Mar 12th 2010 11:38PM that's a pretty sweet tabard there
Oct 4th 2009 12:33AM They're also disguising (perhaps) the Rejuvenation 'nerf' (which honestly needs to be incoming anyway, tree is boring when the most effective line of action is applying two spells to the raid) as a bugfix, similarly to this Flamestrike 'buff'. Which is fine and all, but to tell me that nobody correctly identified this behavior (or the Rejuv behavior) as unintended in the year+ it has existed is preposterous.
Oct 3rd 2009 12:12PM Pointing out "Bood Pact".
I'm hoping enchants such as Black Magic become more useful. It's silly to even have them in the game when they are vastly outperformed by the boring spellpower enchants.
Sep 17th 2009 11:56AM Did this as a resto druid after seeing this. Took about 20min. The tricky part was getting him there without him dying to guards/overeager observers, and I guess finding the actual path to take.
Sep 16th 2009 6:32PM pvp in a forced pvp zone waaaaaaaaaaat
There's other places to fish all the fish if it's that big a deal.
Sep 13th 2009 9:31AM Treant death animation is amazing, mhm! You can just see the horror on their little faces as they realize their time is up.
Actually, pretty much every treant animation is hilarious. Male tauren /dance is pretty funny too.
Sep 1st 2009 2:14AM The annoying thing about Freya+3 (well, not now, but pre-nerfs) was that it was pretty random. "Oh boy, a melee got rooted in all three beams with nature's fury and then a sunflare hit him right before a ground tremor. See you next attempt!"
It required you to handle adds well while constantly insuring against RNG. That's why healers (and everyone, really) hated Knock*3.
I'm also surprised to not see Firefighter on this list, but then, I didn't raid in BC. P2 is a metric ton of damage, and keeping everyone alive in P4 is pretty rough, considering how often and relatively precisely you have to move.
As far as Steelbreaker being on this list? Psh, that fight's a joke. "RejuvON! apply directly to the raid!" is pretty much all it is. Lots of damage isn't necessarily hard to heal.
Algalon-10 is a challenging fight to raid heal simply because you don't get to have the luxury of the tank healers helping out from time to time. The healers are directly responsible for their assignments in that fight and there is very little time to step outside of them. Definitely fun, though.
Jul 27th 2009 3:29PM Hard modes are the actual progression. Every fight in ulduar has a hard mode (whether it rewards extra loot or not), and that hard mode is part of the meta. Normal modes are relatively free epics, and are Blizzard's way of saying "lookit the kewl new content".
If you're wiping on hard modes and your players are getting discouraged, you are likely not ready for hard modes, whether it's an issue of not having the gear, not having the ingenuity/execution, or not having the dedication.
I personally like how you are allowed to pick and choose which hard modes you want to tackle in a given week. Splitting up an "all normal mode" and "all hard mode" instance seems like a step backward, but it may help to slow players down instead of letting them just jump on fights they're not quite ready for. Wanna do it effectively? Bring back attunements.
Jul 8th 2009 8:08AM Unless I missed something, the lack of XP _is_ extended to leveling in general.
Jun 28th 2009 4:11PM Or! It could be that they're three different looks of the same set! Remember how there are three "ranks" of Tier this time around?