Do you guys have your ranged DPS hard cast the boss and splash the adds or hard cast certain adds and splash the boss? When he get's recklessness he takes more damage but is that translated out to the adds as well?
25 man offers you some flexibility. We kill all adds before engaging the boss, but he is tanked with the adds for cleave/AOE damage. We CC as little as possible. Our general strategy is to CC 1 Ambershaper and 1 Bladelord. We let all 3 menders free and assign a melee DPS to focus interrupt mending. While our shadow priest and holy priest mass dispel quickening. We AOE everything down, but DPS priority is Ambers>Menders>Blade Lords.
Menders and Ambers die at roughly the same time because there is 1 extra mender to be AOE'd. From there we down the blade lords who have all become free and rotate disarms to avoid one shots. They are usually about 40% when everything dies. From there we usually have 4 minutes to down the boss before enrage, we take it to the middle, don't fail on bombs and collapse for AOEs. We usually kill it with 1 min left on enrage.
Similar to tearrs, my guild aoe's down everything trying to kill them all as close together as possible. Typically we CC 1 blade lord 2 trappers and 1 mender. We have melee assigned to interupt and tank the boss in the middle of the pile. Most people are on the trapper with a few spread onto the blade lords and menders. Typically when the trappers get 30% or so we call out if any add is particularlly high on hp then we call for the people on the trapper to switch.
Stack up when Rains is about to/goes out, and AoE heal.
I figured as much, how do time that with bombs though?
We've been CCing one of each and having focus interupts on the 2 free menders with our rannged dps hard casting on the boss and splashing on the adds. I think thats a little bit off mechanically, what interests me just using 3 CCs without using any on the menders to help get that recklessness faster.
What's the benefit to a kill order and not just mindlesslly aoeing everything down? Me asking this is not me disagreeing but to help further explain the logic you guys are presenting.
You have to essentially have everyone spread 1 second or so before rain ends, and be very fast about it. Druids can help here. The key thing for ranged/healers is to always have a clear path in, and always have a clear path out. Know where you are going before you go. Sometimes you will get a bomb close to the melee, its just something everyone has to be aware of.
Kill order for us is due to the Amber Trappers having mechanics that pull DPS off (Traps/Resin) and the potential of the menders getting a heal off. The Blade masters are not a threat unless all 3 are up. Our kill order is loose, with high AOE classes simply AOEing, but the priority is more for classes who cleave better than AOE (Arms warriors ect.) for them to cleave off of.
We place a monk healer in melee and have the rest of the healers spread out around the inner circle with ranged behind them. Also we place melee in every group and have our priest do spirit shells on the raid. Also everyone is expected to be able to survive at least 1 full rain with cds/healthstones at some point. Any class w/o a CD can get a bop or other cd from a healer but every class has some form of defensive cds they should be using every time it is up.