Focus throw or glyphed Whirlwind.
He tried Piercing Howl and said it worked wonders.
Got the kill tonight. Thanks a lot, guys.
If you are SMF WW on single target is a dps loss and throw doesnt interrupt your rotation since its off the GCD. You'll also have to do WW pretty often if you rely only on that which will mess up your rage pooling and CS phases.
Whirlwind glyph is the best way to deal with it, IMO it's the best 3rd glyph for this fight as it will ensure that your whirlwind hits as many targets as possible. Not everything is stacked up the entire encounter, and even if the glyph hits 1/2 extra targets 20% of the time, it's a better glyph than raging wind/rude interruption. I circled Horridon and kited the dino at the very end, but I used whirlwind to knock him away when attacking the Warlord, and while we were cleaning up adds on the 4th door.
(Not to mention that Horridon is slightly out of range, and the glyph almost ensures that it hits Horridon fairly often, which is nice with the increased damage done to him.)
I managed a #1 10H parse without staying on the boss the entire time, so my method can't be all that bad.
IMO, Whirlwind and Enraged Speed are 2 of the more underrated glyphs, and depending on your guilds strat, may end up being the best 3rd glyph option for some encounters.
Last edited by CollisionTD; 2013-05-18 at 07:10 PM.
Last edited by CollisionTD; 2013-05-19 at 08:48 AM.
For SMF at least, WW is 100% a dps loss when you have only horridon left, and that's usually the only time you will have the dino on you unless you are running with a shitload of melee. I haven't paid any attention to if the dino actually takes damage, from what I've seen it just seems to get knocked back. Even if WW does deal dmg to the dino in addition to the boss is it still just useless padding but if getting ranks is your goal it might be just as viable. Personally I'll rather take a 0.5 sec interrupt of my melee swings than using 30 rage for WW, and risking having to use it in a CS since you will never be able to knock it further back than 10 yards or so, whereas with throw you can constantly keep it at 20+ yards range. Also being the only sunder armor in my raid I prefer to keep CS glyph on.
Like I said, when Horridon is the only target, you can just kite the dino around in a circle.
For final phase, what it comes down to is you can either kite and WW when he gets close or interrupt your swing timer and use a throw macro. Since delaying the swing timer comes with an obvious opportunity cost or two (remember, to cast throw, you have to remain still and can't kite) WW has less disadvantages. I would never advise interweaving WW into single target DPS as SMF (or TG for that matter), but when looking at the alternative, WW is the best option in combination with kiting. Sometimes you won't even have to WW final phase if your dino is positioned just right and you kite perfectly, but for the "O Shit" moments, trust me.....stopping to /cast throw is the last thing you want to do. Instead, you want to run away and WW....much safer.
Throw FTW, you get the spirit around the time you are killing/killed war god anyways. WW is a huge drop of rage and if you get unlucky, you are pretty much dead, if you keep rage for it all the time, means you lose dps so rather just use throw everytime it lands from a knockback, 2-3 of those and you can dps for 2-3 sec, keep doing it and it goes great.
From our experience (only got one kill so far so it's limited) Piercing Howl seemed to work the best. Probably the interrupt AoE would help but we have everyone decently coordinated for interrupts so we really didn't miss it and it didn't seem to affect his DPS as much as the Throw macro did.