Aug 4th 2009 5:38AM I find it amusing that Shamans get the Ghost Wolf escape from anything mobility buff, yet all the best PvP priests are *still* rolling Engineering, pretty much just for boots. WRU mobility?
Jun 8th 2009 11:31PM This mace is all just luck. And the drops aren't guranteed from hard modes, we did HM Hodir and got no fragments.
We've full cleared Ulduar since week 2 and only have 14 fragments. We are the top progression guild on our server and there are several other guilds under us with more fragments. Seems kinda silly.
May 5th 2009 7:10AM I'm gonna keep going here actually.
There is basically 2 kinds of hard modes in Ulduar:
Kill the boss faster. (drop tanks/healers for DPS)
Make the boss do more damage. (Take the normal group and hope your healers can heal through it).
Sarth 3D was balanced in that it was part DPS race (getting the drakes down fast enough) and part Healing race (Tank CDs, healing through Twilight Torment). That's what made it good imo.
Also the Yogg-Saron normal encounter is stupidly designed. Having a whole instance require 6-8 healers, to then all of a sudden require 3-4 for the "last" boss is just a slap in the face to all those healers who will get sat until it is on farm.
May 5th 2009 7:03AM Most of the Ulduar hard modes are a joke. No, I dont mean easy. I mean a joke.
Kill this boss in X amount of time - how is that any different to normal mode? It just means half your healers and off tanks miss out on raiding. This includes XT, Hodir, Mimiron, Vezax and Yogg-Saron. At least 2/3 of the Ulduar hard modes.
Sarth+Drakes was a good example of a hard mode, and Iron Council is as well, to a point. I really hope Blizzard actually put some creative thought into hard modes the next time around.
Mar 31st 2009 10:55PM The bigger problem is dungeon difficulty. If they give the same rewards, the dungeons would have to be the same difficulty.
So, either the casuals would complain that everything was too hard, or the hardcore people would complain that everything was too easy. I don't think there is any middle ground here - except possibly making everything easy and leaving the hard modes to hardcore raiders.
I think Blizzard has realized that having content be so easy is a bad thing. With the 10/25 split they can make 10mans easy for casuals so they can see all the content, and they can make 25mans harder for the hardcore people.
The other problem with 10mans - particularly on difficult fights - is that group make up plays a large role, especially in your first few kills. And that goes against Blizzard's mantra of bring the player not the class. You have much more flexibility in 25mans.
Feb 27th 2009 11:20AM It's working so well that everyone advocates taking either all physical or all caster dps to 10man Sarth 3D (or any hard 10man encounter at your gear level really). Working as intended!
Jan 5th 2009 2:24AM Problem: People not using mana / n0t casting enough, causing unnecessary deaths on say, Malygos10 during vortex / p2. We had 1 healer doing 40% of heals, and the other 2 doing 20% each roughly. Checking the Recount activity log, the top healer was 2nd and the bottom 2 healers were both last. Going into p3 of Malygos they still have 50% mana or so, so that's not the problem.
Solution: Ask them to spam heals, mash buttons, whatever. Didn't solve it though. What else can you do? Get them to try click healing maybe if they arent already?
Jul 23rd 2008 1:38AM Well just be thankful your not in some obscure country like Australia.
Jun 17th 2008 9:35AM My idea is to complete 25 quests *before* the expansion and leave them in my quest log (complete), handing them in once I install the expansion and then going straight to the new areas.
No idea if this works as expected though...
Jun 14th 2008 2:01AM I am not looking forward to how expensive it is going to be to enchant my gear, with the lack of shards and all.