LBxFinalDeath wrote: »Two templars and a Sorc/NB (Prolly better if you had two Sorcs but NBs need love too) combo pretty much made that fight easy, no real need for a tank for once.
You won't be able to tank the boss, so the tank might consider switching to dps gear in order to make the fight shorter. That said, a tank may be of help when the dwarven spheres spawn if other team members can't withstand their damage.
It's also nearly impossible to melee dps him, so everyone should have a ranged build. The whole group should stack tightly together and follow the boss from a safe distance, range-dpsing him as you go. I find that it helps keep the group together to always keep on the same side of the boss, i.e. when the boss moves away from you, follow him, and when he reverses and moves towards you, back up. And STAY OUT of the freaking red AoE on the ground. It's slow as a snail to blow up, there is really no excuse for dying to that AoE.
During the poison stage it's particularly important for the group to be close to each other and especially close to the healer, as he/she will have to heal through the damage. It's not particularly hard, you can do it with little more than a few HoT.
When the adds spawn, forget the boss and deal with them first. If you don't, they may kill you when you're focusing on the boss, and more adds may spawn and overwhelm you. It's a good idea to move sideways relative to the spheres in order to avoid their nasty "line" attacks. They always shoot straight forward towards a player, so if you're doing circles around them you should be able to avoid most of these.
It's a long fight and it relies on a coordinated team. Make sure all members know the boss, or take a few minutes to go over the strategy before you engage. You don't need top dps to beat this one, but you do need people who know what they're doing.