THE LURKER BELOW
Take me back!! - Main Page

SPECIAL NOTES TO REMEMBER AT ALL TIMES:

* ALL HEALERS AND RANGED ON THE RING SHOULD BE ON THE OUTER MOST EDGE OF IT, MEANING IF THE GUY SLIGHTLY INFRONT OF YOU FARTS, YOU FALL IN THE WATER, THAT CLOSE.
* Primary job of group healers is to heal their group, our designated "best" healers will heal who they want but they'll be in Group 1 on the MT.
* SPOUTS - RANGED DPS WILL jump in the water and watch the beam float over them, best to jump in the inner pool where lurker is.
* SPOUTS - MELEE WILL run IN THE DIRECTION of the spout, if you fall out (can't stay ahead of it) jump in the inner pull with lurker, swim UNDER water till you get past the spout then pop back on the platform.
* SPOUTS - AFTER EVERY SINGLE SPOUT THERE IS A WHIRL!!! That means after you get back on the ring you GO TO THE OUTER MOST EDGE OF IT.
* COILFANG GUARDIANS - They can teleport to the highest person on their aggro list but they don't start building aggro till after they hit the ring, so Tanks need to position themselves right on the point to which they land.
* Phase 2 - AFTER A GROUP HAS TAKEN DOWN ITS ASSIGNED SECTOR IT WILL BREAK OFF AND ASSIST WITH THE NEAREST AREA.

Phase 1: Positioning

This image shows where we'll start off, groups organized. We'll rehearse running clockwise and counter-closewise for spouts, then running to the outer edge for the incoming Whirl. After that we'll do it one more time and then have tanks move into position to pick up CGs and dps move to take out their Ambushers. I know it sounds stupid but if it works for the Army on life and death situations I'm sure it will work in a game to get people ready, it also makes it muscle memory (you know, like kara) so you don't have to do so much thinking.

Starting locations of all Groups. Too easy, don't pay much attention to Group 4.

Group 1
We'll be breaking it down into 5 groups. This group will consist of the MT and his supporting cast. Lande or Hyla, Warlock, and 3 healers. They'll position themselves where the water is at on the ring. This position has a stone pillar behind the tank that he'll hit if spout gets him thus eliminating the need for an OT. Healers should be split up or at max range from the tank to give maximum reaction time to spout. The warlock park the imp or himself halfway between the MT and healers to spread the stamina buff. Probably going to have 1 pally, 1 resto dru, and 1 resto sham in this group. This gives the tank single target heals, the HoTs can be spread around the raid and tank as well as giving spirit heal buff to everyone and lastly shammy for increased healing and chain heal to aid in healing the melee for phase 2.

Phase 2: Killing Adds

Phase 2. During this phase is where all the Group taskings and sub tasks pick up. I've broken it down to Barney level so everyone should understand. Oh and by the way I've saved this last portion here to let you know there will be a check on learning. This means I'll ask random people whats going to happen and what their tasks are. Each group should have an officer in it as well to make sure the rehearsals are conducted to the standard.
Phase 2 taskings. Green = Group 1
Yellow = Group 2
Blue = Group 3
Brown = Group 5
*Group 4 is Notional
Pink = Coilfang Guardians
Red = Coilfang Ambushers

Group 2
This group Will consist of ranged dps as well as a tank and resto druid. The goal of the tank is to pick up the Coilfang Guardian that comes this way, the healer will keep the tank up as well as the ranged DPS. The ranged dps of this group will target the ambushers on the isle and dps them down. After this they will move to Group 5 and help them DPS down the adds on their isle. Notice this strat us purely phase 2 everything else is tank and spank on Lurker during phase 1.The Tanked Coilfang Guardian will be towed / moved / kited / brought to the area of Group 3. ** REMEMBER THEY HAVE A NASTY CLEAVE SO YOU MUST ALWAYS FACE HIM AWAY FROM OTHER RAID MEMBERS **


Group 3
Will have 1 Resto Shammy and the rest of the top notch melee dps, haha no shammy buffs for Painofwar :) resto sham will chain heal the melee when they break off to attack the adds on the platform then bounce back to handle the Coilfang Guardian. The guardian will be tanked by either a DPS warrior or a feral druid in that group the druid can bear form in his dps gear. This Coilfang Guardian will be the first to die, the CG from Group 2 Should be moved to this location for a seamless transistion of the melee DPS ** REMEMBER THEY HAVE A NASTY CLEAVE SO YOU MUST ALWAYS FACE HIM AWAY FROM OTHER RAID MEMBERS **


Group 4
You are the supporting cast. You're a collection of healers and dps that are considered extra. My hope is that I can assign the healers to assist specific "Off tanks" and the dps be distributed between platforms. Basically you're all in a group but more thank likely you won't be with your group during the fight.


Group 5
I'll bet you'll never guess what Group has to do... THATS RIGHT!! They kill everything on the 3rd and final isle. I'm debating on putting my hunters here so they can DPS from the isle and lay their frost? trap just before adds come. This keeps the adds mildly CCd. They can also MD the incoming CG to Lande. This CG should be #2 on the death list because Lande must be able to pick up Lurker as soon as he comes up. Kura, Pain, and maybe Nova will up on this area to DPS down / CC this platform while the other groups work. Aid will be coming from Group 2 otherwise this group will move to where Group 2 is and aid them.