It's a hell of a lot faster than taking down the girls in the "normal" way, with DPS group killing adds in the middle and mostly tanks killing the sisters.
heh, if this was your "normal way", then i´m starting to understand your problems in this instance just bring those adds to one of the tanks (polearm guard with his long weapon range is preferable) and kill these adds there. the thing is, that you can AoE damage the boss as well, tank can help with his AoE CCs if needed, healer can heal tank+DPS at the same time etc. etc.
btw guardian seems to be a nice AoE DPS there as well, last time we had DT and conq tanking and guard was running there with 10x vengeance all the time and causing havoc
I know. That is my preferred way as well. You can take them down quite a bit faster that way. But a lot of groups tends to stick with the separated adds nuke group. Both with or without a guard in the group. Why I do not understand. Because, as you say, a guardian with polearm can tank at least the boss and two adds with no problem. AND if you get a mob after you, you will not get a Goad or similar from the tank, so the DPS is on their own. Hopefully with knowledge of their CC's.
Maybe I've just been unlucky and joined the PuG groups with the strange tactics
The issue with a Guardian is the ownership of the action doesn't go to the Guardian but to the person adding the counter.
As ToS with Storm Crown I'm very used to all the hidden changes that FC do on action ownership... That's why you can easily see ToS fried against a Boss "reactive action" on 1 patch and happily using it on the next without problems.
But "denying" CoM access to Guardians because it "Increase difficulty" is... Well... Lame.
The only thing you need to do is:
a) Avoid staying in the center of the lake... Cuts down your reaction time to avoid "spawn-in-your-face + docility" combo.
b) Use a Ranged DPSer to always pull the mobs from the center or any of the tanks. A 2nd DPSer (Doesn't need to be ranged, but helps) is there to help killing mobs but most important... To provide CC if the "mob puller" gets Docility (You have 3 seconds after Docility is called before the bug can actually be triggered... Plenty of time if the ranged puller gets an early warning). FC already fixed the "early reset" if you wander out of the lake, so you can safely pull the adds on the side of the lake closer to the exit, far from the center and the tanks.
c) When you get confident, get closer so the center spawn point so the 2 tanking spots are ALSO in range of the Add KZ, that way the ranged puller can also DPS while waiting for new adds to appear. Ideally your fighting formation should be a triangle with the Tanking Spots and the Add KZ on the vertexs and the Add spawn point in the middle of the axis going through the Tank Spots.
That way you reduce the "Oh! ****!" situation to 1 and only 1 person, which makes things far easier to control. Collateraly as fighters are spread you reduce the number of ppl close to Adds at the same time which will help also at reducing the chances of the other "Oh! ****" situation on CoM... the "Knockback-in-your-face + Docility"
EDIT: And yes, FC should fix the problem... But there is no reasson to wait for it to keep on going to CoM with Guards.
EDIT2: Forgot to clarify the bug... You can attack the Adds freely, what you have to avoid for as long as the Docility rune is active is doing damage to any of the Girls (this is the normal part) and BEEN hit by the Adds (when you have a Guardian Present). I have seen ppl running like headless chickens without turning to apply CC on the pursuing adds, it's 100% safe for as long as you don't allow them hit you.
Last edited by ragamer; 11th November 2010 at 13:53..
What is so hilarious about that? You have not noticed the difference in range on Polearm versus one and two handed swords? As a DT you should know that. To have good aggro on more than one or two adds in addition to the boss, requires some work if you don't have a polearm, or a two handed weapon. The mobs are rather fat, and will not cluster nicely if they are many. You might say that there's no need to have aggro on all the mobs, and yes, that's right. But it also depends on how much AoE you have, and if there is a guard in the group or not, or what tactic you use.
Might not be a super big advantage, but still an advantage none the less. Now, go troll somewhere else.