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  1. #1

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    So, your group is :

    Pala, Druid, Hunter + 2 locks.

    you have an assload of pets, make use of them. Turn your pets on aggressive with taunts OFF {use Blueberry or BDSM Dude instead of Imp}. Keep a frost trap down and set up a Misdirect button or add it to your click. Seriously, aggressive pets make this so much easier. This event was a disaster every time I tried it until I got my single hunter in and put her pet on aggressive to pick up adds.

    Set up outside, slaves backed to the little circular wall in the middle, hunter in the middle of the pack, close enough that your trap will overlap a bit with consecrate, giving your pally's consecrate a bit more time to tick for agro. Put your tank up on the steps, facing your slaves The mobs will come from the area next to your slaves on either side. Your pets will go after the mobs as soon as they pop, usually changing direction and hitting your trap, Judge or HoR from the tank to aggro {try to save Avenger's for the casters so the silence forces them to come to center}, and move the tank slightly to the other side, because the waves alternate sides. DPS as normal, keeping traps down and swapping sides after your tank gets aggro from each wave spawn.

    If something manages to get by your tank, send the pets after it and let them bring it back {just a few hits from the pets on the stray and then bring them back into the main mass}. But you have so many pets that they should manage to hit everything, especially if you do it with a Demonology 'lock and use Cleave on the Felguard.

    Try making liberal use of AOE whenever you feel certain your tank has solid aggro once the adds start to pile up. Seed, Rain of Fire, Volley, Hurricane if you aren't overwhelmed with healing.

    Remember, you don't need to kill everything, you just need to stay alive and keep it off Brann until the timer runs out.

    Keep the Dark Matter Debuff cleared and watch the beams, and don't go overboard on healing at the onset so you have enough mana for the later part of the fight when adds start to pile up.

    I would remove Arcane Shot from your hunter's rotation {if you use it} since he will need mana for traps, put him in Viper for a few seconds whenever you can, and you may find Blessing of Wisdom does more for your hunter on this fight than Might or Kings. After the 3 minute mark, you shouldn't worry too much about traps, there'll be too much else going on, and Volley would do more to help.

    Your paladin will probably become mana starved rather quickly since there's not many adds at the start, have a mana potion ready and you may even want to use Innervate on the tank towards the end.

    Hold your cooldowns until after the 3 minute mark {watch for the golems} when things get really hectic. Keep Hand of Reckoning and any charges your pets have ready for anything that refuses to come play in the consecrate. It's still an asspain of an event, but these are the kinds of things that at least made it possible for me.
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