Aug 12th 2010 9:48AM I really don't know why people who don't play 10-player strict wade in and talk about how easy it is. The fact is that no one had ever done it before.
A big part of that is definitely that the most of the world's best and most dedicated players play 25s instead. The guilds that compete for first kills on 25-player raiding raid 40+ hours a week and my top 20 10-player strict guild raids only 10 hours a week.
But recruiting and scheduling are part of the real difficulty that 10-player guilds faced in thsi expansion. People say it's easier to get 10 people together than 25, and that's very true for a PUG, but it's not true at all for guild that wants to make progress against the game's more difficult challenges. The top 100 10-player strict guilds include many guilds that haven't even downed heroic Sindragosa. There are only in the neighborhood of 600-700 people in the world who have faced 10-player heroic LK without setting foot in the 25-player version.
So yes, getting the world first kill on 10-player strict Lich King is a little like winning a gold medal in olympic 4-man bobsled. But as much as the haters can go on hating the bobsled, it's still a gold medal.
Mar 15th 2010 11:22AM If anyone in my guild was rolling on things to hand them off to other people rather than because they wanted the gear themselves I would boot them from the guild. On a very good day I might give them a warning instead. This is ninja-looting plain and simple.
Mar 15th 2010 11:18AM My guild uses /roll, giving to main spec before off spec and with no limit on the number of things you can pick up. We agreed on this system because we figured we would be downing things at a fast pace and there would be lots of loot for everyone. We wanted to spend less time looting and more time killing more bosses for more loot.
I think that rapid progression in the key to a free-for-all /roll system. If you are only taking out four bosses in ICC a week then there is not enough loot to ensure that everyone is consistently getting things with random rolls. With PUGs you don't have much of a choice but to roll, but you should probably use a bucket system (if you already have a thing then people who don't have a thing get a thing before you do). For in-guild I also recommend giving to item level upgrades before sidegrades. That helps to maximize the benefit to the guild rather than the individual.
On the tank who doesn't want to tank the answer is spot on. If you don't want to tank, don't roll on tank gear and take it away from the people who want to tank.
Mar 12th 2010 3:50PM Really? I think you and I might be playing different games.
Our last Lich King kill the shaman got back 36.6k mana from Replenishment. Out healers would definitely run out of mana without it.
Mar 12th 2010 3:39PM I'm pretty sure the 30 rage cap was intended to help, not hurt warriors. When you are using a slow weapon and execute uses your entire rage bar when you hit it, you might not be able to execute again because you have to wait for a weapon swing to get your rage back. If you only use up part of your rage bar then you can execute again on the next GCD. The rage you pay up front to activate execute does *way* more damage per rage than the rage you add on afterwards, so you'd rather pay for another execute then dump more rage into the one you are doing. Of course they could redesign it so this wasn't the case.
Mar 12th 2010 2:19PM I know you said you'd break down more buffs in the future, but the 13% spell damage buff deserves to be on this list far more than the 3% global damage buff, as it accounts for more than an 8%+ damage buff to the raid.
Mar 1st 2010 11:01AM Two unrelated points:
1. I started a new priest recently and queued up for the dungeon finder as soon as I hit level 15. Wow, what a difference. I had to view not only my mana pool but also the entire group's health pools as resources. I would "spend" some of one player's health to save mana to put more healing on a different player. I would wand when I wasn't casting because I couldn't afford to use offensive spells, but our group's survival depended on getting more damage out. I had an epic battle with Van Cleef where I ended up using Psychic Scream on the cooldown because it allowed the bear to use his mana to heal himself, effectively making it my most mana efficient heal. I heal raids with my priest right now and I like it a lot, but healing low level dungeons is another league of fun. If they could import some of that excitement to raids it would be amazing.
2. Priests are absolutely second class (I would say third class) when it comes to healing throughput and mana efficiency, but neither of these things is paramount in the current raiding environment. I know that those are the only two things that people normally measure, but both of them have taken a back seat to encounter and spell design. On a typical fight a druid I play with does two and a half times as much healing as I do while innervating other people. But he overheals more than 60% and I overheal less than 30%. When people are going to die in 2 seconds and any class can heal them to full in 2 seconds, Power Word: Shield is elevated to incredible heights while devaluing the fact that paladins can just put out far more raw healing than anyone else and druids are twice as mana efficient as the competition. This argument is spelled out more fully here: http://whatswrongwithwow.blogspot.com/2010/02/overhealing.html
In reality priests are great healers for most situations. On paper, measuring the things people usually measure, they are far behind the competition. I think this tension is making a lot of priests edgy. We don't want to be good because our mechanics allow us to have low overheal numbers; it feels unstable.