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    I drop damage mitigation totems and pre-hot/shield him for the pull. Gather mobs, do 4-5 demoshouts while running back to the group then start swiping while they unleash AoE - Sometimes the mage pulls aggro after a few secs, but my DPS is enough to keep him alive till the mobs start running away. Usually in 8-10 GCDs everything is dead. I also noticed that mobs in Cathedral actually have less HP than in Armory. The annoying AE from the mage mobs I can mitigate with shaman totem and priest holy nova spam.

    Lets see how it will work in ZF, when I reach it hopefully mid next week.

    I'm a bit sad though, that my warrior now sits at 34 now and is left behind, as I was looking forward to play him later in raids. Well you can't have everything..

    How long did it take you to get them to 38 I'm curious? Will you main one of them at 60 in raids? And if so why that one?

    Quote Originally Posted by Acidburning View Post
    I am running the same group.

    How do you manage the druid tank for your AOE pulls? Just swiping?

    They are 38. I just respec'd the mage and lock to have a bit more synergy with fire.
    Imp Fireshield does not stack with thorns unfortunately.

    I tab change targets after each swipe, so the aggro gets spread evenly throughout the 8-10 mobs plus an additional demo shout every once in a while. Also the bear tank self heal generates aggro and only has a CD of 60 seconds. So i throw that one in, provided I have enough rage.

    Maybe also interesting, my shaman's rotation are two simple castsequence makros, one for damage (fire nova totem, chain lightning, magma totem) and while these abilites are on CD I spam heals on my tank/mage whoever has aggro. Priest does nothing but holy novaing.

    Quote Originally Posted by nodoze View Post
    I have similar questions but after re-reading the post I think the most relevant part is "...I pull 1-2 groups and AoE them down". If only doing 1-2 groups likely the Druid gets initial sight aggro & gets a little ahead on all mobs from at least Thorns (can't remember if the warlock pet buff stacks with Thorns) and solidifies aggro on at least 3 mobs from Swipe. There is the probability that the Druid's swipe doesn't always hit the same 3 mobs so you may get pretty solid threat on a bit more than 3... By the time the non-swipe'd mobs aggro turns and they turn/move to switch the amount of actual incoming damage 1-2 groups can do before they die is likely within the party's health/healing limits. The limits can be stretched some if the Druid is ping-ponging aggro on remaining mobs via Swipe. As mobs start dying the incoming damage becomes less and less so it really comes down to how big of a spike you can survive.

    It does not sound like the scenario where you "aggro half or more of the entire instance and have Tank keep aggro on most everything while the AoE group dishes damage with immunity and no incoming damage from mobs" that some other groups can pull off...

    Love Druids and would be great to hear differently but I suspect this is a more limited mob count AoE scenario which can be great/fine if you are OK with that approach (I generally am OK with pulling 1-2 groups when I play).
    I'm very curious which group comps can manage that "pulling half the instance" scenario well. I suppose it doesnt include a tank anyway on horde side (Alliance scum! ) but a mage iceblocking or potions?
    Last edited by MiRai : 10-25-2019 at 07:37 PM Reason: Merged - Use Multi-Quote

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