Just a few notes from my perspective. Setup SK {husband}, Templar, Defiler, Warlock, Illy, Troub. This is an instanced dungeon, so you'll have no competition {whoohoo!}.
Stuff in here is all shadowy stuff, so seeing is slightly difficult. It's not too bad since the majority of the rooms are brightly-colored, but I did run right into a shadow or two hiding in the dark corners.
Rooms 1 and 2 had plenty of stuff to mez and to quote Coupling, healing "was a piece of piss". Spamming my wards/reactives and mezzing out 1 or two from initial pulls made these rooms cake. We only ran across 1 patroller add.
However, in room 1, beware of the guards on the portal to room 2. You will not get a boss in this room, but the guards he leaves can do a nasty knockback that launched my guys all over the room and down into the little pits on the side. No deaths, I don't know if you can even fall in and die, but it was enough to cause LoS issues.
Room 2, like I said, no big deal. More to mez, some heavy hitters with a few AOEs, and a lot of shadowy areas but nothing horrible. The trolls were a bit of a surprise and hurty, so make sure to clear them out so you don't get them as adds. It says that after the last mob is cleared, the boss will spawn. This was not the case for us, there were still 2 trolls and an abyssal biter hanging out after we killed Proto-Ravager, 1 of the trolls being by the pool next to Proto-Ravager. They do not add and the boss stays at his spawn point until you pull him {watch your agro range of course if you are still clearing around him}. He was pretty much tank and spank, I think he smacked us with an AOE once, but that was it.
Hallway was easy pulls, just be sure to pull the first pair all the way out to the start of the archway leading into the hallway. The ^^^ pat comes right up to the end of the hallway and he would suck as an add.
Kierax's room was the biggest asspain and the only point where we had any deaths.
1. Do NOT enter the room until you are ready to engage. If you want to scout the room first, go no further than halfway through the archway or he will trigger. If he starts talking, he has triggered and that means orbs are in the air! Move it or lose it.
2. If you lose your orb-absorber, you will have to exit the zone or suicide to get the event to reset. On one of our tries, we lost the tank but the rest of us were up, I ran out to the second room and went out of combat, so we thought we were ok. Rebuffed, went back, hit the door and wiped because he'd been sitting there eating orbs the whole time and just obliterated us.
3. Be prepared to move. If he eats enough orbs, you should get taken down to almost dead, but should be able to recover with enough group heals before he can do it again. BUT, your orb-absorber will almost certainly be out of range to get hit with any heals. As 5+1 I was able to attempt some movement to land some healing on him, but it required some coordination on his part to get in range long enough. Suggest holding instant cast heals specifically for the tank and if at all possible, splitting up the healers so one is on each side of the lava pool.
4. Positioning. The best location I had for keeping DPS up was on the other side of the room, to one side or the other of the door to room 4. You may need to readjust, but somewhere around the 2-3 o'clock or the 10-11 o'clock worked pretty well for us.
5. Healing. Damage is minimal, DPS is critical. The AOE is unavoidable and can't be negated by wards or reactives {as far as I saw}. Swap your healer's 1st-line defense buttons {wards, reactives....HoTs may be worth keeping up} with Debuffs and DPS. Your direct healing abilities are all that's going to be of real use, so make use of all ST and group heals, including instants and emergency.
6. DPS. Use all you've got here. Pets, ranged attacks, cooldown spells. Bards should be pluckin' arrows, casters should spit out any and all pets {IE, use your Illy's conc slots to pop out her pet instead of the conc buffs}. Use boosts on your DPS, which includes healers for this fight. Also, if you have time compression or any sort of cooldown reducing ability, put it on your healers. I tried putting it on the tank and the DPS, but I found it much more vital to get the group heals off faster/more often than anything else. Healers should be ready to rez.
Like Abode said, this is not a MB friendly fight since someone needs to focus totally on eating orbs. But it is possible to do with +1 or very well organized macros on the non-floaters.
The last room was cake after Kierax. There's a long diologue, so you have plenty of time to survey the room and set up. For us, the burst damage came with the AOE, so be prepared to regroup and heal up ASAP.
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