by Giruy » Tue Apr 02, 2013 10:10 am
1st turtle is still make or break it cant be emphasised enough that ranged cooldowns need to be kept for this.
Also, ranged should only ever be on the turtles or the boss (bar hunters for MD), we need to concentrate on getting the turtles down at all times for 3 reasons:
1. Spare turtles means they can be kicked into the bats for extra damage debuff.
2. Once all turtle's are down, focus switches to the boss until the next set of turtles.
3. Failure to keep the turtles under control means that as the fight progresses were spending more time in the air than dps'ing, this by default also makes kicking harder.
Additional tips:
When about to kick I could see the direction arrows but I was still too far away to kick and it wiped us, try and leave just one direction arrow distance.
Bar the first turtle, any that hug a wall should be left to come away from it to be killed, its almost impossible to kick in the right direction when up against the wall.
1st turtle is still make or break it cant be emphasised enough that ranged cooldowns need to be kept for this.
Also, ranged should only ever be on the turtles or the boss (bar hunters for MD), we need to concentrate on getting the turtles down at all times for 3 reasons:
1. Spare turtles means they can be kicked into the bats for extra damage debuff.
2. Once all turtle's are down, focus switches to the boss until the next set of turtles.
3. Failure to keep the turtles under control means that as the fight progresses were spending more time in the air than dps'ing, this by default also makes kicking harder.
Additional tips:
When about to kick I could see the direction arrows but I was still too far away to kick and it wiped us, try and leave just one direction arrow distance.
Bar the first turtle, any that hug a wall should be left to come away from it to be killed, its almost impossible to kick in the right direction when up against the wall.