Re: Feral druid dealing with Gruul's shatter
- From: "Mark (newsgroups)" <marknewsgroups@xxxxxxxxx>
- Date: Tue, 18 Dec 2007 21:31:19 +0000
chocolatemalt wrote:
In article <fk5nep$pu6$1@xxxxxxxx>,
"Mark (newsgroups)" <marknewsgroups@xxxxxxxxx> wrote:
33k HP left on Gruul I believe, which is next to *nothing*. I just can't believe we wiped. I was MTing at that point, but got hit for 6k, then crushed for 10k. I must have not been topped up on health because I went down in what seemed like an instant. The warrior took over tanking, and lasted a bit, but what remained of our melee obviously started dropping like flies, then the warrior had to take the hurtful strikes and didn't last long ofc.
When a warrior tank gets crushed it's almost always the warrior's fault -- gear deficiency or not hitting Shield Block. I'm not familiar with druid tanking though, is it a similar situation? Or for lack of blocking do you have to maximize health and avoidance, and hope for the best?
Druids can't avoid crushing blows, so maximising avoidance isn't the answer to them. There are different schools of thought from what I can gather, some prefer having huge dodge so that you "avoid" more incoming damage, while others prefer a high armour and stamina so that the incoming damage is more regular but not so serious. I am not sure which is better, but if I were a healer I'd prefer to be healing constant regular damage rather than reacting to "oh crap" moments when dodge fails. So I try to maximise my armour and health in druid form but try not to neglect agility/dodge too much. This conveniently also helps deal with crushing blows because it will minimise the damage from them. A druid with high dodge, will always receive a crushing blow the same as I would (they can't be dodged), but he will take more spike damage that way. 10k crushing on Gruul's 16th grow is not that bad I suspect. I was getting hit for 6k, and I'd guess that a warrior would be getting hit for a fair amount more than that, with less armour and less health.
I still maintain that this fight isn't friendly to too much melee. We had 6 last night (or was it 7 again?), and all of us were getting extremely frustrated with the semi-permanent cave-ins. Ideally we'd have more ranged but it's not possible with our guild size/make up atm.
Is it possible people aren't seeing the cave-ins? As a Gruul offtank I haven't had many problems with them, but I stay zoomed-out to better see the surrounding area and have spell effects turned all the way up. On a previous crappier computer I had to dial the spell effects almost all the way down and this killed me repeatedly in the Charred Earth in the Nightbane Fight since it was nearly invisible. Maybe the same problem is dogging some players at Gruul, low spell effects or zoomed-in playing style making cave-ins hard to see?
The problem isn't avoiding the cave ins, it's for 6 people having to constantly shift about because there is an almost permanent cave in somewhere in the melee area of Gruul. It's a pita and interrupts DPS cycles. It would occur far less often if we had say just 2 rogues and 1 off tank.
.
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