by Vrugdush » Tue Jul 24, 2012 7:13 pm
I'll chime in with some information about how we handled it last night.
We basically followed Tanla's nicely coloured ship diagram with the five different soaking zones, but we altered who soaked where slightly.
Since we had three melee DPS, we opted to tank both the melee adds on the same side of the ship, like we do on Normal mode. This way the melee DPS could hit both melee adds and one of the drakes as it was pulled in with the harpoon.
Soaking assignments were as follows (melee adds tanked at the edge of the ship in the green area, on top of the harpoon gun):
Green: The Slayer tank, who can move around freely, soaked this area solo. We had the Deathdealer facing towards the bow/front of the ship, and so didn't want to risk anyone else running through here and getting cleaved.
Blue: Two melee with good mobility covered this area.
Red: A healer and the remaining melee took the center. If there's a death knight, it's a good idea to keep him here, rather than further down the ship in Blue, for Death Grip purposes.
Yellow and Purple: Two ranged DPS, or a healer and a ranged DPS each, took the areas furthest from the melee adds. The ranged DPS will have trouble reaching the far drake, but it's important that they don't move out of their areas. If they can't reach their primary target, they should attack something else, rather than move too far.
Kill orders were Green/Blue side drake > Deathdealer > Slayer > Purple/Yellow side drake for melee, and Green/Blue side drake > Purple/Yellow side drake > Deathdealer > Slayer for ranged, with everyone poking the Sapper as soon as they can.
The Deathdealer tank was excused from any soaking, small puddles or big, due to the cleave. Everyone else should move to the big puddle.
This seemed to work nicely last night, although it could just have been a matter of all our practice finally bearing fruit. Either way, we reached phase two, and it was definitely some solid progress. The ship seemed to be OK for health, with at least 20% to spare, but there was a lot of fire in the way during phase two, so having it suffer less damage might still be good.
If we have fewer melee next time, we'd have to change the soaking assignments a bit, and could probably have one ranged and one melee in the Blue area, and the rest as before. That way the first drake should go down slightly quicker. We could even have two ranged there, and the melee covering the Red center area, but it just feels safer having one healer centrally located, and having the melee run in different directions.
I'll chime in with some information about how we handled it last night.
We basically followed Tanla's nicely coloured ship diagram with the five different soaking zones, but we altered who soaked where slightly.
Since we had three melee DPS, we opted to tank both the melee adds on the same side of the ship, like we do on Normal mode. This way the melee DPS could hit both melee adds and one of the drakes as it was pulled in with the harpoon.
Soaking assignments were as follows (melee adds tanked at the edge of the ship in the green area, on top of the harpoon gun):
Green: The Slayer tank, who can move around freely, soaked this area solo. We had the Deathdealer facing towards the bow/front of the ship, and so didn't want to risk anyone else running through here and getting cleaved.
Blue: Two melee with good mobility covered this area.
Red: A healer and the remaining melee took the center. If there's a death knight, it's a good idea to keep him here, rather than further down the ship in Blue, for Death Grip purposes.
Yellow and Purple: Two ranged DPS, or a healer and a ranged DPS each, took the areas furthest from the melee adds. The ranged DPS will have trouble reaching the far drake, but it's important that they don't move out of their areas. If they can't reach their primary target, they should attack something else, rather than move too far.
Kill orders were Green/Blue side drake > Deathdealer > Slayer > Purple/Yellow side drake for melee, and Green/Blue side drake > Purple/Yellow side drake > Deathdealer > Slayer for ranged, with everyone poking the Sapper as soon as they can.
The Deathdealer tank was excused from any soaking, small puddles or big, due to the cleave. Everyone else should move to the big puddle.
This seemed to work nicely last night, although it could just have been a matter of all our practice finally bearing fruit. Either way, we reached phase two, and it was definitely some solid progress. The ship seemed to be OK for health, with at least 20% to spare, but there was a lot of fire in the way during phase two, so having it suffer less damage might still be good.
If we have fewer melee next time, we'd have to change the soaking assignments a bit, and could probably have one ranged and one melee in the Blue area, and the rest as before. That way the first drake should go down slightly quicker. We could even have two ranged there, and the melee covering the Red center area, but it just feels safer having one healer centrally located, and having the melee run in different directions.