Last night was K3’s second night of getting the third timed chest in ZA.
But I’m getting ahead of myself. 2.4 sucks. I have yet to find a working HoT timer, so I have been relying on the little Lifebloom icons underneath the tanks’ unit frames and my internal sense of Lifebloom timing to keep those HoTs up. I don’t know how people play without addons.
Anyway, last night was kinda rocky. We had to run Nalorakk out twice. The first time someone decided to loot a troll that was right under him, starting the encounter early. The second time, our bear form tank got gibbed seconds into the first bear phase. Somehow, we still managed to make the second chest. Then, somehow, we still managed to make the third chest. And, somehow, Life-Step Belt has yet to drop.
These past two weeks, Jan’alai has just seemed to pose less of a problem for us. I think it has a lot to do with our new hatching strategy. What K3 does is send our AoE team after the main hatcher, while our single-target (melee) DPS goes after the second hatcher. AoE team usually lets the hatcher hatch four times (fifteen eggs), while the single-target DPS hatches two or three times (three to seven eggs).
You see, if the DPS responsible for taking down the second hatcher simply kills the hatcher and returns to the boss, you will inevitably run into the “approaching 35% health when there are too many eggs left” dilemma, unless you are hatching an insane amount of eggs on the other side. In that case, all DPS on the boss has to stop while most of the remaning eggs are hatched, resulting in wasted DPS. The fight takes longer and your healers have to heal more during the soft enrage.
It’s a better idea to give all DPS something to occupy their time during hatchings and have Jan’alai’s health go down at a slower, safer rate (with respect to the 35% mark and all of the remaining eggs being hatched).
With the egg situation under control, the rest of the fight is cake.
I’m actually kind of disappointed that players are no longer teleported when they are already in the main section of Jan’alai’s platform. I felt that the teleport was one of the more interesting (fun) parts of the fight, and I also feel that if the teleport mechanic was making or breaking the fight for you, then you have no business getting Jan’alai’s loot anyway.
It’s kind of like Magtheridon. I’m embarassed that CBYIH didn’t take him down before his nerf, because the mechanics of the fight were just not all that difficult. We had downed Hydross with the once-a-minute aggro wipe, we had downed Lurker with the Spouts and Submerges, I’m sure that we could have negogiated ten cube clickers. I think it’s just downright pathetic that we didn’t spend more time on Magtheridon just because he is a “high coordination fight”. We totally could have gotten him down before Blizzard set him to easy mode.