Wonder Gem PigtailsOfDoom wrote:
Hunters and rogues can disarm traps too. Basically anyone who has the ability to slow their fall speed so you don't take damage.
The main problem for rogues/kitties is that they take the Magma Trap damage before the fall damage. Apparently it punts you 55 yards into the air so anyone could survive it if they had full life, but with range and time they can't be healed mid-air.
Rogues -- can survive if glyphed and use feint on the trap itself.
Feral -- can't survive despite feline grace, maybe with Survival Instincts once every 3min
Mage -- easiest, they blink and warp back to the ground.
Warlock -- demonic circle, 30sec CD
Priest -- Levitate, range makes it tricky to cast on others
Hunter -- disengage just before hitting the ground. Use it too soon/late and they splat, aim wrong and they fly off the edge or into lava, making a relatively narrow survival zone.
Warrior -- heroic leap, 1min CD
The problem is that my guild has one feral, one priest (busy healing, can't take traps herself), and a couple of hunters (the riskiest of the bunch) but the rest is classes that don't have any way to protect themselves. The hunters take them but if one screws up we're &^%*ed for the transition. The last time we had a boss where it was this easy for a 10man to get boned by class composition was Yogg where at level a raid needed a near perfect balance of melee and ranged to handle dps reqs.
EDIT: to be fair, that's a decent number of classes that have SOME way to deal with the punt. It just manages to nail the exact opposite of our guild composition. If something needed non-feral druids we'd have plenty.
Edited, Oct 15th 2011 1:59pm by selebrin