Feb 23rd 2012 6:27PM I don't have a problem with the nerfs in practice, in a raid with low participation rates. I DO have a problem with raids being released that aren't fun at Normal level, aren't fun at Raid Finder Level and possibly aren't fun at Heroic level-just to please people who want really, really punishing raids. Nerfed Not-Fun raid-still not fun! Build the raid to be enjoyable at normal level, then apply tweaks to make it Heroic, not the other way around.
Feb 7th 2012 7:08AM I completely second that fight knowledge is the most important thing.
I also disagree heartily with the people who think we shouldn't at least know how to play aggressively. #1-it keeps you on your toes and makes you able to react faster when an unexpected emergency happens. #2-as disc priests, our aggressive play makes it much less likely than an emergency will occur.
There is really a balance to how much PWS you can throw out mana-wise, and viable non-WS targets. I don't worry at all about reducing WS on anybody on the tank, and even then only if it's a tank damage phase. I focus more on PoH any group with 2 or more low-health targets, because that aegis will come in handy later.
Jan 19th 2012 8:15PM Ultraxion took several weeks for us since we didn't show up in 391 gear. I'm sure anyone in my guild could get recruited up to a more progressed guild, but we want to raid with each other. Even if the raid leader is playing SWTOR instead of plastering sticky notes to his monitor for raid callouts. Burning out any one of us puts us all at risk of quitting.
Jan 18th 2012 6:54AM I think the extra absorption healing from Holy Radiance applying Illuminated Healing (on top of what Discipline Priests were already doing) is suppressing Shamans a good bit. There are probably other mechanics at play (like Shaman cast times) but I'm pretty sure we're doing a good job of suppressing their Mastery in all but the toughest situations.
Dec 15th 2011 11:03PM I'd like to see some sort of incentive for people to study the fights, perhaps a quest to read the Dungeon Journal.
Barring that, perhaps some sort of shock device for people who can't follow a kill order?
Can I say it's been a rough week in Raid Finder?
Nov 6th 2011 11:09PM Truly an amazing column, I'd be surprised if at least some of this didn't turn out to be true, it ties in so tightly.
The thing I don't understand is, why leave life on Azeroth at all, given the risks. I guess that ties into your theory of life being the weapon against Sargeras (could apply to Azeroth as well.)
Nov 5th 2011 10:49AM Great post, and covers almost all of the concerns I had.
The only concern I didn't see addressed much is the skill gap and what it means for recruitment. We are 7/7 with no hope of doing hardmodes unless we get more raiders at the right level, and we just aren't getting those apps, at all. People without raid experience, or just nerfed T11 experience, wouldn't be worth the risk at all if they weren't the only choice. In general, there's a reason they weren't raiding before, and it's either they didn't have the skill, or they don't care to deal with raiding for long.
Oct 15th 2011 6:50PM I actually feel worse than ever. I've grown a lot as a raider during the trial that has been Cataclysm, but now I'm put in the position to either push harder or stop trying. I don't feel like I should be put a position like that as a normal-mode raider, but the pain of trying to carry less-mindful players through a technical fight like Rag has me considering drastic solutions.
Sep 12th 2011 9:34PM I've been a lot happier with my T12 progress than my T11, and I felt like we had a decent shot at downing Ragnaros. My guild hasn't had any interest in hardmodes since ICC, but it looks like we'll have to do those if we want any sort of challenge.
Aug 1st 2011 10:04PM Haste is the strongest, or second strongest, stat for most Disc playstyles. Crit falls to last if you rely heavily on PWS, Mastery falls to last if you don't, and Haste benefits both playstyles.