Abilities Jarg Flame Whirl: Does elemental damage in a small area around him. Grapple: Pulls a ranged player into melee range. Sorno Heals: Sorno will attempt to heal himself or Jarg. These heals need to be interrupted. Volley: Sorno will fly up into the rafters. He can still be damaged, and he will attempt to bombard players on the ground. This bombardment can be avoided by moving out of the purple targeting reticules that appear on the ground. Carbonized Probe: Sorno summons a probe that will attach itself to a target and stun it. This probe needs to be DPS'd down quickly. Core Hound Buff (sorta) Jarg and Sorno need to be killed at the same time or the other will enrage and wipe the op group. Strategy For our group, I think it would be best if we placed the melee DPS on Sorno to keep interrupts on him at all times, while ranged focus on Jarg. Otherwise tank and spank.
Right. I was testing to see if anyone even looked at these. Congrats, Chris! You're a winner! You get an all-expense paid trip to Fhloston Paradise! EDIT: Fixed.