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Jul 11th 2011 10:06AM The problem with your argument is that we are not AoE healers. If you stack mastery, you can still HR, you just won't get as many ticks. However, I'd much rather leave the raid healing to the classes more suited for it. Our job, as it has always been, is on tank healing.
If our job is to keep a single tank alive that is taking a ton of damage being able to use absorbs is huge for two reasons: effective healing, and reduced spike damage. I'm not saying that you wouldn't be able to get some quick heals on him in your haste gear, but a spike on the tank might make the holy priest go "OMG TANK" and leave his raid assignment.
The less you have other people doing your job for you, the better the raid will fare.
Oh, and with healing the beacon directly, the extra WoGs make it a fairly HPM friendly way to put out similar HPS numbers.
Jul 10th 2011 7:19AM League of Legends. Free to play, fun game, all PvP.
Apr 4th 2011 11:23AM "Your guild may do things differently, but we typically dispel the pair of magical debuffs that the bosses will toss out periodically. Your DPS players can switch targets based on their debuffs to a particular boss, but I just use Cleanse to get rid of them immediately. Ask your raid leader for guidance."
The DPS doesn't have to switch targets. "Heart of Ice" and "Burning Blood" are debuffs in phase 1 that give buffs to those they touch.
Since you have your melee on fire and ranged on ice, have the ranged that gets the ice debuff run to melee before being cleansed and vice versa to the burning blood on melee.
Mar 25th 2011 6:58PM Chim was our 2nd hard mode in our progression (currently 5/12 HC). Like other posters have said, Druids seem to have the most trouble with the fight (unless they re-glyph).
Druids and Paladins assigned to group heals really need to forget how they used to heal. As a holy pally, I took over a group when one of our druids couldn't handle it, and had to use a spell I almost never use: flash of light. The time you need to get everyone above 10k can be quick, and you need the quick heals to get those 2-3 people up.
Tanking can be done a few ways. Our progression kill was done by switching up building a few stacks of break before switching, then the tank without any break stacks would be the 'feud' tank. However, we have cleaned it up by doing the following:
The mixture you get as a buff makes you survive any attack as long as you have 10k hp to start out. This also applies to tanks. Therefore, what we did is have 1 person to build up break stacks, 1 person to take the double attacks (only thing Chim has outside of feud to break the mixture effect), and 1 person to tank feuds. This made tank healing much easier on mana, due to the fact that we only needed to keep the break tank above 10k, not at full. Beacon stays on the double attack tank, and the feud tank gets help from everyone on transition.
The real key to the fight is to have everyone with as much hp as possible going into phase 2. The most important people to have this are the tanks. Therefore, with 2% HP left until phase change, we use our Lay on Hands for all tanks, and feral druids who can act as tanks. The longer the tanks stay up (sacrifice, pw:s, pain sup helps), the easier it is for your dps to pew pew.
Good luck, we're on to Omnitron (only took 2 hours of attempts for H Magmaw, it must have been super nerfed).