A few weeks back there was a popular, but short lived strategy for managing Onyxia’s fireball wipes in phase 2 by manipulating how player GUIDs appeared to impact boss mechanics. (A tank in high FR gear with a higher GUID stacked on top of the other tank, thus absorbing the fireballs.)
After looking at Wrath of Ragnaros, i’m led to believe a similar system exists that governs which players will receive the mechanic AND HoR. What this implies to me, is that a min-maxing guild could determine recipients of Wrath/ HoR, and establish a system where the time proven strategy of all melee backing out for wrath could be circumvented entirely.
My understanding of wrath is governed by these assumptions:
Wrath affects a max of 3 players within its radius in ascending GUID order
Wrath’s threat component affects more than the 3 players affected by the spell
Wrath wipes the threat of all players, not just those in his range.
Wrath’s threat modifier is ~ -100%.
A much simpler scenario of this is if your main tank doesn’t possess a high GUID and sufficient FR gear, the necessity for off tanks would be eliminated completely.
Weak aura strings exist in game that can determine player GUID, and information about GUID is accessible on public domains. I wanted to bring this up because i’m not sure, especially after the Onyxia fix, that Blizzard intends the game-player ecosystem to function this way.
I’ve not tested this with my guild, and don’t want to under the possibility that this falls outside TOS and would result in bans.
Feedback on this by a blue, both to clarify if this is intended game design, and if utilizing this knowledge is a violation of terms of service, would be appreciated.