I mean zerg rush the phase3 part.
I mean zerg rush the phase3 part.
Stay together in a tight-knit group behind him, like 8-10 yards max off the melee clump and you can basically kite the puddles around the room. Also move in small steps, just barely past the edge of the existing goo. By the time it grows out to you another one will be down and you'll have them overlapping more instead of consuming more of the room at once.
If your dps on oozes is solid and you can reasonably bring the ooze down and get back to PP and burn him into p3 without risking another unstable experiment, you can also time things so that there's 0-1 puddles out when he transitions, and start kiting from that location. This bit is secondary though and you'll usually have him well before you run out of room if your group stays together.
The tanks are taunting him kind of far off to the side, not sure why they make it so far. Maybe they should be a little bit closer together.
Well it doesn't really matter where in the room you start from, the important thing is to get the goo overlapping as it spawns so you don't short yourself. If there's still a puddle down when p3 hits (very possible) then you'll want to start from next to that puddle, kiting toward the outer wall and then going in one direction or another around the room as close to the outer wall as you can manage.
I vote shadow priest, funny as hell to play, fights with multiple targets make it more interesting, mana shouldn't be an issue anymore even leveling.
And you look awesome in any gear because shadowform :D.
Well, they drag him from the desk thing he's at, all the way back to the door, and then they go clockwise from there. I'm not sure how well they are overlapping, cause after I think 3 tank switches, we are almost by the desk again. They do 2 buffs for the first 2 and then I think 4? Idr
Hell no, unless by easier you mean 'can fight elites with ease', but I can skip the quest on a lock and pull ahead of a hunter, or do normal quests during your normal quests and pull ahead of a hunter.
and, my vote is for lock, you can be lazy with Destruction, or focused with Affliction, as was mentioned
It's not as simple as that when you factor in movement, cooldowns (Treants just before Lust, Starfall prior to Solar eclipse, trinkets during Lunar eclipse preferably with Lust up), Nature's Grace, not clipping dots (keeping moonfire up prior to a Lunar eclipse for extended duration) and GotW (with t10). It's certainly more complicated than Destro Lock, Hunter and Arcane Mage. Then there's the fact we rely on a talent which is completely fucked over by movement.
Maximising your dps as Balance is harder than both Affliction Warlock and Shadow Priest on any fight like Putricide/Rotface. No class is hard on a fight with no movement.
Just my 2 cents anyways, if you think Balance is easy, play it and not be bottom of the dps on a movement fight.
How to add "item use" to your macro? I'm trying to write one that use "Corroded skeletton key" every time I pop Divine Protection (turn the 6400 absorb dmg into 12800). How
Thanks, it worked.
But I have a new question. The icon doesnt get grayed when I use divine protection (obviously since it's just a macro). Is it possible to show when the skill is up or down?
What's your macro look like now?
/cast Divine Protection
/use 14
I just want it to be grayed out when I can't use the skill (or look bright when DP is up)
Put #showtooltip Divine Protection at the top of it, thus:
#showtooltip Divine Protection
/cast Divine Protection
/use 14
Should update with cooldown info.
#showtooltip is great for any macro. If your macro has logic steps it helps identify what step its at, which is nice. And it saves you having to find the damn icon in that huge list.
Alright, thanks again.
In terms of logical process and thinking ahead in your method, it's one of the simplest. You don't have nearly the reliance on "Must meet requirements A and B before you start pressing button C" that most have. Number of buttons doesn't really factor in. My kitty only has ~4 buttons that he presses regularly, but I'd still say it's more complicated.
And yet there are widely varying numbers depending on who is playing a ret paladin. My ret paladin friend always pulls 1-2k dps more than equally geared rets we see in pugs, simply because he presses his buttons in a better order than the other guy. And yes, 1-2k extra, when your average 5200 gs ret pally is at 5-6k dps my friend is 6-8k dps.