We were struggling a lot with meeting the dps check for this phase last night. We tried many differentstrategies, but always failed by a few seconds. How are people doing this these days? 3 groups? 4 groups? 5 groups?
Can anyone give tips on what to do with the following comp:
G Druid
Prot warrior (undergeared, awful damage)
R sham
D priest (or shadow)
H pally (spare, sitting this fight)
We used 3 groups, so that should be fine. If that phase is an issue and P1 goes easily, you can have one or two of your DPSers to save cooldowns for the first transition. It helps a lot with reaching the timer.
Few tips.
1. Guardian druid + stun from someone can solo 1 group with extra vengeance trash from p1 and berserk mangling 3 targets. (can do about 10M damage)
2. Boomkin with celestial aligment and 2x starfall can easily do 10M+ on this phase
3. Rogue with his cd's can do like 8M on this phase.
4. Hunter can Binding Shot 2adds and silence the third one
5. Lock can dish out really nice dps with his havoc chaos bolt and almost solo group with a solar beam + fellhunter interrupt and own stun
6. Disc priest can use halo to hit 3 groups.
if u have groups like this then:
G
1 2
3
4 5
Destro lock + boomkin dots on group 5 (solar beam + fellhunter interrupt) followed by warloc stun
Bear druid on group 4 alone with a stun totem from resto shaman followed by regular interrupts
Than retri+rogue+hunter+fmage+warr tank (middle) on group 3 (normal interrupts)
after that retri+ rogue + fmage for 1 (retri stun) followed by remaining interrupts
Hunter + Warrior tank on group 2 (stun from hunter with silencing shot followed by warrior disrupting shout)
Depending on dps boomkin can help on group 1 or 2 (probably dotting group 2 and swinging away few SS procs on group 1)
Disc priest can halo on group 3-4-5 and help on group 4 or 5
Thats just an example.
Group 1 and 2 should be just on time.
Group 3 should just melt.
Group 4 should be right on time.
Group 5 should die early so the warlock can shadowburn group 1 or 2.
Remember to use Stampeding roar on start.
Just check out which group dies first (1 or 2) and ask boomkin to help on appropriate group a bit more.
Tanks can do nice damage on this phase, but you have to remember that they need some vengeance from P1. There is another issue that when tank is attacked by and add then his vengeance can drop by a very large amount, so it is important that they use his strongest dot attack as an opener.
It might be advisable that the warrior tank go straight to group 2 without touching g3 to not get hit by any mob losing some of his vengeance.