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.
When killing the Hunter or Warlock you also have to kill their pets, as they don't de-spawn once their master is dead. They are obviously lower priority, but won't take much effort to kill.
And well, AS, it depends on the group, but usually, we go for the Holy priest first (if there is one), simply because he's the easiest to burn through.
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
Here is a strategy that worked both in 10 man and 25 man successfully the past 2 weeks for Wolfs Dragoons.Obviously we faced different opponents each time, however there are similarities with each group that allow an effective strategy.In both 10 and 25 man we had the tanks maintaining aggro, meaning kiting their melee CC assignments as well as taunting the ranged dps.This worked very effectively as the CC was used to shut down the dps/healers without much interruption.Basically kill the healers and you win, so in the case we had the Shaman/Pally/DruidBurned the shammy while the rogue locked down the pally and locks were on the druidKilled the druid next and allowed warlocks to CC ranged dpsKilled Pally, while rogues assisted with ranged dpsKilled melee dps allowing the tanks to grab the remaining ranged dpsthe ranged died lastQuestions, please ask
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).
What my group usually does on 25-man is burn the Resto Druid first and have our Rogues sitting on the other two healers to interrupt as much as possible. The Resto Druid, with all the instant cast heals, is tough to keep under control and having it out for the fight makes the rest go much easier. After that we tend to go with the Rogue, Warrior, and Spriest, and then improvise for the rest of it. At that stage we tend to go with the other healers, depending on how effective our kick and FoK spam is.
The problem I have with banishing and fearing the Resto Druid, is that something is always breaking them. You need to quickly kill the shammy's totems. Especially the tremor and healing stream ones. Who's breaking the banish? The shadow priest?
I recommend paladins to work out a rotation to fear the pet. Trust me, casters will thank you for it. What we usually end up doing is put the holy paladin we have dispelling (usually me) also fearing the pet every once in a while to keep it under control.
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.