Nuking the slimes is padding anyway. Our group had to agree on just spreading dots/put up small AoE and just finish them off if they were up for a long time and started getting near people. Basically all I did as Destro on our first kill was spec MF, put up RoF and try save at least one Conflagrate to FnB a big group of slimes. This gives a lot of embers back which you can invest into the boss(es).
Because of convenience? Getting them down asap removes a factor from the fight, at that specific point in time. Why leave them up when they can be cleared so quickly? There's no cost to swapping to the adds, except the opportunity cost of DPSing the boss. There is no tight enrage timer, so there's literally no actual benefit to leaving them up and passively cleaving them down. Keep the fight as simple as possible.
I'd rather just get rid of them asap so no tank/melee/anyone has to worry about them anymore. Regardless, they die within a few seconds anyway with our Ele Shaman.
Well, I haven't done, or watched H Shamans yet (starting progression on them this weekend), so I can't say this with certainty, but on Normal the adds HURT. BIGTIME. Leaving them alive for more than 10 seconds in Normal usually ends in someone in my raid group dying, (or coming very close to), from the insane amount of damage the slimes deal. I would only imagine it would be WORSE in Heroic, unless there's a whole lot of kiting or something that I'm not aware of yet.
But your interpretation of "padding" is incorrect anyway. Padding = dealing useless, unnecessary damage to extra targets, that brings no benefit to the raid as a whole, in an attempt to boost your overall DPS. Trying to argue that damage on slimes is unnecessary, useless, or brings no benefit to the raid, is EXTREMELY misleading. Padding is what you do on Megaera. Or Paragons. Where the damage literally provides no benefit to the raid as a whole.
Really? I thought they were immune to all spells (i.e. you wouldn't even be able to APPLY Havoc to them in the first place). Not just immune to damage. And Incinerate still gives embers on immune mobs? That seems kinda broken lol.
Edit: Derp. You meant Havoc the boss and Incinerate the adds? Either way, didn't know Incinerate gave embers from hitting immune mobs. Will need to test this out lol.
Last edited by ZaneBusby; 2013-10-17 at 12:44 PM.
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Just slow the adds lol. There's plenty AoE slows that can be used and requires little effort. Monk/DK tank can do it easily because they should aggro them anyway.
Go ahead and keep nuking them adds if you want to. I just know that when we stopped tunneling adds whenever they spawned and focused on the boss it made the encounter much easier for us. We only started nuking them down fast whenever our tank ended up with little space to move.
On heroic, you should be slowing the adds as Bonkura said with FnB Confla, RoF for le embers, and a few ince and their dead. He casts them at the location of the tank, so the tank just gotta be smart about moving, gather them up and nuke them -> dead adds. I was Aff for our first kill as we had a hunter/destro lock for the AoE which was plenty, but I am gonna be Destro for our next kill.
As said RoF, FnB Confla -> Few ince (if your group is low on aoe) and then they should be dead.
You get an emberbit by casting the Incinerate, you just will never get a second emberbit from a critical hit since it's not even calculated on an Immune mob (I guess).Really? I thought they were immune to all spells (i.e. you wouldn't even be able to APPLY Havoc to them in the first place). Not just immune to damage. And Incinerate still gives embers on immune mobs? That seems kinda broken lol.
Edit: Derp. You meant Havoc the boss and Incinerate the adds? Either way, didn't know Incinerate gave embers from hitting immune mobs. Will need to test this out lol.
Well, the more you know. Had no idea lol. I always thought you gained emberbits when your spells hit the target, not upon leaving your hand. Although it definitely feels like that's the case when I'm AoEing and pumping out FnB Incinerates... Ember goes down then takes ~1 second to fill back up, once all the Incinerates reach their targets... Something related to FnB? Or server latency similar to registering mobs sub 20% HP for Shadowburn? What's the deal here? Lol.
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I think with FnB it just feels that way because a whole ember is being consumed every time you fire it off. I just did a FnB on a dummy with 1 full ember (which gets consumed) and as soon as it left my hand I had 3 emberbits. Second time I did it I had 2. I think the 15% chance for Incinerate to grant an additional emberbit is baked into when it leaves your hand. Only the crit portion is calculated upon striking the target.
I'll test it some more but on two dummies I'm getting 2 emberbits as soon as the FnB Incinerate leaves my hand.
Edit: Can also confirm the 15% chance to grant an additional emberbit is granted once the cast finishes, so even greater reward for havocing immune stuff on single target fights!
Last edited by mmoc112615a1c9; 2013-10-17 at 01:27 PM.
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Are you referring to " GoSac pulls ahead in BIS gear on single target, while if you AoE a lot GoSup will win because Sacrifice doesn’t increase damage dealt by Fire and Brimstone spells." from the guide? It's not decreased anymore, but it's not increased, either. This discounts shadowburns, though.
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Last edited by Leyl; 2013-10-17 at 05:23 PM.
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