Koralon and Archavon = fine. Do not use it on Emalon. They will taunt the adds and screw up your tanks. That PuG leader was stupid. AoD is generally reguarded as more trouble than it is worth. It easily causes positioning problems and agro problems.
Each of the zombies attack the target and randomly taunt. If they pull agro they make it hard for the tank to gain control. Also the target spins around like mad, do this with a cleaving boss or a dragon and you will see alot of the melee dps Disappear in a cloud of Tail Swipes Flame Breaths and other nasty things. AoD is better left at home or saved for when there is no hope left and you want to buy yourself an extra 1/2 a second of breathing.
Pros: Timing the start of certain fights, like Northrend Beasts, and releasing Army on him can immediately vault you to the top of the DPS meter and bite a huge chunk out of the boss's health at the same time. Also, like many above posters have said, it's perfect for those Heroism moments on raid bosses that have no adds during the encounter.
There are very few Heroic encounters where Army is useful, such as Novos the Summoner in Drak'Tharon, Krik'thir the Gatekeeper in Azjol'Nerub, quick burn of the Fleshcrafter in CoS, and when the Mage boss in Nexus splits off into 3 adds, it can be helpful for soaking up some magic damage if your healer is either unskilled or CC'd somehow.
Cons: Any fight where the boss has an aggro table, which is 95% of them. is a raid encounter with adds, has frontal cone abilities that the group must watch out for, throws out lots of big AoE damage, in which case it'd be useless to call Army out, cuz they'd just perish within seconds and offer little to no DPS assistance.
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