#Prot War +12 CB depleted

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uncut sedge
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Give me a sec to peep through the vid and see what we've got

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oh also, while I'm at it

@shy otter someone has actually provided a vod for once; I remember you mentioning something about vods before, but I couldn't remember if you wanted to glance at one or were just bringing it up as a valid review source

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figure if it was the former you could actually enjoy it for once

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# uncut sedge Felt like the key was going well but it was still untimed. I got a vod too. <@11...

I'm still going through, but one thing I'm noticing in just the first room in particular is that you spend a lot of downtime effectively between packs; there's often times where you're just waiting on the last guy in a pull to be slowly burned down before you even attempt to go gather mobs. One of the nicest things about Prot War is our massive burst mobility, so you can quickly disengage from a target and start gathering before the DPS even know what's going on. This sounds minor, but you spend somewhere around like 10 seconds per pack at the end where your time could have been better spent chain pulling or something similar. The only time you really don't want to chainpull is if something you're going to pull is going to refresh a debuff on you that'll kill you and you can't stop it with a CC (the later is important here because mean mug is the thing that'll normally kill you specifically and you can shockwave stop those) or if the healer is completely oom. Speaking of oom, it might be helpful to show at least healer resource bars so you can spot check mana bars before more chain pulling.

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If this sort of meandering keeps on through the rest of the dungeon, it might literally have cost you the 2 mins you went over time, even with the 12 deaths

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that warlock really just chose death on first boss

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unfort

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Only other thing for first boss to mention is that you should feel a bit more comfortable to keep backpedalling to keep moving on the boss; it helps your DPS to not make crazy decisions or move, especially if you have a lot of melee. Think of it like walking a stubborn dog, and you are just dragging them by the leash sometimes. If you're specifically backpedalling, the DPS should normally be able to tell where you're moving and move with, so there's not really a loss of uptime unless you make a drastic move that forces ranged to reposition

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Something that'd likely help in the area around I'pa with the hobgoblins is to ping where you want people to stand; even if people should know to stand in the direction of a decently close by wall so that you can easily get aggro without disrupting the pack (or worse, having tons of extra mobs pulled), it's helpful to just kinda shake people by telling them where to stand. If you use the ping variation that's the "Go here" variant, almost everyone who plays will just at least instinctively make their way there. The healer got aggro a couple of times before you as a result of this not happening, which almost cost a death.

(The Paladin's deaths in this area so far are entirely on him; he ate a charge to the face and then walked into damage for the first, then he pulled a pack you had yet to pull and tanked them himself for the second death)

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this healer is terrified of spirit link totem

uncut sedge
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(I'm currently right before bee boss as a heads up)

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(Still paging through)

uncut sedge
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Oh, as another aside, for the patrol you wanted to skip, if you have a DK or somethinmg, I'd recommend stopping before pulling to ask the DK to pull the wrangler, since it's unlikely you'll be able to interrupt the mob before it casts

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So you'd either LOS it or have the DK grip it in to avoid the pat

uncut sedge
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Anyway, most of the lack of timing was people getting picked from their play issues;

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not too much you yourself could do to help other than maybe some optimization

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Something on last boss, however

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You likely got the Warlock killed near the end by using your cone to blow up a 2nd big barrel after a DPS blew up a big barrel

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Every time a big barrel explodes, it puts a dot on the entire party. The gap between DPS circles and your frontal actually is short enough that if a DPS blows up a big barrel and you blow up a big barrel, it'll actually stack and refresh the duration of the dot, putting drastically more damage out on the party

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The Warlock barely died, so it's likely that extra damage was the last straw on the healer being unable to keep them alive