How is the interrupt mechanic working in Saruman t1? When I've been trying to join a pug group leader always ask if I know when to interrupt and when NOT to interrupt? That confuses me so can someone explain that part of the fight a bit. I've done it as a minstrel.
Shadow clone raises his hand and/or green healing circle appears under his feet: hit clobber to interrupt.
edit: by green healing circle I don't mean the circles appearing in phase 4 that heal the sarumans, but the inducting circle that every mob preparing to heal gets. you should be able to identify those being a lvl 75 champion
It's a bit strange - I've been in a lot of random-groups recently, and all of the leaders want the Loremaster to let their Raven attack the Saruman in the Middle - "to interrupt him" - I think there are a lot of Random-Raidleaders out there who doesn't know what interrupt means...
Phase 1 : Kill all following rat
Phase 2 : Healer have to heal ppl with the "bubble", kill all following rat
Phase 3 : LM start to debuff middle saruman until the end of the Raid, ppl use pots, kill all following rat
Phase 4 : Ppl try to avoid purple and green puddle and clouds, kill all following rat
Phase 5 : 1 Burg or champ or both on the NON-RAT shadow clone to use addle or/+ clobber when the healing induction appear , take attention to the crazy eye on debuff bar that when expires makes you fly, kill all following rat
Phase 1 : Kill all following rat
Phase 2 : Healer have to heal ppl with the "bubble", kill all following rat
Phase 3 : LM start to debuff middle saruman until the end of the Raid, ppl use pots, kill all following rat
Phase 4 : Ppl try to avoid purple and green puddle and clouds, kill all following rat
Phase 5 : 1 Burg or champ or both on the NON-RAT shadow clone to use addle or/+ clobber when the healing induction appear , take attention to the crazy eye on debuff bar that when expires makes you fly, kill all following rat
This pretty much for the fastest explanation while being the most detailed
Gilrain - Draigoch First 13/10/2011
Celestrata - Surprise, it's not a glitch!
A little off topic, what kind of dps numbers are geared champs putting up in a stable saruman group? I got my champ geared enough for his first saruman run and I was doing about 1.3kdps throughout the whole fight. We had no burgs in the group and only 1 LM. My gear still needs work as currently I'm rocking 2 ToO ST dps pieces(forgot the name, the 1 with the +10% crit multiplier as 5 set bonus) and 4 draig pieces. No draig cloack and jewellery needs a bit of work as well and my weapons dont have the uber crafted relics yet either.
I figure if you add 2 burgs to that the dps would go up to ~1.6k from reveal weakness alone not to mention the +12% crit chance on a 2H is a huge bonus as well.
A little off topic, what kind of dps numbers are geared champs putting up in a stable saruman group? I got my champ geared enough for his first saruman run and I was doing about 1.3kdps throughout the whole fight. We had no burgs in the group and only 1 LM. My gear still needs work as currently I'm rocking 2 ToO ST dps pieces(forgot the name, the 1 with the +10% crit multiplier as 5 set bonus) and 4 draig pieces. No draig cloack and jewellery needs a bit of work as well and my weapons dont have the uber crafted relics yet either.
I figure if you add 2 burgs to that the dps would go up to ~1.6k from reveal weakness alone not to mention the +12% crit chance on a 2H is a huge bonus as well.
Care to share your numbers?
I have a first ager now, and only thing I'm looking to get is the new cloak and necklace in the end.
However usually my average dps through-out the WHOLE fight is normally around 1.7-1.8K dps.
Though it rises a lot if I get the red ring buff or get a double figure crit or something.
Gilrain - Draigoch First 13/10/2011
Celestrata - Surprise, it's not a glitch!