Originally Posted by
Shenshu
Yeah, we have it set where ranged move up to the melee to lower/eliminate travel time to kill snobolds. It gets tricky with a healer because you don't want them to be in range of a stomp and get spell locked, so melee typically run to them.
We do 3 impales on normal mode with no issue. I haven't seen how much more damage the impale does at 3 on heroic since we've only tried two, so I guess next time we attempt it we'll go for 3 and see how it goes. I'll also try your suggestion of when to use BoP/DP.
Everything on the worms is pretty standard for us. Everyone stays spread out away from the fronts of the worms and move to the Dreadscale tank if they get paralyzed. (or iceblock/cloak of shadows when applicable) In normal I'm typically the Acidmaw tank and I always get paralyzed when Acidmaw comes out of the ground and usually have to bubble it off. Something I haven't tried yet is to position close to the side of the Dreadscale tank when Dreadscale is in the ground that way I can get to the burning bile quicker. Although, it seems when Dreadscale is entrenched, he seems to put burning bile on people randomly rather than constantly on the tank.
We're running this tonight on normal at the very least so I'll try the positioning to see if that helps any better there. The real issue is the P1 to P2 transition for us I think. I think the idea of the bleeds still ticking after he dies may be getting us.
Obviously we haven't gotten to Icehowl yet, but that shouldn't be much harder minus the not dying to charge part.
On one hand I'm kinda hoping it's a gear issue that's holding us back, but at the same time I can't do much about it unless I pug 25 man for better stuff, even though I'm not too impressed with the itemization of it over stuff I've gotten in 10 man. If it's not gear, then we'll have to work out whatever kinks we're having as a group.