Wednesday, December 29, 2010
Now? I don't mind if a DPS dies.
Fire is finally bad
Here's a big problem with players now, particularly those that thing Heroics are too hard. Back at the start of Wrath I remember going into H-HoL and taking on Loken. This. Fight. Was. Hard. Move too slow - dead. Don't move in fast enough - dead. Nothing on the planet could have prevented it. I managed to get the achievement on my Shaman long before I did on my Pally, and that's only because we blew Heroism and CH was OP.
H-UP, final boss - the one that dies and comes back as a shadow. Ignore that shockwave at the start of Wrath, and you were a smear on the floor. Hunter in H-OK? You're dead in the first Mind Control. Anyone remember what happened in Vanilla MC when you didn't run out of the raid during Baron Gheddon? Yeah - you wiped the raid.
Of course a year+ into Wrath, and fire was a joke. The only thing on the planet that could kill you was Defile - unless it was a heroic Putricide ball. Even Sindragosa's cold snap was eventually laughed into submission.
Unfortunately this mentality of ignoring mechanics and laughing at damage rolled into Cataclsym dungeons and heroics. Asking someone to CC something is a sign of weakness, and if you do manage to get a CC off odds are someone will break it on the pull. Unfortunately, this attitude will kill parties faster than you can say "Have you ever been to the Deadmines?".
If you've run H-Deadmines successfully, you've probably picked up this achievement - the one that basically laughs at anyone who "doesn't" move out of the fire. What I think is lost on players is that unlike Wrath (or maybe like Wrath - depending on your pov), heroics are finally teaching players how to raid again.
You absolutely cannot afford to overheal - mana just doesn't allow for it.
Standing in the "Giant Big"(TM) will get you killed.
Failing to kill Adds fast enough will get you killed.
One person's failure can wipe the party/raid.
Spending gold on enchants/gems/gear is cool again. Even if it does set you back 3 days worth of grinding.
You cannot walk into an encounter with a random group of people and expect to faceroll your way to victory.
Letting you die
In the end, I still love the Heroic level we have right now. I'm going to feel a little sad if we wind up doing the faceroll dance in another month, but I suppose it could happen.
Oh yeah - if you die because you stood in fire, I'm not going to feel bad about that. I'll just chalk you up as an acceptable loss.
Tuesday, December 28, 2010
BigWigs was working for this encounter, though I used DBM for Magmaw. YMMV as they say.
If you want a complete walkthrough, go check out tankspot or bosskillers. Here's the Crib Sheet version, with an emphasis for healers. We used a Holy Paladin, Resto-Shaman, and Druid for this fight. It's more about control and staying alive than raw DPS output.
Shared 'lookout' abilities
Each 'Tron' will have an ability that focuses a single party member, an AoE, and a shield that they put up to force a target change. Your tanks will have to hold off a few seconds during a target switch, otherwise they'll kill themselves. This will reduce the amount of self healing they can perform, so keep a weather eye out.
AoE - Standard fire - shoots all across the room, no range. We used Aura Mastery and and Divine Gaurdian to help soften this.
Single Target - At least once per 'active' time, Magmatron will announce that he is "Aquireing Target x". This person will need to get clear of the raid (A big, giant, MASSIVE red beam will be on them before the fire starts) and will need to have dedicated healing or use some CDs to get through this focus fire.
Electron (guess what power he uses?)
AoE - Similar to Freya, one player will get a static field placed on them (Lightning Conductor). Stay away from this player and there's nothing to worry about. They don't take damage, just those that they get near.
Single Target - Technically this could be an AoE, since it's a chain lightning, but as long as you're more than 8yds apart, this will only hit one person.
Arcanatron (you'll never get this one - come on, guess!)
AoE - Power Genorator. This is similar to the Iron Council, a pool will appear on the ground that you need to move the boss out of ASAP. Standing in the pool provides a huge chunk of mana return, as well as significantly increasing the DPS of your ranged. Use at your own risk, depending on which other Tron is up at the moment.
Single Target - The only interruptable ability, this will do a ton of damage (about 60k) to one player, it should be interuupted whenever possible. It is worth the DPS loss to have someone sit on this, even when this Tron is shielded (just don't DPS while waiting to interrupt).
AoE - Chemical Bomb gets shot at a random raid member, and it makes a big cloud on the ground. Drag the Tron into this to get a big damage boost - don't stand in it.
Single Target - Poison Protocol will target 3 members (in 10m, unsure about 25m) with small adds that will explode on contact killing their target, and leaving a nasty pile of goo on the ground. We put all DPS on them, since they can target anyone (including the tank on the other Tron), and they seem to have an affinity for healers.
The fight in a nutshell
Pull the active Tron. After approx 60 sec, the 2nd tank will pick up the new Tron, and DPS switches. Handle any AoE nonsense, and repeat until dead.
- If you get Toxitron first, have the raid stack up together near him - until the first cloud comes out. This will let you position him in the cloud early, and is a great time for an early Bloodlust. Remember to spread out to avoid the little slimes though.
- Arcanatron and Electron pose an interesting challenge. You'll want to stay spread out to minimize damage from the Chain Lightning, but still get the mana regen and ranged DPS boost from the Arcane pool. Choose wisely.
- The fight is long, so pace yourself.
- Don't hit a shielded add. If someone happens to hit Toxitron's shield, you can dispell the poison.
Good luck and have fun with him. Hopefully I'll have a new Crib Sheet for something other than Magmaw later this week.
Monday, December 27, 2010
Team Intensity standard raid comp -
Tanks - Prot Pally, DK
Healers - Holy Paladin, Druid
DPS - Elemental Shaman, Boomkin, Ret Paladin, Rogue, Shadow Priest, Hunter
Enjoy, and remember to watch it in all its 1080p hi-def deliciousness.
Wednesday, December 22, 2010
Tuesday, December 21, 2010
Friday, December 17, 2010
Tuesday, December 14, 2010
Friday, December 10, 2010
- Me to dump my lock and go back to the Paladin. This costs us the INT buff from the Felhound, but lets us make use of Spell Plate, and gives the priest full shot at cloth drops. This also lets Monger stay on his ele shaman, but be a backup healer.
- Monger goes Resto Shaman, I stay Lock. This puts Grievus (our spriest) in the position of being a 3rd healer. Not a role he's really comfortable with or enjoys.
- Stay lock and recruit another healer. Since we're now at an 11 man roster, this is our least favored option. None of us want to sit, and we're already one over the cap.
So, this morning I cleared out my bags, learned the new flying, and tonight I'll be churning through Hyjal to push towards 85. Like Kurn, at least now I have rested XP to work off of, plus we have the 5% bonus from the lvl 2 guild rewards. Another plus is no more 35min ques for randoms - hello instant ques!
Thursday, December 9, 2010
I ran into a similar problem in Hyjal this morning, and just happened to stumble onto a crazy druid who had me throwing bear cubs out of a tree. He then pointed me down the road to another quest hub, so I'm pretty excited about that. Throwing the cubs out of the tree was pretty funny - my question was why didn't I just cut it down? I mean, I've got this giant demon standing here with an Arcanite Reaper, and he's got nothing better to do. Instead I'm shimmying up the tree like a friggin monkey, grabbing bear cubs and tossing them onto a trampoline.
OK, I 'may' have thrown the first one into Felwood. I also may have thrown one over to Ragnaros's area. It's also entirely possible that I threw one to Org, because I know Garrosh could use a new vanity pet.
The point of this story is that I've managed to get lost in both of the new zones, and instead I just kind of fumble around until I land on some quests. It's not my preferred method, as I like to grind through each zone doing every quest. I've found that the XP gains are huge this way, and you can make Texa$ sized piles of cash doing it. 25g for a green quest reward? I'll take two if you have them.
Here's hoping I can keep from getting lost in the future. Now I just have to find the entrance to the new dungeons. Stupid LFD....
Tuesday, December 7, 2010
Flying in the old world
This is just too cool for school. Our plan was to run Blackrock Caverns (BRC?) to start, giving the starting quest hubs a chance to thin out. It had also been our experience that even if the world servers were crashing, instance servers 'should' be a bit more stable. After grabbing the portal to the Blasted Lands, it was time to explore the zones from the air while heading over.
Truly awesome to see it that way, and definately worth the gold cost.
The first run
The first run went about like I expected. We timidly put our toes in the water to see if the dungeons were going to be really hard like we were led to believe, or if it was going to be /faceroll 2.0. With each pack we'd grow a little bolder, expecting death to strike at any point. Our tank had read up on the bosses, so we had an idea of what to expect - though it wasn't anywhere close to being difficult. We wiped once on some molten quicksilver boss, but I'm pretty sure that was because the tank had some conflag stacks on him from the elemental, and it was a bad pull.
After the initial run, it was Johnny bar the door, and we were gone. Two runs and the associated quests got me 57% of the way to 81, and I pushed that over this morning with two more speed runs (full tilt boogie, AoE all the way) and the breadcrumb quests to Vashir(sp). I heard things slow down a bit after 81, but I'm not sure. The drops were pretty decent, and I replaced some of my 251 gear with green BoE drops.
The first zone
I went to Vash'ir or whatever it's called, but left after the initial breadcrumbs. There's still a lot of people in the area, and I'm not rushing to 85. I was pretty impressed with the dialoge and such though, and I have decent hopes for the rest of the expansion content.
I'm still holding out hope for difficult heroics and raids, but I'm not going to hold my breath. We'll have to see how it goes in the upcoming weeks, and I'm surprised that we haven't seen world first 85s already given the speed we were moving at.
Monday, December 6, 2010
I haven't really done much to prepare for Cata either. Since I plan on leveling my warlock first, I emptied out his bags, cleared the quest log, and logged out near the flight trainer in Org. I'm still not 100% sure on how to even get to the new starting areas. I expect I'll find some breadcrumb quests to point me on my way, and if not I'll just kind of follow the masses like I did in Wrath. Hopefully I don't spend 20 minutes standing at the wrong dock though.
My tailoring is at 436 or so, and I'm hoping that there will be some bootstrap patterns that won't require me to go back to Norhtrend to farm giant piles of Frostweave. My herbalism is maxed, my bandage skill is close enough, and my cooking finally hit 450 as well. I might spend an hour getting another few fishing points, but oh lawd is that boring.
My Paladin is also fairly set. She's in her tank gear and spec, ready to prot her way through the content if our second healer option falls through. I'll likely grind to 85 with a mix of Prot and Holy setups, but this is really my second option. I'm really looking forward to an expansion where the sum of my responsibility is "don't stand in the fire and don't let the DoTs fall off".
I've accepted that this means I'll have slower dungeon ques, and won't be able to just walk into any PUG run. I'm OK with that. I've healed PUG tanks, and tanked for PUG DPS. Here's a healthstone and a summoning portal - now leave me alone.
Here's hoping that Cataclsym lives up to at least some of the hype.
Thursday, December 2, 2010
While I know that things are still changing, and that the game isn't tuned for 80 but for 85, I have to confess that I have found the changes to the Paladin healing game to be fairly disappointing. While I think that they have done some good things for the class, and it's certainly changed from the FoL/HL spam we had, it just doesn't feel right. Our heals are still powerful, and our soloing DPS is better, but it's just not the same class.
I'm not alone in this, as our resident priest and my healing partner has also found his Priest class changes to be a bit too much for him, and he doesn't really like the way the class plays now. While a lot of this may be a "Who moved my cheese" type reaction, this is certainly a more radical change than we've ever seen in the past.
Grabbing a new insturment
So with the band getting back for Cata, it was time to evaluate the members. Our core group is still the same, and we may even be getting a Priest from way back (like, Vanilla days) to help fill it out. With this, our entire healing core is changing, and Monger and I are heading down the road of DPS. Monger is changing to his tried and trusted Ele-Shaman, but I went to something wildly differet.
Let me know when you've closed your mouth and refocused.
Apparantly I fail at remembering how to Blog, as I lost the second half of this post. So here's the short version.
I'm playing a lock now.
Tanking and Healing aren't falling off the radar, so I'll be keeping up to speed on those.
Skelroon is my retarded Felgaurd, more on him later.
The loss of portals is awesome