Feb 6th 2012 5:33PM I suppose I thought this was intended to let alchemists try to make money selling the potions. In BC and Wrath, on my server at least, there was no money to be made on potions. With Cata at least I was able to make a little gold for a while making mana pots.
Healing potions, not sure about. Have mostly played healers so have never been in the habit of using them. As a raid leader I'd rather the DPSers use DPS pots and let me and the other healers worry about their health.
As for other potions, I haven't noticed a change in how I or my guildies use them for raiding. They are still useful especially when first learning a fight and enrage timers are right.
Regarding elixirs issues that commentors brought up, you still need them to make the cauldrons, so there shouldn't be a huge change in demand from previous expansions. Possibly since cauldrons are guild coordinated elixirs are more likely to be made than bought.
Jan 23rd 2012 4:51PM I'd love for them to add more reasons to run 5 mans as a guild. With as easy as it is to get a group with the dungeon finder, not to mention the luck of the draw buff, it feels like 5 man guild groups have died, for my guild anyway. Maybe give a little more valor for running as a guild? The whole give the guild rep/gold for running its first seven was a good start, but it's not personal enough for people.
Dec 19th 2011 1:18PM As someone who's guild was in a similar boat, I can say that FOR US, the first four bosses in DS were easier than Rag, and defeating Rag is by no means required to progress in DS. In fact, this whole expansion, Blizzard seems to be on the model of the last boss in a place being a good bit harder than the rest of the instance. I would suggest something like option 6 or 4. Depending on your DPS, Ultraxion will likely be a bit of a speed bump (it is for us) and after a few weeks you'll likely be able to clear to Ultraxion in one night, giving you any other nights free to work on Firelands. Right now we're doing one week of clearing up to Rag, and the next week extending the lockout and working on Rag, then repeating, all while also clearing the first four bosses in DS every week and getting some attempts in on Ultraxion. Overall I think that's a decent compromise and a good way to keep things interesting. Good luck!
Dec 2nd 2011 5:34PM We had one odd thing that caused a wipe in 10 man normal, the adds on the side. If you start the fight with him close to the temple, there is a chance people will pull the adds when running out to hide behind a pillar. Not a huge deal but something to be aware of.
Overall, I agree, if you are regularly downing bosses in Firelands on normal, this should be a pretty easy fight.
Nov 18th 2011 3:24PM "If that doesn't put things into perspective for you with regard to Blizzard's trying to make raiding more accessible, I don't know what will."
I think the more important data point to look it is the following.
Right before Firelands dropped, ~62k guilds had killed a boss in the first Cata raid tier. Remember this was before the major nerfs introduced in 4.3. Currently, 44k guilds have killed at least one Firelands raid boss.
Now, Firelands hasn't been out as long as that first tier was, but still, that's a steep drop.
Nov 18th 2011 2:16PM It all sounds good to me. Int having such an effect on regen has always felt a little off every since spellpower was folded into it. I believe the change will make that make more sense, and have it be more obvious which stat you want based on how things are working for you.
I am curious to see if they can pull off a better balance of healing across the MoP endgame. They seem to have failed on that every expansion so far. Healing just changes so much from tier to tier, especially in regards to mana.
Do you think any of these changes will help them better manage that?
Nov 17th 2011 5:13PM "It is readily becoming apparent that the only reason to raid with a 25-man group is that of personal choice opposed to mechanical differences. What confuses me is the insistence on the 25-man raid size for the Raid Finder, when 25-mans are further being de-emphasized."
I think that's been the main reason to do 25 all of Cata. You still get more drops per person in 25s and its more likely to drop a piece you'll need. To me this just equalizes them further as opposed to de-emphasizing them.
As to the raid finder, I think the numbers of tanks/healers needed per 25 raid more matching the population so it makes sense.
I am surprised they aren't offering the LFR-level of difficulty in a 10 man format. With most guilds raiding as 10 man, would seem to be a nice option to have.
Nov 11th 2011 3:48PM @djsuursoo Oh there probably is a join as group feature but then we'd have to play with 15 other people that we don't know. I love my guild. I love playing with my guild. I love our 10 man raiding team. But sometimes it's handy to have access to easier content and it's a shame that there won't be a way to do that with JUST the 10 of us.
Nov 11th 2011 3:46PM Can I upvote the first part of the post but downvote that last paragraph? That would be handy.
Nov 11th 2011 3:26PM Having the tool itself work for only 25 players I completely understand. As you explained, group composition is more likely be to good, and the math works out better.
I just wish one could access the difficulty level of the LFR tool with a 10 man pre-made group.