Hi everyone!
We're a bit stuck on Malkorok HC. Apart from the regular issues with orbs and void zones, that will eventually be sorted thanks to repeated tries, how do you deal with the adds running around? They've shown a heavy randomic behavior, suddenly changing direction and sticking to people around the place. We've wiped way too many times just to the adds alone slowing people in the arena, preventing them from reaching a void zone, or from running away from an Arcing Smash.
How are 25m guilds dealing with them? Every single video on Youtube shows the slimes magically running to the tanks, in the middle of arena, even without the odd grip or barrel. Any suggestions?
We just have everyone who can taunt them. That's 2 tanks, 2 rets and a DK for us. Mass grips work well, singles too (leave the taunt component in). Mocking banners are also amazing (although they sometimes ignore it).
Hmm, so far that sounds good. However, in 25m we have so many adds spawning at a time that it is often impossible to have a taunt or misdirection ready. Any trick with Righteous Aura / continuous aoe aggro that we should be aware of?
1 healer + 2 range on each of the 4 areas. the healer stands on the wood thingy in the middle and a range on either side.
The tanks each are designated to taunt a mob from 1 of the 4 areas and then our warrior/paladin/DK are assigned to the remaining 2 areas after that it is free for all if you get a double spawn in 1 area.
rarely have any problems at all with adds unless we are short on taunts, but you can generally always make a plan.
We tried to pull them to melee range with a paladin spamming heals with Righteous Aura, but the adds just didn't notice him, and kept wandering around.
We'll just try to set a rotation for the taunts/misdirection/grips, and hope for the best.
Make absolutely sure to tell the ranged how seriously important it is to not even touch the things while you're progressing on this. It does help, even if it means the ranged can't get loads of add damage for big numbers on their meter. The adds will basically evaporate once they're in melee from cleaves and such, so it's more important to get them there, where the slow they do isn't as harmful.
The only thing that should be getting aggro is healing aggro, halo, and boomkin starfall, since they can't exactly just 'not' starfall or do halo. One thing we did that helped a bit during initial progression was have our holy pal throw on righteous fury to help encourage the adds all to go to one area, making it easier for melee to taunt them in.
If you run a monk tank, have him place his ox statue on one side of the room (like on the wall). He can taunt his statue from time to time to grab a group of em at once. All your melee should be taunting adds in. We have definitly noticed there threat table is really odd. While tanking, I can see through Omen, having massive lead in threat on an add, yet it still glued to a range dps. I honestly think it's just some crappy coding going on here. If you have a dps warrior or tank have them drop Mocking Banner and anyone with an add stuck to em run into range of the warrior. GL.