Dantriges wrote:3. Seems we got a hard time with freeing the NPCs. Seems that the job got done when the rogues opened them on their own accord as I later found out. So whom do you use to open the flash freezes. Ranged argue that they lose a lot of time with their casts while melee have instant attacks. The melees are not to fond of the prospect that they run around while ranged doesn´t have to move.
How many do you free?. We open mages and shamans at pull, and mage free the rest, ater on I am thinking about just to open the mage. We treid with all ranged to open the ice blocks but seems that the job doesn´t get done properly.
4. We got a debate about the priority of buffs Starbeam yields more damage of course but some ranged argue that interrupting casts because of jumping results in mor lost dps time than using starbeam. So it´s more about stand near the fire or into the light if you can choose only one.
Your ranged are just being lazy. The only mobs that need to be freed are the mages, and having your ranged lose half a cast to their target dying is less of a raiddps loss than having your melee run potentially across the room and back freeing mages (which delays the mages dropping fires, and delays the mages freeing the other NPCs, which delays all the buffs being present). With stormpower on a couple of your ranged they can free the mages usually without moving a step within seconds of flash freeze ending.
Yes, this means your mages and warlocks might be at only 18k dps on recount instead of 20k, that doesn't mean it's not better for raid DPS. Leave melee on the boss, ideally in a starlight. The goal is to get a fast kill, not to stroke individual DPS epeens. If melee dps were leagues behind caster DPS there could be an argument for setting up things to be perfect for casters, but they're not. Our mages top out at 19-20k dps (with the warlocks/elemental shamans only around 16k), while our rogues/hunters top out at 15k when given the same buff-uptime.
amh wrote:2 - Starbeams
Do you move to beams to increase your own threat, or to buff the melee? We´ve never had much success in moving him, because it scatters the buffs and removes a bit of control over the fight.
4 - Buffs and debuffs
If you have any, use hunters to keep Singed up. They gain little/nothing from Starbeams anyway, so they´re expendable. Your casters should not be jumping, it takes way too long over the course of the fight. Cast -> sidestep -> cast -> sidestep -> loot
If you're not actively trying to keep melee in starlights, I can see making melee do stupid things like break out adds, because melee DPS is kinda meh without starlight. You really should be trying to move him to starlights though - the only positional buffs are starlights and toasty fires - melee for the most part don't benefit from the latter, ranged can go stand near them whereever they spawn. Both melee and ranged benefit from starlights, but melee need the boss near starlights to do so, casters can again go stand in them. The range on fires is large enough to usually include lights.
I'm not sure what you mean about using hunters to keep singed up. Yes, they should absolutely be doing that since they're very good at it, however the casters all want to stand in range of fires too, because not moving at all is still a large dps gain over sidestepping constantly (and less raid healing needed too), AND they proc singed from their spell casts (~3k damage per proc iirc) and help stack the debuff. I have no idea where you get that a 50% haste buff is "little/nothing" to hunters, you're very wrong. It's less desirable to hunters than stormpower and toasty fire, but still a huge DPS buff once you have the other two (without toasty fire at the least it's wasted since if you're not timing movements very carefully you're wasting the benefit of haste).