#0 - Dec. 14, 2009, 3:42 p.m.
Cult Adherent - nearly impervious to magical damage
Cult Fanatic - nearly impervious to physical damage.
and curses that will likely cause a wipe if not dispelled on a healer.
Given this, I have to change the makeup of my otherwise relatively successful 10 man team, resulting in hurt feelings and people who've been decent players not getting a spot so I can bring the right group makeup.
I'm especially curious: if the rest of ICC is going to have similar things, I forsee it possible that you would be hard pressed to create a single team that could do all of it:
Magic, Poison, Curses, Disease == 3 differenet magic using classes required to dispell all.
Then add in a requirement for physical melee (which cannot dispel). That's 5 slots specific to a subset of different classes. Two tanks (one physical, one magical).
Add an event where melee are at an extreme disadvantage due to serious AOE or a ranged-only phase like Ony so you can't take too many of them or else you'll hit enrage, and another where ranged at a serious disadvantage, and yet another where lots of CC or kiting is required, and we're SOL - only a couple of comps can do it.
Now - for a 25 man, this isn't an issue. In a 10 man, however, you're effectively screwing a large number of people who might be able to go (but couldn't bring what's needed to keep from wiping) out of runs. Changing the 99% to 40% in 10s would alleviate (although not obviate) this issue, given the very bad side-effect of not killing the right guy in time.