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--- The "lab packs" are the trash pulls located in the Alchemy Lab, beyond Broodlord Lashlayer (see Blackwing Lair for more information). They consist of Technicians, Warlocks, Spellbinders, and Overseers. For each pack, a hunter and warrior must be assigned to each of the non-Technician mobs. The hunter who makes the initial pull must target a technician and then exit line of sight so that the other mobs leave their spots. When the other mobs enter the fighting area, each tanks hunter must distracting shot pull their target to the tank. The hunter pulling the technicians needs to kite the technicians into an open area where a designated mage can pick them up with Arcane Explosions and begin kiting them. Meanwhile the rest of the raid is focused on killing whatever Warlocks are pulled. By this point, the technicians are typically dead and casters will begin focus on dropping the Overseer while melees work on the Spellbinder. ---

Blackwing Technician

  • Relatively low HP. Has a ranged aoe grenade that inflicts moderate damage to anyone in the area of effect. One mage runs into the pack spamming AE to get aggro and round them up. After a few AE hits, other casters can begin to dropping targetted AoE's. The hunter pulling the technicians must kite the technicians out into an open area so that the "tank" mage has room to move around.

Blackwing Warlock

  • Casts a Rain of Fire that does 925 to 1075 damage per tick, also summons Enraged Felguards. These mobs must die first as they have the greatest potential to wipe the raid. Summoned creatures must be kept banished while everyone else needs to run out of the rain of fire quickly. They are immune to polymorph and have roughly 100k health. The summonables should remain banished until the rest of the lab pack has been killed, at which point a tank can pick it up. Felguards can also be Feared if there aren't enough Banishes to go around, or if the raid is just that ballsy.

Death Talon Overseer

  • Large dragonkins that are resistant to most schools of magic, and highly vulnerable to one other school. Although tough, they will go down quickly once their weakness is deduced. It can be one of the following classes: Shadow, Nature, Arcane, Fire, Frost.

Blackwing Spellbinder

  • Immune to magical attacks, can only be meleed. They cast greater polymorphs on people who aren't on their threat list and drop flamestrikes that hit for 1600-1900 damage and have a DoT tick for 400 damage. Typically dealt with in tandem with Overseers.
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