Quote Originally Posted by MeowyWowie View Post
Any Melee class can do this fight. Don't even really need a 2nd tank, but it helps. One mistake could spell disaster. It just so happened that we had 2 PUGs, that's all.

Edit: Only people with hate the entire fight were our tanks too, everyone else watches their hate meters and don't pull aggro.
I think the bolded part is the problem people have issue with, there's much smaller margin for error and exponential increase in chances for that one disastrous mistake to occur as you continue to add more melee around the Ogre. If you use Archers and mages only, there is virtually no chance for anyone other than the tank(s) to incur the wrath of any such mistakes. Basically the risk vs. reward trade-off heavily favors a ranged party composition to the point it eliminates any actual choice or alternative strategy, especially for groups that are struggling with it and trying to beat it for the first time.

We beat the Ogre with a melee or two but there's little doubt in my mind an all ranged group would've done it faster and cleaner with less risk, far greater margin of error. For those having trouble and want a tip in the right direction:
Just have your melee follow the same path as the mages on transition, then set up directly to the side of the Ogre once its settled in. That will prevent triggering Elbow Smash and avoid the front conal range of Fire Spit. Still need to avoid or stun Inferno Drop though.