May 19th 2009 7:41PM I agree that a % increase to hit rating in fury tree would help a lot. They could also make precision increase hit AND CRIT by 1/2/3%. That 3% extra crit would be huge too.
May 19th 2009 11:32AM Yeah the innervate change is a nice thing, however it will be harder for me to ignore my shamans "I can't chain heal spam anymore, I need INNERVATE!!!"
. . . and i just got really good at ignoring that. . .
May 12th 2009 10:25AM well, i guess it beats a kick in the teeth . . .
May 11th 2009 12:54PM I urge a LOT of caution using Army of the Dead as a regular ability for DK tanks. There are way too many bosses with AoE and cone effects to let the boss spin around that much. I've seen way more groups fail because of poor AotD use, than saved because of good WotD use.
Also - with icebound fortitude, there are encounters where you should save that ability and time it well, despite the short cooldown. XT-002's Tantrum is a great example of this. Since it has such a short cooldown, you can use it when there is a huge amount of predictable damage coming in.
I would agree that Warrior Enraged regeneration is a nice heal, but I see it less as a 'Save Button'. It takes a long time to deal that heal out, often in Ulduar the damage coming in is far greater than the amount that can be healed. Nevertheless, it is a great ability. One thought while using it, if the encounter is longer than the cooldown, you can preserve a fair amount of man for the healers. In the XT-002 fight I like to use it right after a tantrum, especially if we are entering the adds phase.
Also - in some of the encounters where the tank and healers are both moving around, the tank might be, briefly, out of range. ER in those circumstances is really good too!
May 3rd 2009 9:23AM Lesley,
The Horde equivalent of Orc Female is the Dwarf female. My server, Thunderlord, is primarily prepubescent Alliance. Still, and hour sitting outside of the Alliance Quarter on my Druid, then about 10 min by the "alliance" bank in Dal and I had it on both of my toons. I'm surprised you had that hard of a time finding your orc.
I was done before Sundown last Sunday. This was by far the easiest holiday meta-achievement so far. I had more then 10 guildies done on the first day.
Mar 10th 2009 10:24PM Wow - haters all around! People who frequent this site often forget that raid progression is ONE of the ways to play the game, not the ONLY way to play the game.
Grats to the guild. I am GM of a guild in nearly identical situation (our website is nice, but not THAT nice!). We launched just over 4 years ago with the launch of Thunderlord server. We never really started raiding until March 2007. We raid 2-3 days a week 3 hours per night. Recently we have grown large enough to support 2 full 25 man teams. One team has many alts and newer 80s, but the first team is farming Naxx, has Sarth 1-D. We are still working on 2D and Maly, but we are in no hurry to get there. Raiding casually and without the standard "Clear it, you NOOB!" attitude makes us much better friends.
Our motto is always, "Recruit the person, nto the toon." We can help folks with gear, but I can't make a jerk into somebody I want to play with. If somebody needs to take 5 minutes during the raid to attend to their crying child, that's ok with us (we may grit our teeth a bit, but we are understanding about it).
Anyway, your story seemed very familar to me, and I appreciate how much work it is at times to lead a big, mutli-dimensional guild. So - CHEERS! on your recognition and kudos on a wonderful website.
Jan 27th 2009 10:41AM @ Firestride
For druid healing groups - keeping pre-emptive WG on the melee might help, but be a serious mana drain. Also the last tick or two are basically worthless. So you're pretty much looking for driect heals, or some other strategy.
For direct heals, Nature's swiftness + Healing touch (obviously) one one target followed by Rejuv + Swiftmend on another target might get 2 folks through it. If there is time, 1 nourish might get through too.
My role here would be to keep the tank up, and toss 1 lifebloom and 1 rejuv on anybody who got blocked to help them back up. Once the LB blooms, I would toss 1 more up on each target, sprinkling in some heals to keep them at 100% before the next block comes.
Block on the melee is basically begging for resto shammies, and short/small burst heals like priests and pallies.
In 10 man, if you are 2 healing, I would keep the tank up and top everybody off after the pallie gets them through the rough bit. Otherwise, assign 1-2 melee to yourself, because it will be a real challenge to get more than that throught he block alive.