Quote Originally Posted by remanz View Post
Ouch~. I guess some nites are just bad. and Luck is always a huge factor. What makes those 2100+ "farmable" though? What do they do different from the standard wizard cleave that we all come to know (shadow=> fearx2 => FOK, hunter stay at 40 yard max range etc). I am stuck at 1600-1700 ATM. and I wanna know how do you identify a bad team other than they rush in and get one-shotted.

Maybe if I see those teams some nites, I play more and I might jut peak at 1800.
Well one wasn't wizard cleave: warrior, ret pally, frost mage, priest, resto shaman. We figured them out, warrior would either go super defensive so I'd ignore him, or he'd spin too early and get owned. Frost mage needs to put ice block on a mouse button because when I had him as a focus (hidden) target he just blew up. I think we went 2-1 with them though

Other was wizard cleave but they were just too predictable and kinda scared of us. Ele shaman on focus > dead. Druid and paladin healer. Druid HoTs are worthless against our burst and they can't NS+heal when someone goes from 100% to dead. Paladin is pretty much the same. Replace their healers with resto + priest and it woulda been a challenge.

Team from other night was enh shaman, hunter, warlock, priest, paladin. Hunter does the absolute most damage and can mortal strike. He dies first. Enh shaman are not good with grounding totems, and are easily thunderstormed away. Pally healer can be nuked easily. Last to die are always warlock and priest.