Talya wrote:
Fortunately the fight itself is incredibly easy (at least with no towers up.) On our guild's first attempt on FL back in 3.1, he died before most of us figured out what our buttons did. "Uh, what just happened? Why am I out of my vehicle? Oh...look, it's dead!"
Maybe this was intentional on Blizzard's part, specifically to counter all the potential complexity. :p Just didn't work for my guild on day 1 because me and another officer are over-preparers and we really expected it to require some basic level of capability.
Then it took extra time with arranging folks in later weeks because we always had an eye towards doing it with 4 towers up, which generally meant having everyone in their place. Made extra fun by having turnover and training new folks!
Aizle wrote:
Some folks in my guild have taken to farming FL with 2-4 people on 10 man, and 6-8 people on 25 man. Once you know the drill, it's a way easy fight.
Yeah it's definitely an easy fight once you know it, but I'm just talking complexity of the fight such that you need to learn a lot before you can do it well. Marrowgar requires about 10 seconds of instruction to cover the important parts of the fight and you can dive right in. Those people 4 manning FL on 25 man (or doing him +4 towers back during Ulduar) have a pretty high degree of understanding of the fight and the various vehicle abilities.
I think FL is a perfect example (and one of the very few) that meet Diamondeye's argument. Unless you just want to flail about like fools like most of us did on day 1 and win cause FL is undertuned, it's going to take awhile to get a raid to know what to do.
I made some long posts back during Ulduar when we were pushing harder and harder difficulty for FL and found it's not too bad breaking it into roles, but even then you kinda need some experience to make sense of it. Such is the case with most vehicle fights. So long as they're kept to a minimum, I'm fine with that. Again, I rather liked FL!