Originally Posted by
braeldiil
See, this is wrong. The elites are not always the most dangerous mobs. On door 3, the little adds that spread diseases are much, much worse than the orb guys. On door 4 the flame casters are about as bad as the bears, and the shaman really don't matter. The only door where the elites are a huge priority is door 2 - on all others it's dinomancers then whatever.
More importantly, this isn't an elite guild. It's a normal-mode guild that's struggling a bit. Under those circumstances, they need to simplify their plan, so people can fight rather than think. Killing an add, any add, is infinitely more productive than spinning in a circle looking for the one true target.
Past that - cooldowns. The only cooldowns you should ever use on door 1 are ones that will be up for door 2 - so 90 seconds or less. Anything longer than that should be saved for doors 2/3. To be blunt, if you can't beat door 1 without medium cooldowns, you can't beat door 2 at all.