This is the generally accepted strategy for H-Iskar that I've found to be most effective and foolproof. Only requires a few tweaks to the first 2/3 of the fight, but differs significantly in how the final air phase is handled.
Ground phases positioning:
- Boss is tanked on skull the entire fight.
- DPS is split roughly between the yellow and blue circles before pull, with the healers assigned to one group or the other.
- Healers only can move into the green area if they believe they need to help the other group for any reason.
- When Fel Incineration is cast (the shitty fire) it is run away from the center in the direction of the arrows. It is always a priority to move to the sides of the room immediately before then moving forward or back, this is so if people get blown through the fire due to winds they take the least amount of damage possible.
- No fire should ever end up in the "BAD" zones in the ground phase.
- Orange marker is for melee chakram, and the blue and purple markers are for ranged chakrams, they serve only as a guide and the exact position is not important, just get the hell out of the group near the edges of the room and don't run towards each other.
Air phases positioning:
- Tanks/Melee stay put.
- Ranged collapse to green marker and form a loose stack, it's ok to be behind or in front of the other ranged, but keep the width of the group to a minimum.
- Fel Incineration is run outwards and back in the direction of the arrows. Move out of the center area sideways before moving backwards.
That's the basic positioning of the fight, and has the following advantages over the current strat:
- When Fel Incineration is cast on a ranged player, due to the loose stack, only the targeted player should take damage, and optimally only 2-3 DPS should need to move to accommodate the fire being dragged out. This minimises damage taken, and increases group DPS.
- Fire on the ground doesn't hinder ranged positioning as much as it does currently because it's spread out over 2-4x the area, both sides, front and back.
- Less damage from Chakram in the worst case scenarios, because the group is spread, even if a ranged player doesn't have a chance to move out of the group totally, they will only hit another 2-3 players, minimising damage taken and making the strat more robust.
The three ground phases are all handled the same way, and don't require much explanation over what is given above so i'll jump straight into the nitty gritty of the three air phases, and the eye of anzu.
Air phases mechanics:
Add priority with current group DPS should be Raven > Talonpriest > Warden. It is of utmost importance that the talonpriest dies as soon as possible, this makes the other mechanics in the air phase easy as pie. The key difference in phase 3 that I'm suggesting is how the Fel Raven is handled, since if the tank who has aggro on the Fel Raven is in possession of the eye when the raven casts his mechanic, it does NOTHING. In every phase, all the adds are tanked where the boss is tanked.
Air phase 1: MT passes the eye to the healer when the bombs need to be dispelled, the healer passes back after the bomb dispell.
Air phase 2: MT passes the eye to the healer immediately after each interrupt on the warden, the healer does the bomb dispell and passes back to the MT, this continues till the talonpriest dies, and at that point the MT holds the eye indefinitely.
Air phase 3: MT passes the eye to the healer immediately after each interrupt on the warden, the healer does the bomb dispell and immediately passes it back to the MT. Shortly after receiving the eye back (about 2s), the Fel Raven casts his mechanic which is totally negated since the MT is in possession of the eye, and has aggro on the raven. Affer the talonpriest dies the MT holds the eye indefinitely. It is also an option for this final phase to completely ignore the warden, since he can be interrupted for the rest of the fight by the MT, which allows DPS to focus completely on the boss.
The only exception to the above passing order is if the MT is taking too much damage from the stacks caused by holding the eye, and elects to pass the eye to the OT so he can drop stacks, but this shouldn't need to happen.
Advantages to this over the current strat:
- DPS never really need to move unless they get targetted by fel incineration, or are close to the targetted player, there is also no movement caused by bombs during hero. Huge increase in DPS in the most important moment in the fight.
- Melee cleave is increased by having the Fel Raven in the group.
- Damage received is less because all the mechanics caused by the adds is negated totally.
So basically the whole fight comes down to getting comfortable with the passing order, and it only relies on 2 people, the dispell healer, and the MT (possibly the OT too but this shouldn't be required). All the healer needs to know is "get the dispell done and get the eye to the tank" which isn't a huge responsibility. All the MT needs to know is "after my warden interrupt pass the eye to the healer" and make sure he has aggro on the raven. This greatly simplifies the fight while increasing DPS, lowering incoming damage, and creating more room for the ranged to move in.
Hopefully I didn't miss anything.