Feb 10th 2011 10:42AM Survival hunters can eke out some additional DPS in Valiona's ground phase by Serpent Stinging both dragons and occasionally refreshing the sting on the off-target with Cobra Shot. This is made convenient by the fact that Theralion hovers right above the middle of the room for the whole phase; you'll find it much harder to do this in Theralion's ground phase because Valonia flies all over the room. Just be sure to Feign during the transition, or else Theralion will decide you're a tasty snack when she lands.
Dec 13th 2010 1:03PM I would like to point out that it is currently possible to CC two mobs simultaneously in freezing traps as any spec. That's right, the lost art of double-trapping is back. It requires a tank's cooperation but two frozen mobs is a wonderful capability to offer. You can only have one freezing trap on the ground at once, but traps have a 30sec cooldown with a 1min duration and persist on the ground for 1min. If you can lay the second trap *after* the first one has been triggered, the first trapped mob will not break free.
Set up the pull by picking a melee mob in the front of the group to trap, and a caster for the second target. Launch a freezing trap as close to the mob as possible in a line between the mob and the tank. Wait 30sec for your trap to cooldown. Prepare your trap launcher and allow the tank to pull. As soon as your first trap is triggered, launch the second trap on top of the caster mob you chose. Ta-dah! If you've done this well, you've CC'd two mobs for your group. As soon as your traps come off cooldown, continue to refresh the traps, starting with the melee one first trapped.
Some notes: This technique is less vulnerable to a resisted trap than normally trapping. It's extremely unlikely that both traps would resist, so if one is resisted you still have one mob CC'd. Also, if there isn't a good caster option, you can trap a second melee by launching the second trap in the mobs' path after the pull. However, this is less reliable, and the tank will probably whack it if the trap is mixed in with the mobs he's trying to pick up instead of near the other CC. Lastly, you have a 30sec buffer between your traps coming off of cooldown and your first mob's trap wearing off. Any time wasted with a freezing trap off of cooldown eats away at this buffer. You can keep two mobs trapped simultaneously, indefinitely (barring resists) until this buffer runs out, at which point a mob will break free before your trap comes off cooldown. If it's close, a Scatter Shot can buy you a few seconds.