While the forums were down I ran Schemes of the enemy on elite with a group of six. I forgot to include an arcane in the party due to carelessness, but we did have two healers - FvS and Cleric. Everyone was lev 19-20 and we breezed through to the end without any deaths or problems.
We triggered the end fight and the metal dogs spawned. And spawned. And spawned. A few watchers too.
They didn't do much damage and we had freedom for the grease so we didn't kill them. It did not take long at all to hit red alert, and it stayed there. We were permanently harried and a couple of people died from being mobbed and not being able to escape.
Eventually we had Peicemaker down to 50% and the healers were out of mana. We couldn't be bothered to grind down the rest of the way with pots / scrolls and called it a day.
Question: is having red alert in a static arena WAI? Was it factored in the difficulty - devs don't want you to use CC or common sense - kill the dogs or you get major dungeon grief?
I understood that dungeon alert was introduced to stop zerging, simplify the number of active AIs and so reduce lag. Deliberately triggering it by design in a quest strikes me as being counter-intuitive, particularly considering how bad lag is these days.
What do you think?