Apr 12th 2011 6:54PM It all comes down to lazy and incompetent DPS.
When I'm 2nd on Damage and have 35 Interrupts to the 3 DPS' 0...
When I give my all, making sure no one dies to stray mobs/aggro pulls and I use my Cooldowns at appropriate times...
When a "good" DPS in a PUG is 8k (when it should be 12-13k)...
When these things ALL happen in pretty much EVERY LFD group I subject myself to...
I give up. I can't stand going into a group, playing well, doing ALL my job(s), and giving 110% effort - and then looking at Recount and seeing that the DPS gave a total of about 10% effort between the three of them.
Why should I continue to work my tail off in order to get players playing terribly more gear?
Mar 22nd 2011 12:28PM 2 biggest reasons there's a huge tank shortage in LFD:
1) Tanks that are worth their salt are in a guild. And they have friends. And they only do dungeons with guildmates or friends or both. Personally, I absolutely refuse to solo Queue as a tank for a PUG. I will skip my daily and points for the day if I cannot get a guild/friend group going. I'm sure I'm not alone in this.
2) Once you "graduate" from 5-mans and start Raiding, Tanking becomes MOST players off-spec. This is for one very simple reason.
For 5-mans, you need 1 tank and 4 other people.
For 10-mans, you need 1.5 tanks (1 and sometimes 2) and 8.5 other people.
For 25-mans, you need 1.75 tanks (1 and sometimes 2 and very rarely 3) and 23.25 other people.
This is the main issue. As you PROGRESS IN THE END GAME, you need FEWER TANKS.
Now, combine 1 and 2. Guild Main Tanks refuse to Tank for PUGs. Guild Off-Tanks will Queue in LFD (if they can be bothered at all) as DPS or Healing because they'll be getting DPS or Healing gear just as much, if not more than, they get Tanking Gear. Some people that were Tanking for PUGs will get a Raid spot only as DPS or Healing, their Tank gear will stay at the 333/346 level, and they'll stop trying to Queue as a Tank. They'll become another DPSer or Healer.
As long as Blizzard continues to
1) make Guild groups far more lucrative than PUG runs due to the signifigant Guild XP and Guild Rep rewards - which I totally agree with, but it is a major obstacle for people in LFD, and
2) make Raid Boss fights that only require 1 tank (sometimes 2, maybe, if you're lucky) in a 25-man group,
then the Tank shortage in LFD will never get better.
Sep 1st 2010 11:54PM I don't think you can cast with that shit on.
May 3rd 2010 5:26PM I'm just glad that servers like mine that no longer have the player base to succeed in 25-mans - keep in mind this is something that is completely out of our control and no, I'm not paying $250 to server xfer my Main, all my important alts, my wife's Main and HER alts to another server - can raid 10-mans in Cata and not feel like hand-me-down raiders who aren't "good enough" to do 25mans and get the phattest lewts.
May 3rd 2010 3:31PM Eh, I think I'm one of the few who wholeheartedly embrace this change.
Picture this: you're Horde on a bad, bad, bad, BAD Horde server. You've had no less than 5 end-game 25-man guilds server xfer to a better server. You're outnumbered 5.5:1 by alliance players. You simply can NOT recruit to fill a 25-man guild and be successful: there are not enough quality Horde players left on the server. I am NOT exaggerating, there is currently 1 Horde guild that has done 25-man LK, with 2 more working on him. I'm in one of those 2 other guilds: a guild that focuses on 10m Hard Modes (we got our first "round" of mini-Sindragosa's last week) but does 25-man raids 2-3 nights a week, attendance permitting.
Why do we do 25-mans when our focus is supposed to be 10m Hard Modes?
Simple, less work for the same 264 item-level loot. More Tier Upgrade Tokens (2 per Wing Boss vs. 1) for, again, less work.
On a server like ours, 25-mans are not harder because of how Blizzard has tuned 25-man difficulty, they are harder because there are no longer any skilled Horde players on the server to recruit. We have to "rely" on players from one of the other 2 end-game Horde guilds getting pissed off and wanting to guild hop, or a server xfer. Obviously both are extremely rare cases (happens once every 2 months if you're lucky) and cannot be counted on to swell your ranks. The recruits you get either quit after a while or underperform so badly you stop inviting them to anything important (or both).
Thus, these changes are music to my ears. No more carrying 10-15 people in all our 25-man raids for the sole purpose of getting loot that's better then what you can get in 10-mans, in order to make 10-man Hard Modes easier because you now outgear them with EZMode 25-man normal loot?
Jan 22nd 2010 7:12PM I know it's not that well known, but Consecrate is no longer the end-all be-all of Paladin Tanking Threat. Yes, it provides threat on any number of mobs, but it's slow and steady threat, that helps in the long haul but has almost zero up-front threat. Paladin AoE threat these days comes primarily from Hammer of the Righteous. In fact, in your standard 9-6-9 rotation, Consecrate is the LAST ability used before the rotation "resets". Therefore it would be more correct to say, "If you haven't heard the distinctive 'bong' from the Paladin's Hammer of the Righteous, don't AoE yet."