- Mobility — it's a fucking teleport.
- Facing — on arrival you always face in the direction you were standing when you cast the spell.
- Graphic — it lasts for 6 minutes, giving your raid a durable, refreshable and consistent point of reference.
Demonic Circle: Summon (DC) — summons the demonic circle at your feet, which lasts for six minutes. The DC effect is a bright green rune on the ground with a sparkly green shower-head above it. Cast this spell facing the direction you want to be when you arrive.
Demonic Circle: Teleport (DT) — teleports you to your demonic circle. DT has a 40-yard range and a 30s cooldown. This is plenty for most significant boss abilities that you're avoiding, but beware: some boss abilities will put you out of range - have a visual indicator in your UI for when it's castable. Note that DT is on the GCD.
Trash
This is more useful for Demonology, which is ridiculously fun for trash. First, set your demonic circle outside of melee range of the huge clusterfuck of The Damned that your tanks will surely pull. Second, put on your purple Lollidan suit, light yourself on fire, charge, and cast rain of fire. When you stop being purple (and stop being on fire) use Demonic Teleport to GTFO of melee range and spam Seed. Finally, rejoice in how uber-1337 your AoE DPS is every 2.1 minutes.P.S. Nobody cares.
Lord Marrowgar
Meh. Not much use here. Just cross your fingers for the Frozen Bonespike and Crushing Coldwraith Belt.Lady Deathwhisper
Drop a circle in the middle (within range of the crazy lady) before the pull, and then move away from it. If you get hit by Death and Decay, teleport out of it, and move to the other side when you're refreshing CoA or LT or casting a Nightfall Shadow Bolt.This isn't the most exciting of uses for DC/DT, but it illustrates a theme: When there's going to be bad shit on the floor, drop a circle and move away from it. When you're in the bad shit, teleport. Use instant casts to move away from the circle again. Rinse, repeat.
Gunship Battle
WTF, Blizzard? Seriously? You've nerfed this trivial fight so it's impossible to die by missing the fucking boat with a rocket pack — a pointless fucking nerf if ever there was one — but we can't teleport back to the gunship? Wankers.Deathbringer Saurfang
If your raid's burst DPS is low enough that you have to DPS the blood beasts, and you're terribad at assisting someone who should have more threat than you, then use this to get further away from a beast that you've aggroed. Otherwise, useless. Possibly useful for Demo charge/self-immolation/rotation and reset... but this fight is better as affliction, so bitch and moan until your raid leader lets you go affliction.(In a later post, I'll write about macros and strategies that can help nuke the beasts while sustaining your DPS on Saurfang himself.)
Festergut
You should be at range for Festergut so you don't get Vile Gas in the melée (or on the tank; if you do that, please stop raiding). We have one spore stack on the tank, two spores stay away, and everyone else piles on the tank spore to pick up their stack of Inoculated. So you're going to be running in to the tank (or a nearby ranged that's staying out), and then teleporting out.On the pull, ranged will be spread out around the ring, and you should start your rotation from there, moving closer to Festergut when you put your instants up, and getting as close as you can while staying out of melee range before casting your circle.
Why not stay at 30 yards? Further to run in, and longer travel time for haunt. Affliction is better closer to the boss.
Why not drop the circle on the tank? The Blighted Spores debuff ticks AoE shadow damage. The tick makes it more important to GTFO than GTFI: Run in, 'port out.
This, obviously, varies by strat: We use a single-clump strategy, other raids do it differently. Adapt.
Rotface
Drop it somewhere in the middle where you can DPS Rotface. Use it to return from running a Little Ooze or after a Big Ooze's Unstable Ooze Explosion.Professor Putricide
Did I mention that DT removes all snare effects? No? Well, it doesn't on this fight, quite. The major snare in the PP fight is the Volatile Ooze Adhesive. DT doesn't actually remove the snare, but it does still 'port you. This allows you to move less when repositioning before the ooze spawns, and still give the raid maximum DPS time on the ooze if you're targeted.Drop your circle as far to the South of the room (the left as you stand in the door looking at the table) as you can. When your raid positions for the volatile ooze, be sure to be within 40 yards of your circle, but beyond that, you can be as spread out as you like. DT if (and only if) you get targeted.
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