Well,
I was in some Tiamat runs and I've played color groups and zerg. Sometimes we won and sometimes we lost in both strategies, but as almost everybody is doing zerg now here goes some words.
Why we lost when we were zergin'g?
first, communication!! It's a mess everytime! People still using the zone channel and just shouting "inv me", "My gear score" and "ZERG", there's almost nome "say" channel use or a group in the same area trying to define a plan...
CLERICS! When the fight starts is a mess because there is no plans to defend the clerics! If the clerics took much time, the entire run is screwed. How to improve it:
Use the color gates so make groups to defend clerics! Example, if you are in the black gate go defend Moondancer, and keep defending Moondancer! And try to get at least one "pusher" for each cleric, because they can clean the area around them and make them power up faster.
Use the color gates also to get the gems! If you are in the green gate, get the green gem and use it when attacking the head! I already saw an entire group die in the green head because nobody had protection gems. I gess 5 people with 5 protection gems is enough to keep a group safe when atacking a head. Push is also nice when some enemies apears when a group is fighting a head, just make the fly.
There's just one thing that still out of control and can still ruin the run... the leechers! They keep around the fireplace waiting the run to be over, and as we can't kick them from the Temple, we can do nothing about it.
Well, thats it, those are some ideas to try to make the run better. I know I'm not an expert player, but I guess they are simple and basic ideas that can work well.
Comments
In all seriousness though the more communication in some runs won't happen. Most times you get a few that can watch and assess and get the needed gems etc. But with the massive no grouping pug that it is, nothing more is likely to happen.
Just zerg Tiamat. It leads to less arguments, its good enough to work.
Exactly if we could premake full 25 man parties a tactical run would be best. Since we can't live, breath, sleep the zerg.
I am set up featwise to buff, and everyone in party benefits when on one head. Combined CW regrowth can heal most damage from all heads except green.
Good Luck.