The new day's lesson, Knights, will focus on controlling groups of enemies in there! One goal drives us, revenge, and you must be ready to control the armies of the Scourge will be waiting on the frozen wastes of Northrend!
For those who tanked for WotLK, you've got to love the change, because with Cataclysm, the AoE NoBrains required in quite some dungeon until now unproductive, especially almost untenable. Indeed, the tanks (all) have a limited area and aggro on trash, it should make own sweat, focus smart even CC (= = crowd control crowd control. Sheep, fear, etc.).
This article will therefore both explain the openings and lots of cycles to be used in multitarget only give you tips to have the type of pull effect, both the multitarget will be divided in different ways now !
Different situations AoE tanking:
Basically, AoE tanking will be used on trash. Sometimes a boss, a part of the combat application such operation, in which case follow the tips in this article fit generally well. There may be three configurations:
Opening and rotation:
For the case of large packs of mobs low compounds, and will therefore be made of pure AoE tanking as you will be based on the technical area. Begin by asking a Death and Decomposition (a classic, and saw his CD, start there can have him back if necessary), place the disease, and spread to the multitarget. Use Death Strikes to improve survival and making death runes (to use the AoE, for example).
When a target starts to drop aggro in a Rune Strike is welcome, and a taunt / grip if you escapes altogether. To do this, as an addon Aloft is absolutely brilliant: if you take a few minutes to configure it, the life bars above the heads of mobs tell you if you aggro a stable, thin or nonexistent (wholesale) facilitating greatly the task described!
For both cases packs "normal" , openness is more or less the same. The main change will come from the sweater, placement and attitude to have in light of the duration of the fight. What I suggest is to open the battle with Death and Decomposition (same reasons as above), place the disease, and spread to the single target, having an eye on the target side (using Aloft lot for that, again).
preferably used Runes of Blood to the Heart of Strikes because they strike up to three opponents for damage far greater than the Furuncle .
Important note: DKs often neglect the CD on the packs. Heck, aside from the last pack before the boss and boss, your CD will always have time to recharge. If you see that you are taking large quiche, or if you know you will take: a CD fart shamelessly ! At worst, make your group wait 30 seconds before a boss always worth more than the blow of losing every 5 minutes back.
Then, follow the following order according to your Priority
Puller cleanly:
Part paramount in the management of a pack of mobs is the way puller . Indeed, if badly done, it can lead to complications or overflows, and in the worst case, to wipe. In the case of a pack with CCs is especially true!
To be effective in your organization, the ideal is to have shortcuts assigned to put the signs, and a macro giving the meaning of signs group. Thus, dungeon, you can quickly put them, especially the change in combat in case of emergency (in which case there is little chance your companion read the / g ^ ^)!
For shortcuts, just go to the menu of the same name and find this part here:
I advise you to use the keypad to the task, but it is a matter of taste and you can use else if needed (some are on the keys F1 - F8 to do that).
also have a macro like:
also It is good that you know lots of other classes on crowd control (CC), to provide effective guidance in the dungeon. Here is a list reminiscent who can do what:
You are now ready to face hordes of undead in stride! Be strong, inflexible, and arctic winds will because of the arrogance of the Lich King and his army!
For those who tanked for WotLK, you've got to love the change, because with Cataclysm, the AoE NoBrains required in quite some dungeon until now unproductive, especially almost untenable. Indeed, the tanks (all) have a limited area and aggro on trash, it should make own sweat, focus smart even CC (= = crowd control crowd control. Sheep, fear, etc.).
This article will therefore both explain the openings and lots of cycles to be used in multitarget only give you tips to have the type of pull effect, both the multitarget will be divided in different ways now !
Different situations AoE tanking:
Basically, AoE tanking will be used on trash. Sometimes a boss, a part of the combat application such operation, in which case follow the tips in this article fit generally well. There may be three configurations:
- A multitude of little monsters AoE: In case this is not complicated. Full AoE everyone buggers, and basta (whelps in Onyxia way). In generally, the kind of mobs are not individually so badly let them run in one or two is rarely harmful.
- Pack "standard" without CC: packs where the mobs can be dangerous and quick to use abilities that prevent any effective AoE (care often powerful). On them, you will mix a minimum of AoE to prevent mobs from going on a healer or a DPS cycle that can generate AoE (or cleave) and single target to focus on those with your DPS .
- Pack "standard" CC: Same type of mobs as before, but in such cases we must be vigilant. Either you do not AoE tanking or you back in DC to be able to do as above without risk of breaking CC. If you choose the second option is preferable.
Opening and rotation:
For the case of large packs of mobs low compounds, and will therefore be made of pure AoE tanking as you will be based on the technical area. Begin by asking a Death and Decomposition (a classic, and saw his CD, start there can have him back if necessary), place the disease, and spread to the multitarget. Use Death Strikes to improve survival and making death runes (to use the AoE, for example).
When a target starts to drop aggro in a Rune Strike is welcome, and a taunt / grip if you escapes altogether. To do this, as an addon Aloft is absolutely brilliant: if you take a few minutes to configure it, the life bars above the heads of mobs tell you if you aggro a stable, thin or nonexistent (wholesale) facilitating greatly the task described!
For both cases packs "normal" , openness is more or less the same. The main change will come from the sweater, placement and attitude to have in light of the duration of the fight. What I suggest is to open the battle with Death and Decomposition (same reasons as above), place the disease, and spread to the single target, having an eye on the target side (using Aloft lot for that, again).
preferably used Runes of Blood to the Heart of Strikes because they strike up to three opponents for damage far greater than the Furuncle .
Important note: DKs often neglect the CD on the packs. Heck, aside from the last pack before the boss and boss, your CD will always have time to recharge. If you see that you are taking large quiche, or if you know you will take: a CD fart shamelessly ! At worst, make your group wait 30 seconds before a boss always worth more than the blow of losing every 5 minutes back.
Then, follow the following order according to your Priority
- Survival little problem - rotation aggrogène:
Rune Strike (on focus mainly)> Death and Decay> Strike at Heart> Diseases> Death Strike Survival - problem - rotation Survivor:
Disease> Death Strike> Rune Strike (on focus mainly)> Death and Decay> Strike at Heart
Puller cleanly:
Part paramount in the management of a pack of mobs is the way puller . Indeed, if badly done, it can lead to complications or overflows, and in the worst case, to wipe. In the case of a pack with CCs is especially true!
- packs without CC or AoE mass: On this kind of packs, it's still pretty simple. It is necessary, say you are heading towards the mobs, place your Death and Decomposition under their feet and were asking your diseases to spread them once in ACC. While some casters are a little too far, use your Grip of Death Strangulation or . If some form of knockback (you eject back), put you back to a wall.
- packs with CC: Here is more delicate. Already, the group will often have priority mobs DPS casters (healers especially) who are not DC. Ideally, during the pull, you will be arranged with a CC-ers puller for you just when his incantatory CC (for example, when the magician is about to finish his sheep cast, you send a taunt on one of your target). You put your
Death and Decomposition far enough away from DC, usually between the group and the mobs that even those not intercepted you return it. And you use your Grip of Death and your Strangulation to bring the casters in the area of tanking. If by chance one of your CD is not up, tell a DPS that can interrupt to do, so that the mob (which you have mounted a bit of threat, or does a taunt) come on you.
On this screen, you see the area where the D & D should be coarsely placed. In this area, the skull and the cross will pull (as explained above) while the other targets will be CC. Even without the help of a vocal support, make sure that the sweater and CC are coordinated, you can do that by example by asking a class of DC making a start casting, and this time the others do the same and You puller (before the end of the casting) the first mobs you manage. Ideally, ask a person making a CC breaking at the slightest damage (as Link Elemental shamans) to be the incanteur reference. Thus, even if others just hang out and that their CC is in the D & D that will pose no problem: for example, fear demo that takes a few ticks of D & D is quite acceptable! =)
To be effective in your organization, the ideal is to have shortcuts assigned to put the signs, and a macro giving the meaning of signs group. Thus, dungeon, you can quickly put them, especially the change in combat in case of emergency (in which case there is little chance your companion read the / g ^ ^)!
For shortcuts, just go to the menu of the same name and find this part here:
I advise you to use the keypad to the task, but it is a matter of taste and you can use else if needed (some are on the keys F1 - F8 to do that).
also have a macro like:
/ gr Signs on mobs: {skull} = Focus / / {cross} = 2e target / / {circle} = 3e / / {star} = 4e / / {square} = sheep / / {triangle} = hex / / {moon} = sap / / {diamond} = fearIf you ignore it, the skull} { indicate the corresponding channel cat signs, except for those with the English game. (In general, at the beginning of the dungeon, I change the signs to the CC by group, it quickly)
also It is good that you know lots of other classes on crowd control (CC), to provide effective guidance in the dungeon. Here is a list reminiscent who can do what:
- Paladin DPS: Repentance A CC rather effective but very fragile as any damage breaks it, and the CD is equal to its length (so no upgrading possible if farted).
- Hunter: Ice Trap . Sensitive too. May be placed intelligently on the way mob before the pull, just to let the CD recharge.
- Shaman: Hex , a very good CD because its length exceeds its recharge, and if the target takes some damage, the Hex is not broken.
- Druid: The Sarment Druid is effective against tapping mobs in melee, to keep them away from combat. Caution: If someone (even with a lower aggro) trolling near the mob, he will directly pies!
- Rogue: Sap , which will be used before the pull. Off at the slightest damage. Effective, but use with caution!
- Priest: He can make a Mind Control on a target, but the blow will be unable to launch its own spells, heal if excluded, therefore. Cons of the undead, the Obstruction will practice (similar to repent palouf but no CD).
- Mage: Polymorph , the classic. Simple and effective! =)
- Warlock: Fear His is now very effective when glyph ! (Without the glyph, it is extremely dangerous as likely to pull other packages)
You are now ready to face hordes of undead in stride! Be strong, inflexible, and arctic winds will because of the arrogance of the Lich King and his army!
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