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Malygos, Tanking Phase 2
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Post by
233098
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Post by
63021
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Post by
Zakkhar
1) Melee dps usually take the first 2 disks. Do I have to grab the first one to get to those ranged adds and make the melee wait?
Stay on the ground, there will be no use for you in dpsing the scions, also the discs may be used by any dps which prevents them from taking the raid damage and therefore easing the healers job. You got designated healers so you going to be healed anyway. Leave the disc for someone without spell reflecting abilities and lower hp pool.
2) My main spec doesn't contain improved spell reflect and my 2nd spec is dps. Do I have to have improved spell reflect to be successful in this phase?
No, all you need are competent healers and raid kept inside anti magic shells for as long as possible and grabbing any free disc asap.
Scions tend to agro completely random people and also 2-3shot them with spells, your healers need to be on the toes to prevent this, not much you can do beside taunting them or occasional heroic throw, while spamming normal spell reflect.
3) Does anyone have any general tips beyond heroic throw and taunt to try to get the attention of the ranged adds?
Only regular shot/throw. They are much too high for Challenging shout i think, but its worth trying. Basically you arent supposed to agro them, thats just a healers phase, let the melee dps in the air stun/silence them as much as they want.
Post by
Lorkin
There's no point in trying to tank the ranged scions in Phase 2. Just work on getting the two melee adds down as fast as possible. You as the tank want to remain on the ground the entire time. The melee that goes into the air don't take damage and is one less person to have to heal so get those discs down fast.
The tank serves a short purpose in phase 2. Once the two melee adds are down you're job is to spell reflect every time its up. I think a DK's anti magic shell may help as well. You can try to do damage to the ranged but just make sure you go from bubble to bubble.
Post by
marklartank
scions are not tankable. you can take a disc after all the melee are up, but it's not necessary. i usually send the highest dps casters up after the melee.
improved spell reflect is extremely helpful in phase 2. the reduced raid damage helps some, but the real reason to use it is the amount of extra damage you will do via the reflect.
Post by
146438
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Post by
Fakir
Stay on the ground until the melee adds are killed. Let ranged DPS kill the flying adds and melee kill the adds on the ground while you tank them and use spell reflect (improved) to shield your nearest group.
Post by
160639
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233098
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Post by
Porcell
To all the people saying that you SHOULDN't hop on a disk... especially after hearing that you don't have imp spell reflect (which i also don't think is needed but can be a big help, honestly for this fight deep wounds is much better to help you keep up with the dps' threat.) are completely nub city.
Now don't get me wrong, you should totally let the melee dps get a disk before you, because like people said, they aren't tankable. BUT after the melee has disks, there is no reason at all you should sit there with a thumb up your ass doing nothing. Hop on a disk and add to the dps, any bit helps since this is timed.
For all those people who want you to just stand there and be worthless, shame on you!
Your damage output on a disk is going to be terrible. You won't be getting hit, so your only rage is coming from white swings.
My philosophy is, even if there are no more melee to take a disk, you should still get a ranged in the air. First off, it gets a low health cloth wearer off the ground. Second, it leaves you on the ground where you can spam spell reflect (even if it is not improved). Third, you have a lot more health so even if spell reflect is on CD you can take multiple hits and are easy to heal. Four, a caster that is in the air can position himself near the middle, stand still, and just light up a scion (rather than worrying about moving on the ground, turning around, and having to switch targets depending on which scion is in range).
So, in conclusion, a tank is much better off sitting on the ground "with his thumb up his ass" than taking a disk from a ranged DPS.
Post by
marklartank
To all the people saying that you SHOULDN't hop on a disk... especially after hearing that you don't have imp spell reflect (which i also don't think is needed but can be a big help, honestly for this fight deep wounds is much better to help you keep up with the dps' threat.) are completely nub city.
Now don't get me wrong, you should totally let the melee dps get a disk before you, because like people said, they aren't tankable. BUT after the melee has disks, there is no reason at all you should sit there with a thumb up your ass doing nothing. Hop on a disk and add to the dps, any bit helps since this is timed.
For all those people who want you to just stand there and be worthless, shame on you!
yeah, i'm afraid you don't really know what you're talking about here. first of all, your spec should include deep wounds AND spell reflect.
and if you've ever actually been on a disc, you would know that the amount of dps you can do is ridiculously small. on the other hand, a caster in the air that can stand still without having to move from bubble to bubble gets quite a big dps increase.
on top of that, it puts less of a load on the healers since you're easier to heal than clothies. AND you will have more rage generation eating scion bolts so you are able to keep spell reflect on cooldown which will be a huge dps INCREASE from what you'd do on a disc.
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