Breakfast Topic: Heroic PuGs from hell
Gravedancer of the Runetotem server has started a thread that has been at times both amusing and horrifying on a subject that's near and dear to the hearts of many players: the pitfalls of Heroic PuGs. Now, I generally just run dungeons with guild groups, but every once in a while no-one's really interested, and I really need 4 or 5 more badges so I can get that one last piece of badge gear before the raid this weekend, and I find myself opening the LFG tool. So yes, I can sympathize too.So what makes WoW players cringe to see when they join a PuG for a heroic dungeon?
A lot of people talked about having to deal with group members in greens, generally attributing it to the lowering of the reputation needed to gain a heroic key. I have to say that I fully support lowering the heroic key requirement to honored, if only for the sake of my alts, and I know that in many cases at the 5-man level, skill is greater than gear. However, when a prospective tank shows up in level 62 greens, there might be a problem. No matter how skilled a tank is at keeping aggro, if they only have 8k health, it's going to be a hell of a time keeping them up. Plus, the skilled tanks generally pride themselves on keeping their gear up to date anyway, at least most of the time.
Then there was the talk about people being asked to do stuff that wasn't really in their power, like the fury warrior being asked to sap. Yeah, sometimes it's hard to know how some aspects of the class work if you haven't played it, and I'll admit that I have asked a Mage to Polymorph an elemental (and felt dumb about it straight afterwards), but there's some point at which you should know the very basics about what each class can do so you can work together with them, right?
Of course, a few other points people made I was a bit more lenient on. Some people say they leave if the tank doesn't have threat meters. I'm crazy for Omen myself, and I don't play without it, but I don't expect everyone to have the same addons I do when it comes to a casual PuG. Maybe it's because I played Everquest (Which never had threat meters to the best of my knowledge) for so many years, but I don't mind playing with someone without a threat meter and just being careful with my damage on a 5-man level. That said, If I'm not tanking on my Druid, I'm probably playing my Hunter, and then I can just feign off the threat. For a class without an easy threat dump, I'm sure having threat meters is a lot more needful.
Oh, if I were to add my own example of how I knew my group was in trouble, I'd add one really lovely PuG I had in Sethekk Halls where the mage would actually attack me every time I got mind controlled, once succeeding in killing me and wiping the group. Her explanation? "I couldn't help it, it was too tempting!"
Of course, we DID finish that run -- after a few more wipes.
What about your own horror stories? Have you had the Heroic PuG from hell? Where do you draw the line and leave? Do greens make you grimace? Do you insist that everyone use certain addons? Or is it more of a skill or knowledge issue?
Filed under: Add-Ons, Breakfast Topics, Instances
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Reader Comments (Page 4 of 5)
Druid dude Feb 22nd 2008 12:03PM
Doesnt matter if you have 10k or 15k health??? And he sounds so sure of himself, and is so tragically wrong. This is the person that this blog entry was written about.
jaxson_bateman Feb 22nd 2008 1:51PM
As the other two posters pointed out, this is absolutely wrong. In theory you might think having a slightly higher chance to dodge or parry an attack is better than taking it but having higher HP, and it's easy to see why that sounds correct. However, you've got no theorycrafting to back up the hypothesis.
You're in luck though. People have already investigated it. Turns out, stacking stam (through gems and chants) scales better with survivability than stacking pure avoidance. Go figure. In the end, taking the damage but having a higher health pool and being able to take that damage is of more benefit than having a *chance* to not take any damage at all. It also provides more consistency for the healers, so they get less spikes and 1HKO's of the tank.
jrodman Feb 22nd 2008 5:18PM
I'm curious.
How exactly do you avoid a shadowbolt volley or shadow aura?
Good_Idea Feb 22nd 2008 10:56AM
Heroics are so easy these days, as a healer I spend most of my time DPSing on trash tbh.
The problem with PUGs, is that people can't commit even 30 minutes to the game at times, let alone 1-3 hours. So many runs get halfway and then stop because "someone has to go". And then nub1-3 "have to go" also before you can even get replacements. So it's a big waste of time often.
The other problem (for me) is that some casuals don't understand HC raiders.
Good_Idea Feb 22nd 2008 10:58AM
Oh right. The other problem is when tanks come into a heroic with greens and expect you to heal through it just because you have T6/T5 gear. I can pretty much tell whether a run will be any good just based on the tanks gear.
rummies Feb 22nd 2008 11:14AM
@ 44
Agreed..
And I can pretty much tell how a run is going to go if a dps steals aggro from me on the first mob fight -- immediately after I faerie fire the mob. NOTHING is more aggravating then dps trying to out do each other (and the tank for that matter). After they do this a few times in a row I just let them have the aggro if they want it that bad -- I could get it back but what fun is that?
OMEN PLEASE.
Chainfire Feb 22nd 2008 12:32PM
Just two days ago I tried to tank a Heroic SP PUG as a guildie asked me to come help. On top of the healer dropping a heal a few seconds after the last one goes off, I out DPSed the whole run except for the person from my guild. I apologized to my friend and then we left group, somethings just shouldn't happen in a group to be successful.
Roguerhunter Feb 22nd 2008 1:33PM
AT #21 HAHAHAHAH ROLF... "What do we do if the Tank gets the Debuff" Bro its Fri and I needed a Goos Laugh .. I laugh when I get players that Cry and wine about the lil stupid stuff. Wipes are gona happen but for the wrong reason I understand to replace. I am a Shaman Resto player. I am good as a healer. I think better then others at times. I always get complimented.. I will heal you to death and keep u alibe but PLZ let me place my totems down and allow me to regen my mana...
I am not Shammie God and can create Mana from Taking hits or Shart it out of thin air!
Repairs are gona happen stop ur crying and pay to fees. Okay I never leave a group unless theres no respect or people are just being plain Dumb at one another...
zenpunk Feb 22nd 2008 12:11PM
On my hunter I take whatever group I can get (cus, well, hunters have to) but on my epic geared holy priest I put in the LFG window comments "Epic geared groups only plz". Ever since I went to heroic SV with a tank that only had riding crop as trinket, I insist on a well geared group or i won't heal it.
But, like i said, on my hunter i just go with whoever. Feign death ftw.
Ikarus Feb 22nd 2008 1:03PM
Yea, I'm going to have to go ahead and disagree with Deuce and Mandaika on the whole "no more than 1 (insert class". I've run lots of heroics with 2 rogues (can we say dual sap? not to mention great dps) or even better 2 mages (dual polymorph? and great dps) an they have been very good runs. For me an instance run is about controlling the encounter which means, among other things, good CC. 2 mages or 2 rogues generally provide that.
turkeyspit Feb 22nd 2008 12:26PM
Here is a better comprehensive list of rules to follow (this is mainly feedback from all the silly posts I've seen in this thread)
1 - There are bad players everywhere in WoW. Some wear purples, some wear greens. They are still bad players.
2 - Heroic Ramparts doesn't require T6 Gear, or a complete set of Badge Epics. This is -why- people are running Heroics in the first place. If someone has a Green Hat on, but the rest of their gear is Blues or Purples, then excluding them JUST because of that 1 piece of gear is stupid. Again, see rule #1
3 - Reputation means absolutely nothing. If you think a person's skill in a Heroic revolves around their rep, you are likely bad at WoW and fall under point #1.
That Druid tank who just crested Honored with Cenarion might be the alt of someone who maintanks BT/Hyjal, and just didn't have the time to do quests/ pre-heroic reps. Assuming makes an Ass out of U.
4 - Heroics do require some knowledge of the instance in order to be successful, but it's not required that everyone have that knowledge. Face facts, YOU didn't know everything about how Heroic UB worked before YOU ran it, did you? Don't expect others to do the same.
5 - Saying that PvP gear is bad shows that you are stupid. I'll bet people who think that follow the thought process ofsince they are "welfare epics" and take "no skill to get", then the player wearing them must be bad.
Some specs like Druids (was mentioned) as well as Hunters, Rogues and Ret Paladins can get gear good enough to run Kara just by running BGs. My Hunter for example has run pretty much every Heroic, and has passed on lots of Blue and Purple Hunter gear that has dropped simply because the S1 PvP gear he is wearing is superior.
I will grant you that depending on the class, PvP gear isn't always ideal for PvE; but to auto-exclude people that use PvP gear from Heroics is again, stupid.
In the end, you will know very quickly whether or not your group is suited for a PUG or not. Within the first few pulls, anyone not up to the task will likely reveal themselves, especially if it's a Tank or Healer.
For every undergeared and inexperienced player in a Heroic Pug, as evidenced by this thread, there appears to be an equal amount of pompous and arrogant pricks. I'd tell both of you to GTFO of my party in an instance.
Lucky for me I have had decent experiences with Heroic Pugs. Have I had some lemons? Hell yeah! But I can usually see them coming before I enter, or like I said, within the first few pulls. If I find myself in such a group, I politely thank them for the invitation, and leave the party, and try again later.
Heroics by nature are more unforgiving then regular instances; a single bad pull or broken CC can mean a party wipe, even against trash mobs. But they can also be lots of fun, and for well geared players who find regular instances 'easy', its the only way to go!
Slayblaze Feb 22nd 2008 1:43PM
Best Post of this entire thread, and exactly correct.
Everyone reading these posts meed to read and then re-read that over again - perfection.
Cailleach Feb 22nd 2008 12:27PM
First.. pally tanks ftw, assuming they are moderately competent. Two pally tanks on Eonar-A are the ONLY tanks I literally cannot pull agro from if I try (Doomkin). (I don't pull agro, but they asked me to try. I have a threat meter and a modicum of common sense.)
Second.. Frequently off spec or odd groups have been my favorite runs.
Heroic Shattered Halls with a Pally tank, Doomkin, Elemental and Resto Shammies, and Arcane mage was the fastest I've ever been through the instance, heroic or not, no deaths whatever.
Regular Shadow Labs with a Pally tank, Doomkin, two Shadow and one Holy Priest, same thing. If you can't find a way to creatively use the skill set you have, don't PUG.
**Disclaimer** Nothing can fix stupid.
ShuManFu Feb 22nd 2008 12:48PM
Mate.. they key word is pally tank.
You can be successful with a mediocre pally tank.. but lets see you do that with a mediocre warrior tank and without someone that can give u salv.
jaxson_bateman Feb 22nd 2008 1:58PM
I have to agree. The only thing that made your 'imbalanced' groups work is the pally tank. They remove the need for CC, and allow you to take just about any class combination under the sun (in theory, I recently did H-SH with a tankadin, myself (healadin), feral druid (dps), enh shammy and fury warr. The first boss is *not* melee friendly, regardless of the gear of the group. The shammy and warr died, the pally had moved out and had to basically just Hammer of Wrath each cooldown, and the druid went into bear form to do some moderate dps and have the armor and HP to survive the WW + SBolts.
In any case, yep, tankadins make life great for 5 mans.
Verit Feb 22nd 2008 12:42PM
When my warlock has more hitpoints than the tank = end of group.
I know one bad run - my hunter had more mana than the priest...
Zweel Feb 22nd 2008 1:04PM
I've ran a HUGE amounts of pug. While levelling my tank, I had the bright idea that learning from *bad* groups would be better than learning from good ones and to an extent, I was right. I've also gotten to see some signs of when a group will be BAD:
. Getting a /w: "what's your hp". I'd like to see the healer trying to heal me in 15k hp with something like 30% total avoidance. People should learn the intricacies of tanking or just stop asking that idiotic question.
. PVP gear=90% of the times BAD player. More interested in topping the dps chart than managing aggro. Worst of all? PVP frost mages.
. No Omen or KTM. Sorry, but if you're serious about the game, INSTALL THE ADDON! I don't refuse to run with someone who doesn't have it, but it takes a VERY good player to manage aggro without one and, let's face it, most good players have omen installed. If you think you're in the 0.01% that can manage aggro without it, you're probably wrong.
. Greens. I'm sorry, but although you probably can output good dps / heal competently in greens, what you're showing is that you just cannot be bothered to run NORMAL instances to get equipped, skipping a step in game progression.
And of course... phrases like "omg dood l2tank wtf I always sheep-pull lol".
Rich Feb 22nd 2008 3:10PM
That's my rule for PuGs with my lock also. If I have more health than the tank, I am gone.
The other that grinds my gears is the lack of threat meters. I don't care if anyone else in the party has it, the tank needs to have it. This is especially important if there isn't a pally in the group. DPS needs to dish the damage out but if we don't know where that is between laying the smack down and laying on the ground, we can't do our job effectively. I've had so many bad experiences with sub par tanks, I will literally wait until I see 4k threat built up before I even cast a spell, unless I know the tank well.
Heroics are more dependent on good tanks and healers. The DPS side is more forgiving. But if the tank can't hold aggro and the healer can't keep the tank vertical then its a lost cause.
This isn't to say DPS have a free ride. They need to manage their aggro, keep the CC up and follow the kill order. Dumbasses like destruction spec locks who spam searing pain get kicked after the first pull, hunters who want to use scatter shot or forget to turn growl off or mages who think its funny to burn you down when you get MC'd get kicked after the first pull they do that.
Darque Feb 22nd 2008 2:10PM
Having been put down for my gear before, I don't automatically disqualify someone on that basis (for the record I have four PvP pieces myself). I'll give pretty much anyone a chance, and I've met some really decent people that way, including the people that I run Kara with. Rarely have a problem with having more than one hunter on the team (being one myself).
My problem with PuG heroics? The one my BF got on earlier today. They were doing Shattered Halls, got to the first boss, took him down, and the three members of the team quit. Why? Because they'd only wanted the first boss to complete the quest from Kara, and never bothered letting the rest of the group know that they'd only be in as far as the first boss. (This is not the first time that this has happened...we've had tanks quit when whatever item they want didn't drop from a boss, all kinds of fun stuff).
jaxson_bateman Feb 22nd 2008 2:12PM
I don't PuG heroics, plain and simple. I used to PuG normal instances to gain rep (thankfully I'm now exalted with all 5 factions), but even then you got a tonne of bad groups.
If I ever were to do a normal run again, I'd PuG it. I'm in a T6 guild, so it's very rare that any guildees would want anything out of a normal instance. However, for heroics, they're all I turn to. The good thing about being in such a good guild is that everyone knows what they're doing, knows about the other roles, has the addons, and importantly are well geared - even the alts thanks to the ease of Karazhan these days.
However, readers, do you know why heroics are sometimes harder to pull off than 10 or 25 man raids? The responsibility levelled on each person.
In a 25 man raid, each individual accounts for 4% of the raid. If one person is screwing up, you still have 96% of the raid performing well. If 2 are, you're still over 90%.
In a 10 man raid, each individual accounts for 10%. If one person is screwing up, well, you're already down to 90%. If two are, you've dropped to 80% (whereas you'd need 5 people in a 25 man raid to get that low).
In a 5 man, each individual accounts for *20%*. So if one person is screwing up, you're at that 80% mark. If two are, you're barely staying afloat. If three are, well, you'd be below 50% and failing. Combine that with the fact that in a true PuG there is a fair chance that you don't know the people at all, and you never know if you're going to get 5 people all pulling their weight with aplomb, or a few bad eggs that stink up the run.
There are enough things in this game that can grind my gears (for example, my current peeve is constant premades in every BG but AV, and 1+ hour queues in AV, so no easy way to earn honor by myself), so I'm not prepared to go out of guild for heroics and risk another irritation. ^^