Plan developed and considered, and open for review during any resets or prior to our start.
I am by no means as knowledgeable on classes as Fuggs (why he is the strategist and one of the best in game). So I will simply be asking for palyers to control certain things and expect them to know how it can be done.
Door 1 will be as above, AOE on all targets with a dedicated interupter (and likley high burst damage) for the basilisks.
Door 2 will be zerg preists with all interupts going against dedicated targets. Might be single target if we have too. (could someone let me know how the ghost adds spawn? is it an interuptable cast or a rise from corpse thing).
Door 3 will be trap central. With range on anything that is trapped then big adds, and melee (if any) on big adds constantly.
Door 4 will be d2 repeated with targets on bears with riders (how you can tell difference between me and them, hitting me will not help here people).
I am confident once we get through D4 we can finish the fight. The above is the strat we were working on last night, with some tweaks to suit us as developed by expereince. We will still need to not stand in stupid. This may mean people calling out for tanks to move the adds to avoid stupid. To be honest it is very hard to see every effect when you are neck deep in monsters. There will also be a change to tank swapping. Once Horri is smacked into the wall, the tanks will move to the next door. Not running but moving with purpose close to the wall. DPS will have to address it. THe new Horri tank will be in place towards the centre of the room and will pull Horri to there. This should avoid overlap raid during double strike. This may require range dps to focus any add that gets 'trapped' on the Horri tank. The absence of AOE taunts makes overcoming threat harder in group situations.
Fuggs I would be very happy to recieved your input on this, but can appreicate the stressand frustration that arises from watching a beautiful plan not executed well.