ShaanuJaanu Posted April 23, 2014 Share Posted April 23, 2014 1. What is the enrage timer on 16m? 2. How do you deal with the adds? Do the adds always target the tank? It seems like when the adds spawn, they target a tank, but if you hit them(with shields on) they will switch targets and then go back to the recently knocked back tank when roar happens? Having a bit of trouble actually kiting the adds to the fire, seems like the tank gets knocked back far enough that the fires disappear when he runs back in? Do you have tanks gathering adds to the fire? any suggestions? Link to comment Share on other sites More sharing options...
Jerba Posted April 23, 2014 Share Posted April 23, 2014 (edited) 1. What is the enrage timer on 16m? 2. How do you deal with the adds? Do the adds always target the tank? It seems like when the adds spawn, they target a tank, but if you hit them(with shields on) they will switch targets and then go back to the recently knocked back tank when roar happens? Having a bit of trouble actually kiting the adds to the fire, seems like the tank gets knocked back far enough that the fires disappear when he runs back in? Do you have tanks gathering adds to the fire? any suggestions? 1. The enrage timer on 16-man is the same as on 8-man: 6min 30sec 2. This is the exact mechanic of the adds: When they spawn, no one has threat on them. They often go after the tank who has aggro from the boss, but can also go after a DPS or healer.As soon as a player gets hit by Roar, this player automatically puts a 10 second taunt on any Ugnaughts currently alive. If multiple players are hit by Roar, one of those players will get the Ugnaughts, so make sure that no melee DPS or healers are standing in front of the boss so that only the tank needs to kite the adds. (Roar also includes a aggro drop from the boss one second later, so Grob'thok will then target the player who was previously second highest in aggro list. This will always be a DPS since the other tank lost all his aggro from the previous Roar. Therefore, the offtank needs to Taunt instantly so that the second highest in threat only takes like one melee attack)This taunt does not generate any threat. Therefore, when the 10 seconds are over, the Ugnaughts may switch their target, often to a healer or a DPS that hit the Ugnaughts with AoE.When an Ugnaught enters the fire, it gets a 6 second DoT that deals damage and eventually kills the Ugnaught. Note that the fire reapplies the DoT every second, and the DoT ticks every second. If the adds are stunned in the fire, the debuff will constantly be renewed without ever ticking. Don't keep the adds in the fire too long and stop kiting them through additional fire if they already lost their shield. There are two different ways to deal with this mechanic: Either make sure that your tanks hurry up and always kite the adds into the fire within the 10 seconds. This timeframe is very tight; the adds will almost always die 1 or 2 seconds later even when you use Force Leaps, Rescue, Phase Walk etc. Rescue can be used without worries since tanks have the adds via Taunt and not via Threat.Instead of immediately kiting the adds into the fire, your tanks can use a single AoE ability on them, like Force Sweep. This ensures that the tanks keep the aggro after the 10 seconds but you lose one GCD that could be used to quickly move to another part of the room. In any case, your tanks always need to use CDs when getting near to the adds or they will instantly be dead. I hope I could help you; let us know if you have more questions. Good luck with the fight! Edited April 23, 2014 by Jerba Link to comment Share on other sites More sharing options...
ShaanuJaanu Posted April 23, 2014 Author Share Posted April 23, 2014 That was perfect, exactly what I was looking for, thank you. Link to comment Share on other sites More sharing options...
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