Posted 16 April 2009 - 01:26 PM
We had several Slag Pot gibs in our 10-man Ignis tries last night, which really put a crimp in our learning the fight. That aside, the timer between adds is pretty tight, and lacking a reliable root makes control pretty tough. We attempted to have the tank drag an add through the pit and tank at the edge, with the add in the fire and the tank out, but their hitbox is pretty small and the margin for error was almost nonexistent. I'm sure it'll be easier with more people capable of rooting in the group. On the tries without gibs, it became a matter of being overrun and having the add tank die to a bunch of pissed-off golems. Once the bug is fixed, this fight will still be a coordination check, but a far more doable one.
By comparison, Razorscale was quite fun, and well-tuned for an early boss. The only annoying aspect of the fight that I could see was that the entirety of Phase 1 amounts to potential Kel'thuzad ice tombs at any time. A combination of fireball + blue fireball + 1st tick was pretty much a death from full health within ~2-3 seconds, especially on a stationary healer. We got around it by moving as much as possible, but even normal consecutive fireballs on anyone with less than full health would frequently cause a death. Still, it's far more controllable than the Ignis pot of doom.
Also, on Ignis, can I safely assume it's intended that immunity effects used during the Slag Pot kill the debuff entirely? It appeared that Cloak of Shadows and Paladin bubble would remove the debuff and stop the incoming damage, though the person would still be stuck in the pot for the full duration. Also, voiding the debuff in this way indeed resulted in not getting the haste buff that follows, which would make sense.
One more observation: Fire resistance turns out to be very potent for controlling the damage spikes in these fights. The 130 from Paladin aura was predictably causing 10-30% resists on almost every fireball, slag pot tick, etc. I suspect it was chosen for these early fights to make abundant use of a damage type that didn't have stackable resistance gear readily available, so they could fill their role as gear/skill checks and not be trivialized via resistance. Most of the really nasty damage in both of these fights would be far less dramatic if you could get over 300 fire resist with 2 pieces of gear, a la Sapphiron. Granted, you could still use your leftover BT gear, but I doubt the severe loss of stats would be anywhere near worth it.