Goalkeeper wrote:
*shivers*
Right. Thanks for the info.
I am not familiar with Quarm strategies but I guess losing aggro on him is devestating for your melees, right?
/imagines 40 brave rogues, monks and rangers wiping in 2 seconds flat.
Yes and no. A lot of mob difficulty is basically built around rate of attrition.
Quarm is an extremely well designed mob, at least in intent, that doesn't necessarily pull it off. In theory, you have a mob that needs defensive to effectively be tanked, since it can one round kill anyone tanking it, while having relatively controlled dps and such destructive AE's that ress-rushing or bind-rushing is impractical or ineffective.
In practice, a mob that swings like that every 7-8 seconds isn't very threatening melee wise, because say he one round kills a moderately equipped knight one time in 4. 8 seconds is more than enough time for people to frantically dump assist heals and keep him up. So you'll be losing guys that really -can't- take quarm still once every 30+ seconds, which isn't a terrible rate of attrition. You can't ress in, but you are still losing relatively little people to his dps.
Now, where people lose Quarm is mostly him going unslowed (so he's swinging every 3 seconds, which often is too fast for people to pick up assist heals, getting double rounds on guys, and killing someone every 3-6 seconds or so) and just being beaten down by his AE's. Obviously, if the tank dies, half the melee start playing it VERY safe on his aggro. Which is the right call, except that his AE's are so damaging that if your dps is halved by everyone playing it safe, you are pretty much doomed by a 20 minute fight. And running people back naked into 3k AE's and 500/tick dots isn't exactly productive to repairing your dps when you take losses from attrition.
The other place people lose is just keeping up with AE's. In order to deal with 3k ae's and 500/tick dots, in a fairly low fight, you need a pretty substantial healing force. Frankly, if people wanted to make an argument for paladins being overpowered, -tanking- quarm isn't nearly as big a deal as having paladins in melee groups on him. Group heals just are absolutely crucial, since even mass heals at 300/tick won't keep up with that without dedicated group healers backing it up, and Quarm has enough health were trying to go a super dps heavy composition without healer backing will just get slaughtered each time. I've taken quarm with 40ish, but that force was extremely dps light. It was however super heavy on clerics, bards, paladins, shamans, etc... just a force capable of going on him nearly indefinitely, compared to one that spikes high early on dps then just bleeds dps through the whole fight.