Just a couple notes . . . still too much looting during fighting going on. We got a metric shit tonne of coins last night though. I've never seen that many drop. Spider boss fight is just plain hard. No way around that. Just a couple notes about that:
The off tanks need to be closer to the MT, rather than all the way back at the middle rocks in order to pick up aggro quickly.
Off tanks need to have a challenging shout rotation set up to quickly grab her aggro when she webs the MT. This is the best way to quickly grab her aggro.
The DPS groups need to not be so spread out. Basically, run back and forth between the MT and the Off-Tanks in a straight line. OT------------------------MT back and forth. It's hard to grab aggro when she webs the MT and runs off to the side to track down that lone hunter or mage.
We did a pretty good job of draining her mana, but she still got some heals off, which hurt us a lot. I don't think you can silence or CS her, but I'm pretty sure the tanks can shield bash or pummel to interrupt. Just a few things to be aware of for that fight.
Raptor Boss Pulls: When you're making the pulls before the Raptor boss, you need to be sheep pulling. No questions asked. If you're not CC'ing these pulls effectively you will wipe. Raid leader needs to assign CC targets and mages/hunters with traps need to /assist off this person. Honestly this is how all your pulls should be done, and I'm not sure why we're not, maybe just a lot of us are new to ZG? If Kull is going to be there, have him assign targets. If not Kull get Rhellion to, he knows which ones to CC and which ones to kill (I won't be on til late tonight)
When you're fighting the Blooddrinkers, the ONLY person who should be meleeing them is the MT. Everyone else HAS to attack from range. The Blooddrinkers have a frontal ranged AOE that heals them based on the damage it does. If you have anyone in range except the MT, you're never going to kill them b/c they AOE a lot and heal to full. So be sure your off-tank warriors and rogues are using missle weapons on these pulls. Rogues can run in and stun to prevent the AE lifedrain/heal, but it's best to just stay out of range and ranged attack. Pallys can use HoW as it keeps them out of range of the AE.
The MT should be the only person breaking sheeps at any point, but especially for these pulls. Make that clear. No one else needs to break CC. It's really time to crack down on this, while we didn't wipe last night some of the pulls were sloppy.
Also you don't need to clear the whole room before the Raptor Boss' room. Just make about three pulls and hug the left wall, it's fairly clear when you get in there what you need to pull. In the Raptor Boss' room you need to clear everything save for the raptors on the far right hand side of the ziggurat.
The Raptor Boss fight itself isn't so hard. In this fight you can pull the speaker and kill it before the boss engages. He will ride down the stairs when the speaker dies and jump off his raptor mount. The MT needs to be on him, and OT (Fladex, he raptor hits hard) on the raptor. The raptor sunders armor like a champ, and needs to be taken down fast. When the raptor dies, the Bloodlord (Raptor Boss) gain a 150% speed buff, but it's not as bad as it sound.
Occassionally througout the fight the Bloodlord will 'look' at someone. You can see when he does it in the chat box, but a /ra announcement (super-duper important/necessary/must have) should be linked to this event. If the person targeted moves AT ALL while the Bloodlord is staring at them, he charges them and they die. There's no surviving it. You can attack, just don't move a hair. This also works as an aggro wipe, so the OTs need to be ready to pick him up. I believe he will occassionally wipe aggro with another charge, but he doesn't auto-kill on those.
Throughout the fight chained spirits on the wall will rezz the dead. You should accept this rezz. There are a limited number, however, and every time a person is rezzed the Bloodlord grow and "gains a level." If he gains too many levels you can't beat him, as he'll start Mortal Striking people for around 4-6k of damamge.
The key to beating him is having as few people die as possible during the fight. This is best accomplished by that /ra announcement letting everyone know when he's targeting someone, and for that person not to move. It took two tries with DD to bring him down, but the 2nd try was cake once everyone figures out not to move when he looks. Rhellion was there so he can provide more input and Kull knows what he's doing too. I'll be on around 11 probably and will be happy to join or hop on vent if you haven't down him by then.
Also, he drops Halbered of Smiting..../drool. I'm polearm specc'd. Do the math! If you let a paladin loot that thing, I kill you all! Good luck