Patch 5.2 is getting close, and our 15/16hc guild's focusing on the last boss for the rest of the timer. Things are we seem to be struggling more than expected and after 40 wipes still haven't reached Phase 2 (best try at 70%).
Here's our comp:
Healers: Disci priest/paladin
Dps: Ret pal, affli lock, arcane mage, moonkin, shadowpriest, + windwalker monk or another arcane mage.
3 days of logs:
We don't kill any small adds. We tried saving cooldowns for the platforms, but found ourselves too short on the boss (73-76% at 4th cackle) and some of our dps (ret, moonkin) were complaining they couldn't dps properly on pull.
So with more cds during the pull it seems our boss dps will be sufficient enough(83-85% at 2nd cackle), but we're now having some trouble to kill the adds in time.
Depending on who gets ported it can be really easy or really hard (SP+moonkin in one group means that the other group won't get the haste buff, huge advantage on having the disc priest who's dpsing 5-10% of the add's hp, etc.), even with no healing orbs getting through.
Our mages do seem very low too. Is Arcane mage a bad class for adds killing? They both have 503ilvl so it's not a gear issue, but as a (504ilvl) affli lock I'm constantly at 8-9M dmg on the adds while the mage ported with me is only at 5-6M (like these trys for instance:
I know locks are pretty OP with KJC, but I don't think there should be such discrepancy. Is there some tricks to improve their dps? We're using Hand of Protection if available during Death Blossom, generally on moonkin/SP (don't need it as a lock).
Also what we plan to do is having our tank spepping outside the light before the 4th cackle and using cooldowns, the ported group not engaging the 4th platform, and getting to P2 before the 5th cackle.
Thanks for any help! (I do hope that Phase 2 will turn out to be easier to learn, as time's running short )