
Originally Posted by
swelt
On another note, we muscled through with 1 tank this week but it seemed like the 'force tank switch' mechanic might have been buffed. Not only was he leaving a nasty armor debuff on the tank after mangle (nom nom), but he also seemed to drop threat and eat a nearby melee dps (nom nom nom) before being taunted back.
On all of our attempts that armor debuff has always been there, as well as the threat reset after burn phases. Something weird that I have noticed is that when he's doing the animation where he straightens back out after the burn phase, he will melee someone. This is while he's still not able to be targeted, so there's really not much you can do about it besides having everyone but the tank run out right before the burn phase ends.
I've also seen something quite odd. With the 50% armor debuff he usually melees me for about 45-50k, with about 20k blocked, and then he'll rarely do some super-melee attack that hits for 80-85k hit, with about 35k blocked. I don't know if it's a bug, but it's really weird to me. That is a VERY hard hit for him. This is in 10 man by the way.
We actually haven't been able to down him yet on 10 man. Our ranged has a ton of trouble with the parasites. We had a warlock and a shaman as ranged, and even a rogue fan trixing them. Our shaman would go oom from using earthquake, and they just wouldn't die before the next set came out, making it very overwhelming. I would love to know if those classes could be doing something better, as I'd hate to have to replace people just to bring more ranged in for this fight to make it easier.
"Kyle, this is the way the world works. If you want to find quality friends, you have to wade through all the dicks first." -Cartman
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