Nightpromise
Officer
Joined: 22 May 2007
Posts: 36
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Warns: 0/5 Location: Italy
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Posted: Tue 15:43, 20 Nov 2007 Post subject: Nub considerations about Lurker the waternub |
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There is a nice video here:
[link widoczny dla zalogowanych]
It show some stuffs:
- Melee goes in the border to avoid Whirl.
- During Spout, the ppl in the miniplatforms simply jump underwater to avoid it (important for casters in the center to jump out too, so they can fast return to heal/dps).
An important note is that just after the Spout, the boss make a Whirl, so whatever you runned around or you jumped in water, you must avoid it staying in borders of the inner circle.
I think they keep 1 healer and 2/3 dpser on each miniplatform.
On phase 2, they deal with Coilfang Ambusher themself (cc 1, kill the other, kill the cc-ed); they do not hit too hard so i think even cloth can tank them with good healing.
About the Coilfang Guardian, the best way should be cc 2 and kill 1 by 1 (or maybe cc 1 and tank 2).
Tanking positions for Coilfang Guardian is very important, ranged dpser from miniplatforms must be able to attack them after they finish off the Ambushers (with good positioning i think at least from 2 miniplatforms you can hit the Guardians, if not all 3).
About tanking there are various tecniques from [link widoczny dla zalogowanych]
There are several techniques for dealing with whirl. The first involves having an Off Tank at 2nd highest threat. When the Lurker does his Whirl and knocks back the MT out of melee range, he will attack the next target on his threat list. The offtank should try to move out of melee range during the whirl, then rush back in if the MT gets knocked back (otherwise you risk getting both tanks knocked away). Lurker will then move to the Off Tank until the MT can return to melee range and re-establish aggro. If both tanks and all other melee get knocked away, then The Lurker will randomly nuke people for about 10-11k, effectively 1-shotting most people. This obviously should be avoided.
The second technique involves having the MT jump into the water in the inner circle shortly before each whirl. If the MT is swimming on the surface, then whirl will hit him back onto the platform (never removing him from melee range). The MT can get back on the platform after a whirl.
The third technique is similar to the second: the MT stays in the water the entire fight. It means MT takes additional 380 damage per tick (if it's a protection warrior) from the scalding water, but it ensures that a surprise whirl will never remove the MT from melee range. Additionally, swimming in front of Lurker means Spout won't affect MT and he doesn't have to move during that phase. However, healers can have LoS problems with this strategy and Unending breath must be kept on the MT or he will begin to drown.
A solution to the LOS problem with the third technique is to have as many of your MT healers as possible in a group with a shadow priest and stay underwater throughout all of phase 1. The shadow priest is enough to keep their health and mana up along with keeping them in LOS. Anyone using this technique should exit the water during phase 2, however.
The second technique seems the easyer for me, tank should jump in before Whirl, out before Spout; reposition himself to avoid the 370 degree Spout return and jump in again at the Spout's end (to take the Whirl).
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