I liked the trial in that it was a fairly different setup than what we're used to. Very much reminds me of 1.0's hamlet defense. Did it in DF yesterday, about 3 hours after the patch went live. We had one person in there who had been trying to get a complete on the fight for about 2 hours he said and the other 7 of us were brand new. He explained what he could of the fight, we went in, struggled, and wiped with about 45% left first run. Second time we cleaned up mistakes, figured out when to hit the cannon and got the clear.
If it helps, here's some tips.
Tanks, pick sides and gather adds on your side then pull them so that they're under his chest. Best way I found to do this was to just keep moving backwards in between Vyshap's front two feet. You have to be quick to dodge AoEs, but it keeps adds grouped and in a prime location for cannons 100% of the time. When no adds, full dps boss. Also, for tanks, during the Turtle mob that spawns, Stun does affect him, so you can stun his raid-wide AoE he does. Also during the explosives section, pull the adds up to explosive barrels and pop cooldowns. You will survive the blast, the mobs won't fair as well. It seemed to do pretty significant damage to them.
Healers, if you aren't healing the tanks (aka when adds are out in force) cleric and dps the boss. Seriously every little bit counts. Our clear we nailed all three cannons and still came pretty close to hitting the last gate.
DPS, if tanks are stacking correctly and the adds are going down quickly, I'd say full time the boss - barring cannon/harpoon cannon duty. For our group, we waited until Vyshap's front legs were walking out of the orange target to fire and that seemed to hit him every time. For snares, we waiting until just as he starts walking forward again to fire and that seemed successful as well. I was busy trying to maintain adds with no TP so I'm not sure if that's the most efficient way to do it or not but it worked for us.
Hope it helps and good luck on getting the fight down if you haven't already!
If it helps, here's some tips.
Tanks, pick sides and gather adds on your side then pull them so that they're under his chest. Best way I found to do this was to just keep moving backwards in between Vyshap's front two feet. You have to be quick to dodge AoEs, but it keeps adds grouped and in a prime location for cannons 100% of the time. When no adds, full dps boss. Also, for tanks, during the Turtle mob that spawns, Stun does affect him, so you can stun his raid-wide AoE he does. Also during the explosives section, pull the adds up to explosive barrels and pop cooldowns. You will survive the blast, the mobs won't fair as well. It seemed to do pretty significant damage to them.
Healers, if you aren't healing the tanks (aka when adds are out in force) cleric and dps the boss. Seriously every little bit counts. Our clear we nailed all three cannons and still came pretty close to hitting the last gate.
DPS, if tanks are stacking correctly and the adds are going down quickly, I'd say full time the boss - barring cannon/harpoon cannon duty. For our group, we waited until Vyshap's front legs were walking out of the orange target to fire and that seemed to hit him every time. For snares, we waiting until just as he starts walking forward again to fire and that seemed successful as well. I was busy trying to maintain adds with no TP so I'm not sure if that's the most efficient way to do it or not but it worked for us.
Hope it helps and good luck on getting the fight down if you haven't already!