Great guide.That table is the best :D
^ is right, you can see the right loot under the loot for the whole instance, it says Champion's Cache on the loot from it.
This post was from a user who has deleted their account.
I've actually found that a single DK with a pvp unholy or blood spec can lock out the rogue for 80-90% of the fight. Since the heart strike glyph and desecrated earth cannot be dispelled except for HoF, that usually gives you enough tome to react when it starts running from you, make sure to pull it off to the side of the arena, save CoI for when it's taunt immune, and DG every shadowstep, that usually keeps him from killing too many people besides the occasional clothie he insta-gibs :(.Also, it was kind of touched upon, the druid can effectively be locked out for the same amount of time with a moderately intelligent warlock. Alternating banish and fear to prolong the DR and DC when necessary + felpuppy usually means the druid is reduced from producing the biggest heals down to occasionally throwing up a rejuv.The one thing I disagree with is your kill priority of warlock in the highest. Since its hellfire is the only really bad thing it does, if you move, hellfire gets gimped because it remains stationary to cast, unlike the bladestorm.Otherwise I love the presentation of the information.
Regarding the loot - we know. There is nothing I can do right now, but I know people are working on it. The object I've linked is the object that will have the raid loot when things are sorted out.And keep the ideas coming, I could hardly cover every single "sub-strategy" in a single post. As I said, your mileage may vary.
Argent you should mention that AoE doesnt work they have a 75% aoe damage reduction buff
As you say, there's no way to give a real strat working for anyone, so i'll just present what we do in our case. - generally burn a dps first to lessen the pression on the healers and the gibbing risks, countering healers with CC and initial heroism burst. Each time i was there we had the warlock so it was him : curses, fears, hellfire, he is dangerous to have around and is in cloth with relatively low life. We usually leave the pet up because while annoying, he doesn't hurt much and the silence isn't that much of a problem in the end. - then burn some of the healers (1 in 10, 2 in 25) : priest > druid > resto shaman > paladin. Usually the priest with the same reasonning than the warlock : less life so more fragile. The others are in order or easiest to lock out comes last. - when there's only one healer left on their team, go back to get the dps down : the healer won't be enough to save the teammates (and still has an interrupt on him anyway) so it's more important to lessen the gib risk than to totally clean up the healers. - we keep the melee as second priority targets because as you said they can be controlled for most of the fight. Still the rogue or warrior will be the first targets to go down after switching from healers back to dps, because they can indeed gib someone in the short amount of time they are free.
Will the strategies be updated with heroic notes? For instance, for this encounter the Champs become immune to taunt and thus a lot harder to control (bad for your spatially unaware squishies). Whereas for the Northrend Beasts, they come out at set timers, forcing a very high DPS requirement, amongst other things. Especially in the context of Twin Val'kyrs which you were rather dismissive of - I haven't fought them personally, but people have said it becomes Dodgeball Hell with -massive- amounts of orbs. :p
Resto druid: This enemy is very easy to crowd control for a warlock. Banish, fear, spell lock, all that stuff. Burning him down early is dangerous since his healing is extremely powerful (probably to offset his susceptibility to CC).
Hmm... seems you are right, Sarix. I'll probably need to verify that, but it does seem like the guy with the 2Hander I thought Retribution was doing too much healing and too little DPS.