
Originally Posted by
Edd13Mac
Blue, Black, and Red should always be left alone.
On Black, Blue, Green, and Purple we kill Black because on 10 man the Green, Blue, and Purple phase is the easiest possible combination. Why deal with extra adds when you can simply heal through the whack-a-mole green phase. Also since there are no adds at all this is a great time for Heroism/Bloodlust/Time Warp.
Dealing with the ever annoying Red, Yellow, and Black phase largely comes down to your compensation towards cleaning up the second set of adds. You can deal with the Red, Yellow, and Black phase just fine typically however where it becomes messy is always in the next phase if any adds are left alive. The key is cleanup of the adds, so that you don't have the added damage of the phase prior overlapping with the period in time when your healers may be mana drained and unable to heal. Generally you want to use a single raid cooldown for the first set of adds, the reason is because shortly after summoning the second set of adds he will go into transition and you aren't really taking additional damage during this time, rather you're still taking damage where on other phases you wouldn't be. Healers should be able to cope with the end of the phase without a cooldown. Try to coincide your raid cooldown with the time the first set of adds starts dealing damage to the raid. In order to deal with the second set of adds, generally speaking a raid working on their earlier kills will need to shift DPS that typically stays on the boss or deals with the mana void that may have been left up to either the cleaning up the second set of adds or helping with the ooze so that someone generally assigned to dealing with the ooze can clean up the adds. For example, I am typically on the ooze as a Balance Druid and our Rogue stays on the boss. After a Red, Yellow, and Black phase however the Rogue helps kills the ooze while I help clean up all the remaining adds so they are dead before the start of the next phase. Adds staying alive into the next phase is generally the biggest issue in this encounter because they can easily kill someone in the few seconds healers may be out of mana and unable to heal.
Last edited by Quinafoi; 05-14-2012 at 08:26 AM.
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