Soooo...Kill the boss before you get hit by a swirly or a ball.Who knew.Why not do this on bosses where there are actual, non-obvious, strats to do? Like, how to position properly for Umbrelskul? How to split the group and how the tank should position the cleave for Leymor?
I'd say, push the boss health to the zero while not allowing you HP fall to the zero! Works every time flawlessly.If anything, trash routes and skips are a lot more useful, especially here because timer here is pure massive piece of... ahem. Overly tight, I'd say.
You can actually move her pretty far away from the middle, then she takes like an extra 5seconds+ to run to the middle to start her phase2.
should mention that you can outrange the tankbuster, its the same as Ice Cutters in the area. any tank with a leap/charge can outrange every so often and usually you can jump towards the add. just gotta do it _during_ the cast, the boss can move while casting and you dont want him to follow
best strategy? dont go there till they nerf it.
This has to be the most annoying boss
Maybe next time try this with a boss that isn't dead simple to do and dangerous for other reasons than their sheer damage output.
Av is the worst imo
Wow. What a useless article. The only helpful tip is to drag her away before intermission for more uptime. If you needed help for everything else, maybe dungeons arent for you then.Also helpful:
Slow day at the office, huh
Can't wait for S2 and the absolute *!@#show Brackenhide and Uldaman will turn out like.
Having a Death Knight makes dealing with the summoned add a x1000 easier. No movement needed, more uptime on the boss.
This boss would be "merely annoying" if there were no %^&*!@ed affixes and @#$%^&ed seasonal. As it is, getting seasonal proc in the middle of subphase means someone will die in an average pug. There's just too many mechanics overlapping, and the density of the balls of death is just adding to it. Quaking with several casters and no melee in group? Melee heavy group? Kiss your key goodbye. After first runins, I couldn't believe it's possible to make such obviously crappy design, and then put in two complete "roflstomp walkover" bosses further in the same instance. They should either lower the density of the balls, or get rid of Unstable Magic during subphase, and even that wouldn't bring it anywhere near the ease of what comes after.
This bosses intermission needs some changes... Give an extra second to move out of swirlies or give an extra second between orbs flying out or give two extra seconds between damage pulses.. Or all of those things.. I imagine it's painful for ranged healers and casters but it's absolute nightmare for melee healers.
Stacking isn't going to happen during quake weeks. Most of this is basic raider/m+ 101.The only way you're going to get the boss to the edge is if you are paying very close attention to the time her mana drains and players are baiting towards the side we want to go. This assumes 100% that the adds are summoned towards players and is not randomly spawned from boss. Something a guide would explain yes?