Jaraxx@Lucan DLere wrote:
Snorm wrote:Aristigon wrote: Pull like a fiend, as soon as one mob is dead, pop the next one. If the healers can keep up, you can just chain pull like you do heroics; grab the next encounter before the first one is completely dead, etc. If you are taking things hard enough that you have to actually be carefull on the pulls, take the time for a decent count to get all the buffs/heals out, otherwise just grab it. I figure a wipe costs between 3-8 min, assuming you don't have to replow because of repops, so don't push beyond a reasonable point.
Except pull the entire room at once like a heroic zone. Have one healer be assigned to chain cure trauma for the first 20 seconds. AoE it down. It will bring some enjoyment in the zone and it will speed it up quite a bit.
I'm not 100% sure that would work given that he's saying he's in mostly legendary, and the healers are already having issues keeping him up. That said, you're right, labs is more fun when you play it like HoF 
So... pulling rooms at a time with the guards [Removed for Content] [I cannot control my vocabulary] AOE hate.... In heroic zones, pulling 3 multimob encounters, I usually just arrow one group, click to target another group, hit the AE taunt, try to grab somethign in the third group, hit taunting attack... as soon as they are all reasonably within range, Plant, beseige. You can pop reinforcement in there somewhere if you want. Tab like a maniac and look for anything not pointing at you.... This works fine when people besides you can take a hit. In raids, the only issues I have with pulling mass encounters in KoS is losing healers if aggro slips... There you have pre-heals running ot a much greater extent, and your healers will go down faster. Sentry watch helps, as does intercepts, but my thought always is why take a zone 5 min faster if you're healers are going to walk out nekked instead of at 100%?
So.... How do you keep aggro under control on the pull when pulling rooms at a time?
Snorm