[FIRELANDS] Alysrazor (10 man - but look anyway)

Strategies for Firelands.
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Liria
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Liria »

What Ika said. Ranged would need 1-2 raid to get used to flying, and that's on normal.
It's a shame we didn't send them up to start with, but not much can be done now.
Daegranos
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Daegranos »

Rogues don't have to go down if at full health due to feint, that might work. And don't we have plenty of shammies for interrupting??? (Stop slacking!)
Sarri
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Sarri »

I dont mind staying down, I have done it on normal on Sarri. Its a matter of learning where the adds spawn then its fairly easy.
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Fungi
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Fungi »

The flying part isn't hard. You will get the basics in 3/4 tries. The biggest 'adjustment' is casting your primary casts while moving, since we usually don't do that. Apart from that it's like all the other flying quests.

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Fluttermouse
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Fluttermouse »

Daegranos wrote:Rogues don't have to go down if at full health due to feint, that might work. And don't we have plenty of shammies for interrupting??? (Stop slacking!)
The problem you're trying to avoid isn't the interrupting it's the dps ;)

Ranged are constantly having to run all over the place chasing meteors, then back to the other end of the room for the add then back to the other end of the room because that's where the bird is. And having to go the long way round most of the time based on the worms still up meaning we can get a lot of downtime compared to the DPS we would normally be putting out. Easy to spend only half the time dpsing and the other half running around, which isn't that good for getting stuff down fast. Unlike you slacking melee who can just sit on a target and facestab (or backstab) till boredom sets in :P
Daegranos
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Daegranos »

I don't really see the issue. if you sent them upstairs you miss them on the meteor as well don't you? and last i checked melee where the useless ones because we have to do even more running. :|
Fluttermouse
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Re: [FIRELANDS] Alysrazor (10 man - but look anyway)

Post by Fluttermouse »

The issue at the moment is that ranged are having to do BOTH the meteors and the adds. That means either letting meteors hit the wall or having multiple adds up on the same side because of the extra health they have in hc as opposed to normal (you can barely get one down before the next spawn with everyone on that side pewpewing on one target from the second it lands). If you consider the number of melee specs with interrupts vs the number of ranged specs with interrupts, the first problem should become obvious. The second problem is that with a meteor at the opposite end of the room to the first add, let's say you go chase the meteor. The second add has now spawned at the same end of the room as the meteor yet the first add is still up (on maybe 1/3 health), so do you go charging back off to the original end of the room, or pray you can get the 2nd add down (leaving the first still up) while the THIRD add spawns? And if you didn't get the first meteor in a good place, guess what, the second one of those is now coming as well!

With melee down, the melee get to finish off the first target while the ranged are chasing the meteor - you have way less switching of targets to perform than we do, unless you're expected to go off chasing meteors as well.
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