Good attempts last night. We've smoothed out our issues with Stage 2 imps. Although Kite-Killing worked, our CC-Rooting tactic seemed more controllable and less logistical to setup/maintain. We're going to stick with this root approach going forward.
Overall, we did reach Stage 4 again, however our handling of Stage 3 put us in rough shape. We've made adjustments to Stage 3 for our next attempt. Outlined below is our strategy including all stages:
Our StrategyStage 1:
SIX Keepers of the flames activate.Mezzable. Assist MA as we work one at a time.
Keeper MTs - If your mob isn't being killed and is NOT mezzed, please ask for mez in FLRaids channel. Dry tank until time to kill.
CC: Enchanters & Bards
- Please work out WHO is mezzing which keeper in advance so they can be locked down quickly without overlaps and misses.
- Enchanters - Reminder: Confounding Constriction debuff is a DoT. Please don't use it on mezzed mobs.
- Inform FLRaids channel who is prematurely breaking mez so it can be addressed.
Stage 2:
Avatars of Ro (Imps) & Beam AEsOnce the last keeper dies from Stage 1 -- EVERYONE INVIS -- Move to campfire -- 20 Imps fly down from above.
Assigned Warrior ( Soandso ) - Fortitude + AE Aggro and pull the imps to the CC corner (North offset, will show you if you're not sure). Once there, Rangers/Druids will root as described below. Before your Fortitude drops, FADE and move away from the rooted mobs to avoid death.
CC: Rangers & Druids
Imp Tanks - Alternate assisting from MA to HA each imp from the CC pile for killing. This allows for visible target ring to appear and is less confusing for rooters.
ALL MELEE - Damage Shield on imps will KILL YOU. Bandolier to NO PRIMARY with OFFHAND WEAPON ONLY to avoid the DS. DO NOT USE KICKS or BASH they return DS hits as well and you will die.
Stage 3:
Efreeti Lord Aresh, Sword Adds & AurasRaid position at our Campfire marker.
Sword adds spawn in pairs and are both Percent based and Timed. They de-spawn in pairs shortly after.
Off-Tank Sword adds at raid until they de-spawn. Enchanters and Paladins, some swords are Stunnable (but not all).
DO NOT DISC/BURN BOSS! We want to avoid being overrun with Sword adds.
Tank boss at our campfire marker.
Stage 4:
Arieal & Jahar Balance and Phoenix AddsOur positioning is inner quad area with specifics for Main Tanks on respective minibosses and phoenix adds.
THREE Phoenix adds spawn at 9% intervals. Kill all within 65 seconds or they AE, RESPAWN and WIPE US.
Phoenix Adds Tanks: They spawn from Ariel. Pull them slightly away, but keep them centralized to allow melee DPS to optimize target transitions (less moving, compliments AE dps/discs).
Assigned groups only will be balance DPS for Arieal & Jahar.
Tank Arieal at WEST inner quad corner where Councilor Murant NPC is located.
Tank Jahar at SOUTH inner quad corner where Councilor Tarae NPC is located.
Trigger Addition: Stage 3 - Imps Spawning & Invisibility ReminderEveryone being invisible as we start this stage will help our point tank who gathers up the imps. It'll also save you from getting early imp aggro and being killed.
When the trigger fires, cast invisibility and move to our campfire.
GTT File: cotf-argin-hiz-stage-3-invis-now.gtt * Added 07/25/2014
Pattern: I call to you, Solusek Ro! Send us your assistance! Help us repel these invaders
Action: Cast Invisibility now and move to campfire.