fafhrd wrote:Invisusira wrote:HARD MODE IS AWESOME
fixt
Making each phase timellimited is the best thing they could do to this fight. Was kinda disappointed initially with it just being more damage, and then the gates opened and the worms came up and i was rofling
Fight is now awesome.
Got to phase 2 consistently but with sloppy p1 screwing us over. Think we'll get it tommorow if servers aren't down half the night again.
This. Except we got through p2, and died a couple of times due to people messing up and getting hit by icehowls charge. Icehowl isn't tauntable, once he kills a tank he starts nuking dps - I was waaay behind on threat because I was still tanking dreadscale as he came out, we consistantly had ~1mill hp to burn when icehowl came out.
We used three tanks on gormok, taunting at two stacks (occasionally someone would eat a third due to a taunt resist or general slowness, we'd just bop them if that happened. Tank damage is pretty insane, but once the healers got used to it we did alright; and we'd blow cooldowns (first tanks, then GS/PS, then Divine Sacrifice) for every impale after he hit 4 stacks of the debuff. Since you're rotating between tanks, you should have more than enough to go around.
Having three tanks helps a lot on the worms, too, for aforementioned reason: When tank #1 gets the flame/acid debuff, tank #2 taunts off him, letting him go do his thing without worrying about dragging around a fire/acid-breathing, puddle-dropping pet.
And yeah, having gormok + worms up just doesn't seem doable, your dps mark is him dying within about 10 seconds of them becoming active. That's pretty tight - if we got a lot of snobolds on ranged dps, we were right at it, although we were saving bloodlust for acidscale. We did the normal thing in p2 - burn Acid down, then dread; the enrage wasn't really any worse than on normal. Dealing with Dreadscale + Icehowl was fairly easy too, at least till the first charge, so the dps mark to aim for there is killing him before a charge.
