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Since when did Firemaw even need tranqing? You're probably thinking Flamegor. The fire debuff would eventually kill whoever was tanking it, and also if you had no one to take the knockback, his threat would lower and Firemaw would go kill the DPSers.
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Level based resists. You have a 66% chance to not get a stack of flame buffet. Firemaw does require tranq shot for most guilds (YMMV of course) but in general the combination of thrash / shadowflame is usually a bit much, doubly so if enraged.
To be honest if druid gear is high enough quality you can have a shot at soloing firemaw, thus eliminating the issue with tank rotations. However that's a whole different bag of tricks. I think having two tanks for Firemaw is worth mentioning though.
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Can't stealth past the hatchers, and you wouldn't want to anyway, because they patrol while you fight Broodlord, so you'd end up with adds. Also his AOE would kill the rogues and druids quickly.
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Ah, that's what I get for assuming stuff about Stealth. I'd like to note that as long as one druid per party has improved leader of the pack, unless you get a string of unlucky resists (see earlier 66%) you'd be healing yourself plenty.
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I think due to his HP pool, the 20% enrage would stop you ever being able to Iron Man this boss unless you're tanks can just take the beating.
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I forgot to expand on this, but there was a reason I've mentioned druid tanks mutiple times.
1 . It seems they're getting some decent itemization
2 . Armor scales extremely well against lower level mobs
3 . Lack of +def skill that usually hinders druid tanks is minimalized as an issue due to naturally having 35 defense skill over the enemy's offense skill before any mods.
4 . Improved Leader of the pack
I don't really see Chromag killing a tank with as much hp as a druid will probably have in TBC that quickly, Chromag is definetly one where you'd have to have a healer or two healing I'd think.
EDIT : I didn't think of the ZG / AQ20 stuff, but some initial guesses :
Various Priests in ZG :
Bat - Possible with minimal number. Maybe have a druid solo it? I think its within the realm of possiblity.
Snake - Ironically enough the less people you bring the weaker he is. Given most of his damage abilites are spell based (and that sweet sweet level based resist rate) this guy will be pretty easy.
Spider - Another one where I see druid soloing in the realm of possiblity. Might have to have a rogue to kick her soul drain though.
Broodlord - Entirely physical. A druid has a shot at soloing this, maybe duo with another druid handling the raptor so you don't have a ton of sunders on you.
Tiger - I'd say you'd probably want 3 people for this, just for the ease of killing the priests at the same time. As long as you've got improved LotP I don't see class balance being a huge issue.
Panther - To be safe, two druids and a dps class. To be funny, one druid.
Jin'do - Two, so one can nuke the MC totem when it spawns to prevent him from resetting the encounter (I think that's what happens if there's only one person left and he gets MC'ed). Skeletons can be handled by cleaves / grenades / whatever.
Hakkar : Two druids. Always standing in a poison cloud. (When there are two un MC'ed ones one hops and gets a tag with a Faere Fire Feral, cleaves kill it). It'd take a wile but I'm willing to say possible. Alternatley two druids and a priest for fort buff, heals and SW:P pulling.
Kurinaxx : Since the mortal strike affects all healing, two tanks. One druid (Imp LotP...I know I sound like a broken record).
Rajaxx : Two or three druids. Stacking hots on the general combined with a druid tank will probably be plenty. Maybe.
Buru : Won't drop my goddamn slime kickers. Is his poison resistable? If not you might need 3-4 people to have the DPS to down him before it kills you all. Maybe 5-6.
Moam : Moam's Arcane Explosion hits you for 2000 (3000 resisted). Comedy "no mana to drain from us" bear / rogue / warrior option.
Ossirian : This fight will always be a pain in the ass. I'd say priest, druid, druid (with feline swiftness, to activate pylons), mage. This way you've got good coverage on all the vunerabilites and a solid shot at kiting him for god knows how long it'd take.
That bug thing : I was never a fan of it. I donno about it, just take some mages maybe. Once again improved leader of the pack is insane, and the only thing you've got to worry about is having people alive to nuke the small bugs as they spawn.
If it seems that I'm being too generous in my assumptions of how few people will be required remember, we're dealing with gear with considerably more stamina, and dealing with monsters (if my assumption is correct, feel free to link me to something if I'm wrong) that are struggling to hit you with melee or spells.