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2-16-2012 @ 3:23PM
I started playing WoW shortly before the dungeon finder was implemented. I remember the first time I ran a dungeon. I had joined a small guild and a few people wanted to run the Deadmines. We had a hunter, two paladins (one was me) and two other dps who I don't remember. Neither of them were a tanking class. Both of us Paladins were speced mostly for retribution, but I had taken a few talents from the Holy tree (because you could back them) so I offered to heal. I loosely understood the concept of group roles but had never grouped up like this before. I figured since the other paladin could also heal, he could heal himself and I could focus on the dps. Needless to say, our dungeon run didn't go well. I don't even remember if we cleared it, but I do remember many many wipes. Yet I wouldn't call it an awful experience. In a time before optimized talent specs and dungeon rolls, we were just 5 players having fun. No one cared that the hunter pet held more aggro than the ret "tank". No one cared about the wipes. It was a new experience for most of us and we were just happy to be trying out a new aspect of the game.Once LFG was released the game changed a lot. When you enter a dungeon you are expected to be in the correct spec for your role and execute that role well. It's nice in a way to be able to expect that. It's nice to be able to expect a quick, smooth run, but it's a little sad in a way to lose the opportunity for flexibility and trying new things. Mists of Pandaria might not be bringing us Warlock tanks, or the revival of the shockadin, but I think the new talent system is going to allow for a lot more flexibility. We might not be able to break out of our roles entirely, but at least we will have more options for tweaking our specs to suit our play style. I really look forward to each talent point being a choice rather than just copy and pasting the latest perfect spec from the interwebs.
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