Mar 10th 2011 2:22PM Our guild has been doing this since Magister's Terrace was released and we spent a couple of hours sans strats clearing it. We were hooked immediately. Figuring out new encounters was like a fun puzzle.
I have a feeling our method of involving everyone in the process of creating and adapting to new encounters would be harder in 25 man guilds, but it suits our 10 man group (from Wrath on) pretty well. I think the general consensus is not only its fun, it engages all the players to learn not only the hows but the whys of each encounter.
Feb 17th 2011 8:17PM Well, that makes 2 fights - I said 1 hand, didn't I? :P
And actually that was more about a mix of physical and magic DPS anyway. Plus, as a 10 man strict group back then, we frequently had all range - just helped 2 of the 5 were hunters. Even on weeks where we had all physical for some odd reason, we simply burned them down before they could be turned & it simply didn't matter. So, I am not even sure I count that for either side of this discussion.
Feb 17th 2011 7:05PM This is nothing new. I am a long time rogue, since BWL days, and every tier of raiding there has been fights that unfairly punish heavy melee groups. You can count on 1 hand the number of fights that would be harder if you had an all ranged group. (Illidari Council where you needed a physical & spell interrupter was the best I could come up with). You can pretty much always stack range. The reverse is almost never true.
At one point, melee had a DPS advantage to compensate for the penalties (and it was like the chicken and the egg - because they had DPS advantages, you were penalized for stacking them). They removed the DPS advantage in Wrath but forgot to remove the harshness to melee toons.
Jan 1st 2011 11:45AM Happy New Year
Dec 31st 2010 9:07AM Happy New Year!
Dec 28th 2010 6:10PM /crossfingers
Dec 25th 2010 8:30PM Merry Christmas!
Dec 25th 2010 9:25AM Merry Christmas!
Dec 24th 2010 9:43AM I've been nice, Santa.
Dec 22nd 2010 8:47AM /crossfingers