Combat Madness is an effect which causes damage done by the player to be done TO the player instead. In effect, with Combat Madness, you are killing yourself.
This same effect exists on the Generals encounter.
Strat updated for Challenge Mode encounter.
We killed this last night with 3 tanks and 6 heals with a pretty simple approach really.
1. One tank held that LT .
2. The deaggro\mem-wipe on the named can be timed so the OT was ready for it.
3. If they overlapped then the OT (had me an inq and a mystic heailng) would just get hard heals while he had the named + the 4 adds(bomb dude) on him. With enough DPS those 4 adds die really quick.
We set everyone up on the steps..
The tanks start on the right side of the room then move across to the left side of the room on the named Red Txt.. Then back the other way..side to side..healers for the MT and OT moved with him..
We've made really good progress on this guy, but I would like to know how you keep up with all the target locks. There are times when I am target locked to no target for long periods of time. If that happens to more than one tank, things get ugly. I can see that just burning him down quickly is important. The longer this fight lasts, the more chaotic it gets.
You mean the one with the skull and crossbones over his head? The one mentioned in the huge red message that flashes across the screen of everyone in the raid? That one?
Here's how we do it.
We use 4 tanks: 1 on the Lieutenant, 1 on the exploding add, 2 on the main named. The adds that spawn tend to run up to the named and so we let the AE from the main named tanks gather and hold the adds to some extent, but honestly, those adds die so fast it doesn't really take a whole lot of tanking.
We tank the named at the bottom of the little ramp leading down from where the named spawns at. Call it the "front" of the room. We put the bulk of our raid in the circle at the center of the room.
On pull, the Lieutenant spawns on the raid and he is picked up by his designated tank, who moves him up the ramp behind the raid. We don't put any effort into the Lieutenant at all besides keeping him tanked. He does seem to mem wipe on occasion, but so long as no one else is damaging him, snaps get him back plenty fast. Do watch out for his target lock which can pull unsuspecting DPS off their intended target and on to the Lieutenant.
We begin DPS'ing the name. On the red AE where everyone has to joust, all the folks up on the named joust at sort of a 45 degree angle toward the door you entered the room through. It's hard to describe exactly, but basically we make sure that the joust doesn't come back toward the raid so the named doesn't AE the raid. The named doesn't stay rooted for long.
When the adds spawn, we let the two tanks on the named fire off a bunch of AE stuff to keep the adds close, then have the third tank find the blow up add. He drags this add out of the furball and to the OPPOSITE side from where the raid jousts the red AE. We the have caster DPS assist him to burn down that add away from everyone to avoid the power drain. As soon as it dies, we have those non-chanter mages with a power feed drop a feed on the tank who just killed the add.
It's really just execution. Joust the red AE properly, tank the Lieutenant, kill the adds. Win.