ranged DPS / Healers can either be split up in a semicircle around him, or they can be stacked up in one area (near the door or near the table). The door gives you more room to operate but a more difficult kite path for the oragne ooze.
When the green ooze spawns, all DPS immediately burn it down. Warlocks and hunters should make sure that their pets also start attacking it. The ooze will take 5-6 seconds to pick a target. If it picks a melee, it'll immediately explode. If it picks a ranged, you can probably kill it before it reaches them.
Orange oozes operate exactly the same way as the "normal" strategy. You don't move Putricide. The ooze will pick a target. Proceed to kite the ooze while ranged/melee burn it down. Don't stand near the orange ooze's spawn point, as the damage is NOT shared.
Here are the reasons the table strategy works:
- Your melee are only going to get 5-10 seconds beating on the Ooze, regardless of which method you chose. If you chose the "normal" strat where melee stay on the boss and then go to the ooze when it picks a target, they're only going to get to attack for 5 seconds before getting blown up. If you chose the "table" strat, then the melee get on it immediately and get their 5 seconds before it picks a target. With the table strat, however, there is much less travel time for the melee along with the chance that it picks a ranged target.
- You guarantee that you have a lot of DPS and healers able to continue casting after the explosion. By this, I mean that there is no knockback on your healers.
- If the Green Ooze picks a ranged dps, you can almost always kill it before it reaches its first target. The only classes that are somewhat difficult are Priests/Druids/Shamans. Warlocks can demonic circle once picked to generate more distance. Mages can blink and Iceblock. Hunters can feign.
- The damage from the Green Ooze explosion is shared with pets. Pets have AoE damage reduction.
Here are some common mistakes of the table strategy that we've seen:
- Make sure that melee position themselves on the ooze so they will get knocked back towards the ranged dps / healers or towards the wall.. If they get knocked AWAY and another melee gets targeted, it'll be out of range for ranged dps and melee will have to chase it down.
- Gas bombs (the orange vials on the ground) become a bit more difficult here. Make sure you avoid them. Usually gas bombs don't get in the way of melee killing the ooze. However, this strategy risks it quite a bit.
|
|
|
|
|
01/27/10, 3:18 PM
|
#75
|
|
Piston Honda
|
One other question about the "table stratagy" (seems like it would more accurately be named the green blob strategy, as you just tank on top of it),
What do you do in phase 2 when he starts dropping bombs? Do you just move a bit each time they spawn, and move him back when they go away? Seems like it might be risky if the bombs spawn where the green blob spawns. Or is there something predictable about the bombs he drops so you can tank him where they drop out of the way?
|
|
|
|
|
Similar Threads
|
| Thread |
Thread Starter |
Forum |
Replies |
Last Post |
| ICC Plagueworks: Rotface |
The Truculent Gentleman |
Public Discussion |
69 |
01/15/10 5:14 AM |
|