Ouch. NO druids? Our druids are FTW, i cant imagine doing it without them. Priests and Pallys rock too though, poor guy! The rest of you must be very very skilled if you can get that far with such poor healing. Healers: Really though, we take 4 druids, 6 priests and 4 pallys. 2 pallys/druids per side. Then we usually split the priests with 4 on one and 2 on the other. If one side is Red, Black, Bronze etc, they'll need the priests. Green and blue you can sleep thru, healing wise. Blue does the AOE Mana burn, so pallys are out quick. But otherwise its easy. Pallys dont ever heal though, in this stage. No salvation, nothing, they're tanks and damn good ones at that. DPS: Assist side: We have 5-6 rogues usually. They all will be on one side. Along with a (one) mage with Improved blizzard to slow them down. Two locks as well. And, one Hunter to help assist / bring mobs back in. AOE: This side has the other 4-5 mages and 2 locks. Along with 4 of the 5 hunters. Pretty straight forward, they aoe, the hunters just assist. Always burn down the big guys first! Oh, and, have your healers / dps on AOE side stand by the throne. The assist side healers can stand wherever. One more note. inbetween both doors, thats where AOE side's hunters should be. Not with the main group. They will tend to pull aggro, and its bad if their Feign Death gets resisted. If they're getting beat on, they run THRU the AOE to bring what ever draknoid with them. Then the aoe usually takes the aggro off or a tank or pally. Then they'll be in LOS for healers too. Stage TWO! When he is landing, take 1 priest and druid from each side to abandon their post and head to where the MT will start tanking. The rest of the healers stay put till the adds are down. The pallys cant go cause they have to much aggro / are still tanking. Stage two is cake though, especially with fear ward. If you dont have it, the 2 tanks can stance dance. When you get to 20% he does the "zerg" with turning all the skeletons into Undead. At about 22% slow DPS down, 21, a bit slower... 20, wait for a good call. You dont want a Priest, Mage, Warrior etc call during the zerg. He doesn't do it right at 20%, its a lil bit in. So yeah, just wait and stop DPS until a good call comes. Tonight we had a pally call, then half way thru the zerg it turned into priest T_T. Still got it though. =) For the zerg just have EVERYONE except the MT's pile on top of eachother. Everyone! no splitting the raid up or anything. The zerg will come to the group, Warriors Shieldwall / AOE Taunt as the zerg gets to the raid. Mages get Blessing of Protection and go nuts. The Warriors usually have 2 do AOE taunt at once, then the other 2. The zerg dies really fast if your all concentrated in one spot. After that, its collect your Tier Two Chests. =) On a side note, the worst call in my opinion is the Rogue call. It can make things really bad in a flash. 50% of the time, its fine and their rooted somewhere safe. The other 50 they are right on top of the tank and will get nuked with 1 shadowflame. We will have the MT rotate 90ยบ away from the raid when that happens. (His tail is basicly in the middle of the raid, you'd be looking at his backside if you were say a mage). Priests / Druids / Pallys cannot avoid fear when this happens since we have to move in close to Nef in order to keep healing the MT. I hate the Rogue "bad" calls. GL! - Stang