Kill Priorities
Regardless of the difficulty or composition, one of the healers has to go down first before the DPS. Forget about the other healers after the first one goes down to take the stress off anyone controlling the DPS Champions.
Discipline Priest…
You’re not targeting the Discipline Priest for the healing. If you wanted to kill a healer, what about the Druid, Restoration Shaman and Holy Paladin?
Kill the Discipline Priest for Mass Dispel, which will break every control spell you’ve tried to place so far, putting everyone back on the Champions’ dinner table to be served with a side of “pwnt”.
… or Restoration Shaman
With no Discipline Priest in sight, the Restoration Shaman becomes the next healer to target because he’s just as easy to burn. His heals can be interrupted and any totems he drops should be destroyed immediately, but have lots of dispels on hand to break his Earth Shield.
Hunter
The Hunter from the Trial of the Champion was targeted first because of its unpredictable targeting and overall damage. This Hunter is just a souped-up version of that, dealing utterly painful damage to anyone within range at ridiculous speeds. And just like any other Hunter, this one’s ranged skills are useless in melee.
Forget about the Hunter’s pet. Like most other Hunter pets, it’s one fluffy, scaly, or feathery budget meat shield against players.
Warrior
The Warrior dies next to stop Whirlwind from flying about and raping everyone close enough to catch it.
Enhancement Shaman
This one goes down because of all those buff totems, increasing damage with Windfury and Strength of Earth, dealing damage with Searing Totem, and pitifully healing with Healing Stream totem.
The totems only need one shot to destroy, so ranged DPS should be ready to crack those sticks in two.
Shadow Priest or Warlock
Tremor Totems will put an end to their fear attacks, but their DoTs will put a lot of hurt on the raid unless Mass Dispel has anything to say about it.
Balance Druid/Death Knight/Retribution Paladin/Rogue/Mage
These four can be taken out in any order. They’re mostly single-target attackers with an interrupt, control skill or two thrown in, but they don’t put themselves in a league of their own with their capabilities.
Restoration Druid
The Druid heals with HoTs. And like any buff, those HoTs can be dispelled the moment they land on the target, nearly wiping out the Druid’s usefulness among the Champions.
Targeting the Druid first is often one of the worst mistakes imaginable. The Druid is extremely difficult to burn because of the number of buffs that can get in the way of any dispels meant to target its HoTs.
Holy Paladin
This Paladin is like the rest that are controlled by players: Overpowered, irritating, and willing to hide behind invulnerability like the expletives that don’t deserve it. It can heal, but has very little utility amongst the Champions. Target it and it will be healed by the rest while it uses its bubble to make a mockery of you until a Warrior shatters the bubble. Just assign someone to interrupt the Paladin’s spells.
Warlock and Hunter Pets
Guess who makes a surprise appearance?
When their master dies, the pets should despawn. Wish all you want but that isn’t happening unless you can pull such incredible mojo on the Hunter or Warlock that they die in one shot and the pet can’t comprehend what happened.
These pests just harass people but pose no major threat unless they’re backed up by several champions.
And with the third encounter completed, give the Faction Champions every /rude, /insult and /spit you can manage while you sift through their loot chest. Of course, you’ll have to go through them again on your fourth week, so any forgotten emotes can be saved for then.