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6-11-2009 @ 10:45PM
It's going to make yoggy alot easier. As it stands, my guild has yogg on farm in 25-man, and we're going for one light in the darkness on 10-man tonight. The biggest issue we have is people getting MC'd or ice blocked into the clouds, spawning more guardians in phase 1. This is going to make that almost trivial. It was also one of the big stopping points when we were learning the fight. The cloud's aren't too difficult to avoid, once you've gotten used to the pattern, but removing the element of randomness from the extra spawns will make a real difference in the learning curve.The changes with FL hardmode are going to make a bigger difference, in my opinion. I'm a boomkin, and in my raid I'm one of the first people up on FL to shoot the turrets. As it stands, we've got about 30~ seconds from the time the last turret dies, to when we actually hit the ground. That's alot of time for five (in FL+4) or even three (FL+2) raiders to be out of the fight. The real big change though is the increased distance at which you can see pyerite, because that's the real limiting factor in an FL+4 kill. You have to have each demolisher assigned to a corner, and shooting down pyerite for the opposite demo, and as it stands, you basically can only just see it when it get's in position, you have little to no warning time to track it before it needs to be shot, leading to alot of pyerite either being shot down too far from the demo's, or just not being shot down at all.
6-12-2009 @ 1:41AM
"The biggest issue we have is people getting MC'd or ice blocked into the clouds, spawning more guardians in phase 1."No offense, but if this is happening, you're doing something wrong. The MC is purgable and that should be your shamans' primary duty in phase 1, and no one but the tanks should ever take a hit from the adds. If someone gets ice blocked in phase 1, someone screwed up big time.
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