Quote (randomtask @ Mon - Jun 22 2009 - 12:13:40)
phase 1
the adds dont mind control people any more (nerfed content itt)
phase 2
dont know how your group wants to do it, but you shouldnt have tanks anywhere near crushers, they do too much damage, we used temporary pets such as moonkins treants, priests shadowfiends to go in and interrupt the diminish power when we needed it
phase 3
melee should be on the adds, ranged on yogg saron
we used 4 healers, any more is overkill and you wont have the dps to kill him
although learning attempts, a couple more wouldnt be too bad
I read that the melee DPS should be on Yogg because they can just turn around to avoid Lunatic gaze while the ranged can just stand facing away taking out the Immortals and turning to Yogg when they can. What am I missing here? If the Immortals are positioned right then the melee can just constantly DPS them while the ranged blast away and turn around every now and then?