Happy: New guild helping me gear my paladin up so I can tank. And letting me have whatever else drops.
Happier: Speccing destro on my warlock and hitting 29% crit unbuffed.
Happiest: Elemental Shaman and Moonkin druid in one group. Go go megacrits!
Anrgry: Server still hasn't taken the harbour.
If we'd gotten the kill we would've ben WAY ahead of the enrage We had 2-3 minutes to kill 1 of 'em, and she was dropping like a rock.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
Heh I sort of cringe every time I find myself saying something like "Yay, it's our night off!" More often than not I spend my night off still playing WoW, but playing one of my alts or just fucking around. It's frustrating when on your non-raid nights someone implies that you're an asshole for not wanting to run Kara or ZA or whatever. As if I don't do enough for the raid with my 100% attendance and top three DPS.
So very agreed... Four 25-man raid nights + two bear runs + Naxx (Jim was that you?) fun run = Enough.
So happiness: We put off Hyjal until last night this week due to the bugged Archimonde horror stories... Either he's been fixed fixed (aside from the fire hotfix) or we got stupidly lucky as we managed to one shot him... Which we haven't done in a while. I'm going to try to talk the other officers into keeping it on Monday, server stability just isn't there on Sundays and random disconnects + Archi = the exact opposite of fun.
Hope: We figure out what the hell we're doing wrong on Kalecgos this week. Spectral blast AoE damage got better but wasn't great (hai spread out) and tanks kept dying.
Hope: We figure out what the hell we're doing wrong on Kalecgos this week. Spectral blast AoE damage got better but wasn't great (hai spread out) and tanks kept dying.
There's seriously no reason for people to be taking portal spawn damage, outside of maybe the melee depending on your raid composition and strategy. Seriously, there's a DBM window that shows if you're too close to someone, slap folks around if they're missing it.
Tank healing is really tough until solid rotations get established. You'll occasionally have transitions where the two new healers are just coming out, and the two current tank healers NEED to go down. I've gotten into the habit of just starting a max rank big heal on the current tank right as I come up from the shadow realm, then worrying about moving back into position/the rest of the raid. Sometimes you can also tell the tank there's a rough transition coming and get them to shield wall/last stand/whatever other tricks to ease it through.
Archimonde still seems buggy to me even with the so called hotfix. The fire still seems to just dropping repeatedly on the melee. It's not that hard to avoid since there's a second or two to move away from it before it actually tick on you, but it's still annoying. Even so, I'm probably going to contradict myself somewhat, but the extra fire does make a fight I enjoy a little bit more interesting.
So I brought my hunter to BT last night, even though I'm still in Kara and original badge gear purples and a couple of blues, I brought all the consumables I needed, dps'd the boss as instructed, trapped when desired, used the right macros, and was congratulated at the end of the raid despite secretly being a paladin. That makes me pretty happy.
If we'd gotten the kill we would've ben WAY ahead of the enrage We had 2-3 minutes to kill 1 of 'em, and she was dropping like a rock.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
I'm going to go ahead and agree with the consensus here:
1-2 more healers. We killed it with 12 healers, which brought us right to the enrage timer.
What's even worse, is that M'uru calls for 6 healers.
Hope: We figure out what the hell we're doing wrong on Kalecgos this week. Spectral blast AoE damage got better but wasn't great (hai spread out) and tanks kept dying.
There's seriously no reason for people to be taking portal spawn damage, outside of maybe the melee depending on your raid composition and strategy. Seriously, there's a DBM window that shows if you're too close to someone, slap folks around if they're missing it.
Tank healing is really tough until solid rotations get established. You'll occasionally have transitions where the two new healers are just coming out, and the two current tank healers NEED to go down. I've gotten into the habit of just starting a max rank big heal on the current tank right as I come up from the shadow realm, then worrying about moving back into position/the rest of the raid. Sometimes you can also tell the tank there's a rough transition coming and get them to shield wall/last stand/whatever other tricks to ease it through.
We generally have 9 healers; 2 per group + floating druid for heals/decurses. I'm trying so desperately to hammer in; "When you come out of demon phase heal the tank asap THEN spread out," since there isn't going to be a Spectral Blast for at least 15 seconds or so.
Oh good, now that I look at WWS's, the tank got hit with like 4 spectral blasts. Urge to kill rising...
If we'd gotten the kill we would've ben WAY ahead of the enrage We had 2-3 minutes to kill 1 of 'em, and she was dropping like a rock.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
I'm going to go ahead and agree with the consensus here:
1-2 more healers. We killed it with 12 healers, which brought us right to the enrage timer.
What's even worse, is that M'uru calls for 6 healers.
Are you fucking kidding me?
Sunwell, where the new challenging mechanics are raid stacking, massive burst damage against tanks with less avoidance than they should have, and asanine levels of raid wide damage.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
0
ThomamelasOnly one man can kill this many Russians. Bring his guitar to me! Registered Userregular
If we'd gotten the kill we would've ben WAY ahead of the enrage We had 2-3 minutes to kill 1 of 'em, and she was dropping like a rock.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
I'm going to go ahead and agree with the consensus here:
1-2 more healers. We killed it with 12 healers, which brought us right to the enrage timer.
What's even worse, is that M'uru calls for 6 healers.
Are you fucking kidding me?
Sunwell, where the new challenging mechanics are raid stacking, massive burst damage against tanks with less avoidance than they should have, and asanine levels of raid wide damage.
I haven't looked at the strats, but 12 fucking healers? Are you fucking kidding?
I love how Dark Iron started off strong, we were in the top 15 PvP servers at one point, and then FREAKIN STOPPED as soon as we got the badge vendor...
If we'd gotten the kill we would've ben WAY ahead of the enrage We had 2-3 minutes to kill 1 of 'em, and she was dropping like a rock.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
I'm going to go ahead and agree with the consensus here:
1-2 more healers. We killed it with 12 healers, which brought us right to the enrage timer.
What's even worse, is that M'uru calls for 6 healers.
Are you fucking kidding me?
Sunwell, where the new challenging mechanics are raid stacking, massive burst damage against tanks with less avoidance than they should have, and asanine levels of raid wide damage.
You know what's even better?
Those 6 healers are generally shaman stacked. IE 3-4 resto shaman (5 or so total shaman in raid) and a maximum of one of any other healing class. And the fight mechanics aren't even that great for chain heal... heroism just seems to be that important during the second phase of the fight.
Also, a mass amount of warlocks for seed/DoT damage are also a significant advantage. Scrolling through WWS, it's apparent that our 1 warlock that showed last night isn't exactly adequate. Most appear to be running with 4-6 warlocks.
These are just my initial observations, of course, but the fact that any fight could go from needing 11 minimum healers to needing 6 at max is ridiculous.
On the plus side, we cleared the M'uru trash twice, which is relatively easy and kind of fun and got two healing wand drops.
I love how Dark Iron started off strong, we were in the top 15 PvP servers at one point, and then FREAKIN STOPPED as soon as we got the badge vendor...
Cairne is a pretty new server, I think it was meant for transfers but some how my step granddaughter was able to make a character there, and now it is locked.
Notice how nobody from that server has bothered to upload an update in the past almost-300-hours. It's probably progressed noticeably since then, it's just it's too low-population a server for anyone on it to care.
Triumph: Got invited to a quick PUG Gruul's run. I did better on DPS this time, except when I got to Gruul I still didn't notice myself out of melee range until "You are too far away!" is popping up 3 times on my screen. Despite this being the second time I've been to a Gruul kill, I'm still unused to giant-giant-boss-mob, tiny-tiny-hitbox. Could have done much better on him if not for that.
Triumph: Got invited to a quick PUG Gruul's run. I did better on DPS this time, except when I got to Gruul I still didn't notice myself out of melee range until "You are too far away!" is popping up 3 times on my screen. Despite this being the second time I've been to a Gruul kill, I'm still unused to giant-giant-boss-mob, tiny-tiny-hitbox. Could have done much better on him if not for that.
I'd rather be just out of range for a few seconds, than be in range of his hurtful strike. So if being at max range means losing a couple seconds of dps, then it's worth it. To me at least.
I really can't reccomend enough bringing 11 healers if you can swing it.
I don't know much about the fight but it is ridiculous if it's tuned to required/encourage bringing 11 healers. How is that even remotely "well tuned"? :roll:
So basically to do anything in Sunwell you need to take your BT/Hyjal crew and DOUBLE IT to allow for adequate raid stacking. Awesome design, guys.
I really don't know. It's not a PvP server though..
I'm on a PvP server, & the initial week of harbor opening was filled with gankings, but it died out after awhile (except at night/weekends/peak ganking hours).
It took a couple weeks for harbor, didn't blaze through it as fast as second phase.
Hate: Week #3 & alchy lab still NOT open. It went up a whole TWO PERCENT on the weekend.
I really can't reccomend enough bringing 11 healers if you can swing it.
I don't know much about the fight but it is ridiculous if it's tuned to required/encourage bringing 11 healers. How is that even remotely "well tuned"? :roll:
So basically to do anything in Sunwell you need to take your BT/Hyjal crew and DOUBLE IT to allow for adequate raid stacking. Awesome design, guys.
Yep. We've been covering it off by gearing up two of our mages' alt resto shamans (and they do a lot of work on their alts as well). So that, come hell or high water, we can field the 4 we need for Twins.
A lot of the problem with the Blizzard design in Sunwell is the way they've been upping the requirements on the different raid roles. You want to make it challenging for the DPS and the tanks, so you include enrages (either good, organic enrages like Kalecgos, or dumb, arbitrary enrages like Brutallus). But how do you challenge the healers? More damage (usually). And because there's a limit of how much damage you can inflict on one individual, the only target for that extra damage is the raid. Which is where so much of Sunwell's massive raid damage is coming from. And you unfortunately only have two class/specs optimized for that, and only one if the damage isn't group specific.
So you end up having to stack, because that's the fastest/easiest path. Sure, you could bring more CoH priests, or work out complicated druid hot rotations, or pray that paladins all pick different targets, but you're already lowering your chances. Throw in a bit of fuckery from the RNG, and you might never get a kill.
Kalecgos is really the exception rather than the rule. I love how his enrage works. Eventually your raid will be overwhelmed by Curse of Boundless Agony, because he casts them faster and faster, and people will die. Good tanking and DPSing is necessary, but good healing (and decursing too), will give them a buffer in case they're a bit slower. Every role's involved in the raid success equation, and all of them interact in producing the result. Contrast that to Brutallus. Your healing team can be stars, but it doesn't make a damned bit of difference if your DPS doesn't come through in six minutes. There's nothing to reach for past keeping everyone alive for six minutes, and to me that's boring and bad design.
We don’t plan to add another character slot with the introduction of the Death Knight, which means that you would have to either delete or transfer a character, if you wish to roll a Death Knight on a realm that already has 10 characters on it.
If we'd gotten the kill we would've ben WAY ahead of the enrage We had 2-3 minutes to kill 1 of 'em, and she was dropping like a rock.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
I'm going to go ahead and agree with the consensus here:
1-2 more healers. We killed it with 12 healers, which brought us right to the enrage timer.
What's even worse, is that M'uru calls for 6 healers.
Are you fucking kidding me?
Sunwell, where the new challenging mechanics are raid stacking, massive burst damage against tanks with less avoidance than they should have, and asanine levels of raid wide damage.
haha
it's almost like blizzard figuring out itemization makes everything much less managable
We don’t plan to add another character slot with the introduction of the Death Knight, which means that you would have to either delete or transfer a character, if you wish to roll a Death Knight on a realm that already has 10 characters on it.
so stupid, going to have to delete one of three bank alts i guess.
Or you could do what I'll do and simply not make a deathknight on that server. I don't think the deathknight population is going to suffer too badly if not everyone makes one.
Or you could do what I'll do and simply not make a deathknight on that server. I don't think the deathknight population is going to suffer too badly if not everyone makes one.
If I make a DK on a different server how will I play/raid with my friends that didn't also make a DK?
By playing your non-DK with their non-DKs. Basically, they're assuming everybody with 10 characters has, at most, one of each class and one disposable bank alt. That's not the case for me, I have one of each class except for two high-level paladins per faction, and I'm not breaking up the balance to squeeze a DK in there somewhere. What they should have done (especially if they plan on future hero classes) is have hero class slots on a separate tab.
By playing your non-DK with their non-DKs. Basically, they're assuming everybody with 10 characters has, at most, one of each class and one disposable bank alt. That's not the case for me, I have one of each class except for two high-level paladins per faction, and I'm not breaking up the balance to squeeze a DK in there somewhere. What they should have done (especially if they plan on future hero classes) is have hero class slots on a separate tab.
oh so you mean don't make a DK in protest.
I'd rather not miss out on what should be great content(edit:with my friends as well as solo) just because blizzard should have done something differently.
I agree that it is not acceptable for blizzard to expect us to delete a character as new Classes (hero or otherwise) are added and something will be changed when it is deemed important. They may have to suck it up and allow 11-15 characters per account and eat the extra costs from data storage.
format on
You don't know if I am joking or not.
0
ThomamelasOnly one man can kill this many Russians. Bring his guitar to me! Registered Userregular
By playing your non-DK with their non-DKs. Basically, they're assuming everybody with 10 characters has, at most, one of each class and one disposable bank alt. That's not the case for me, I have one of each class except for two high-level paladins per faction, and I'm not breaking up the balance to squeeze a DK in there somewhere. What they should have done (especially if they plan on future hero classes) is have hero class slots on a separate tab.
oh so you mean don't make a DK in protest.
I'd rather not miss out on what should be great content(edit:with my friends as well as solo) just because blizzard should have done something differently.
I agree that it is not acceptable for blizzard to expect us to delete a character as new Classes (hero or otherwise) are added and something will be changed when it is deemed important. They may have to suck it up and allow 11-15 characters per account and eat the extra costs from data storage.
Maybe I'm not a hard core alter but is that really going to be a serious problem for most of the population?
i would have sent you a tell if i was online that day, but a friend of mine is in the hospital and he was lonely so i played uno with him instead
also
i saw you running around on your bear mount and i was all omfg a bear run away
Yay, Uno!
There's talks of moving Naxx to Friday nights, so they can move T5 stuff to Sunday afternoons. This Sunday should still be on though; I think it's bumped up to 11am server so we might have enough to pull at Noontime. Hopefully the invite -> first pull lag will improve over time, as there will be less and less "wut u need 4 hounredd?" attunement questions.
It's fun to watch people still die to the frogger tunnel.
i would have sent you a tell if i was online that day, but a friend of mine is in the hospital and he was lonely so i played uno with him instead
also
i saw you running around on your bear mount and i was all omfg a bear run away
Yay, Uno!
There's talks of moving Naxx to Friday nights, so they can move T5 stuff to Sunday afternoons. This Sunday should still be on though; I think it's bumped up to 11am server so we might have enough to pull at Noontime. Hopefully the invite -> first pull lag will improve over time, as there will be less and less "wut u need 4 hounredd?" attunement questions.
It's fun to watch people still die to the frogger tunnel.
There is a great video of this...but snowballs there are a blast....
I'd rather not miss out on what should be great content(edit:with my friends as well as solo) just because blizzard should have done something differently.
Eh, pretty much. There'll be enough DKs around to instance with, and I can check it out later on another server if I really want to.
Also, Relief: After poring over logs of the Gruul's run, it turns out there was only one point where I ran out of Cave-In, thought I was still in melee range, but wasn't and lost a swing or two. Most of the rest of the fight, I was right in there doing my DPS as I should. Managed to hit 1,130 DPS with full raidbuffs, there. Which is nice, but...could be better. Still hunting upgrades.
I did it on my warlock, mage, and both rogues. I tired to tank it with my warrior the mob died on the second ambush.
My paladin has a far more of a horror story. I was healing a run over a druid who had a mix of moonkin and feral druid gear attempting to tank the instance.
I only have so much mana
I did it on my warlock, mage, and both rogues. I tired to tank it with my warrior the mob died on the second ambush.
My paladin has a far more of a horror story. I was healing a run over a druid who had a mix of moonkin and feral druid gear attempting to tank the instance.
I only have so much mana
We had a group of guildies try it once on normal a few months ago. Keep in mind, these guys are rockstars, they pump out heroics daily like they were nothing, we horrible outgeared the place.
Yeah, we wiped. It's fucking stupid. Worst 5-man quest in the game, also kudo's to not being repeatable unless you reclear 85% the instance.
pfft i did that damn quest first time (only time) on my warrior. My now-70 priest has yet to do it. I took the smart way out and have chosen to ignore it altogether.
I did it on my warlock, mage, and both rogues. I tired to tank it with my warrior the mob died on the second ambush.
My paladin has a far more of a horror story. I was healing a run over a druid who had a mix of moonkin and feral druid gear attempting to tank the instance.
I only have so much mana
We had a group of guildies try it once on normal a few months ago. Keep in mind, these guys are rockstars, they pump out heroics daily like they were nothing, we horrible outgeared the place.
Yeah, we wiped. It's fucking stupid. Worst 5-man quest in the game, also kudo's to not being repeatable unless you reclear 85% the instance.
What was so bad about it? I've done it once about a month ago on my rogue, at level 68 in whatever trash I was wearing at the time with four other people at similar levels and gear, and it was no problem.
Posts
Happier: Speccing destro on my warlock and hitting 29% crit unbuffed.
Happiest: Elemental Shaman and Moonkin druid in one group. Go go megacrits!
Anrgry: Server still hasn't taken the harbour.
That fight is so heavily based around massive healing, which is sad and hillarious, given how Brutallus basically punishes you for bringing anything but the bare minimal amount of healers possible.
So very agreed... Four 25-man raid nights + two bear runs + Naxx (Jim was that you?) fun run = Enough.
So happiness: We put off Hyjal until last night this week due to the bugged Archimonde horror stories... Either he's been fixed fixed (aside from the fire hotfix) or we got stupidly lucky as we managed to one shot him... Which we haven't done in a while. I'm going to try to talk the other officers into keeping it on Monday, server stability just isn't there on Sundays and random disconnects + Archi = the exact opposite of fun.
Hope: We figure out what the hell we're doing wrong on Kalecgos this week. Spectral blast AoE damage got better but wasn't great (hai spread out) and tanks kept dying.
Tank healing is really tough until solid rotations get established. You'll occasionally have transitions where the two new healers are just coming out, and the two current tank healers NEED to go down. I've gotten into the habit of just starting a max rank big heal on the current tank right as I come up from the shadow realm, then worrying about moving back into position/the rest of the raid. Sometimes you can also tell the tank there's a rough transition coming and get them to shield wall/last stand/whatever other tricks to ease it through.
I'm going to go ahead and agree with the consensus here:
1-2 more healers. We killed it with 12 healers, which brought us right to the enrage timer.
What's even worse, is that M'uru calls for 6 healers.
We generally have 9 healers; 2 per group + floating druid for heals/decurses. I'm trying so desperately to hammer in; "When you come out of demon phase heal the tank asap THEN spread out," since there isn't going to be a Spectral Blast for at least 15 seconds or so.
Oh good, now that I look at WWS's, the tank got hit with like 4 spectral blasts. Urge to kill rising...
Are you fucking kidding me?
Sunwell, where the new challenging mechanics are raid stacking, massive burst damage against tanks with less avoidance than they should have, and asanine levels of raid wide damage.
I haven't looked at the strats, but 12 fucking healers? Are you fucking kidding?
Is your server desolate or just so totally blinded with PvP rage that no one ever gets a quest competed?
If you want to play League of Legends, here is my refer a friend: So I get points
Oh god there's a server still in Phase two.
I love how Dark Iron started off strong, we were in the top 15 PvP servers at one point, and then FREAKIN STOPPED as soon as we got the badge vendor...
You know what's even better?
Those 6 healers are generally shaman stacked. IE 3-4 resto shaman (5 or so total shaman in raid) and a maximum of one of any other healing class. And the fight mechanics aren't even that great for chain heal... heroism just seems to be that important during the second phase of the fight.
Also, a mass amount of warlocks for seed/DoT damage are also a significant advantage. Scrolling through WWS, it's apparent that our 1 warlock that showed last night isn't exactly adequate. Most appear to be running with 4-6 warlocks.
These are just my initial observations, of course, but the fact that any fight could go from needing 11 minimum healers to needing 6 at max is ridiculous.
On the plus side, we cleared the M'uru trash twice, which is relatively easy and kind of fun and got two healing wand drops.
Cairne is a pretty new server, I think it was meant for transfers but some how my step granddaughter was able to make a character there, and now it is locked.
Triumph: Got invited to a quick PUG Gruul's run. I did better on DPS this time, except when I got to Gruul I still didn't notice myself out of melee range until "You are too far away!" is popping up 3 times on my screen. Despite this being the second time I've been to a Gruul kill, I'm still unused to giant-giant-boss-mob, tiny-tiny-hitbox. Could have done much better on him if not for that.
I don't know much about the fight but it is ridiculous if it's tuned to required/encourage bringing 11 healers. How is that even remotely "well tuned"? :roll:
So basically to do anything in Sunwell you need to take your BT/Hyjal crew and DOUBLE IT to allow for adequate raid stacking. Awesome design, guys.
I'm on a PvP server, & the initial week of harbor opening was filled with gankings, but it died out after awhile (except at night/weekends/peak ganking hours).
It took a couple weeks for harbor, didn't blaze through it as fast as second phase.
Hate: Week #3 & alchy lab still NOT open. It went up a whole TWO PERCENT on the weekend.
Yep. We've been covering it off by gearing up two of our mages' alt resto shamans (and they do a lot of work on their alts as well). So that, come hell or high water, we can field the 4 we need for Twins.
A lot of the problem with the Blizzard design in Sunwell is the way they've been upping the requirements on the different raid roles. You want to make it challenging for the DPS and the tanks, so you include enrages (either good, organic enrages like Kalecgos, or dumb, arbitrary enrages like Brutallus). But how do you challenge the healers? More damage (usually). And because there's a limit of how much damage you can inflict on one individual, the only target for that extra damage is the raid. Which is where so much of Sunwell's massive raid damage is coming from. And you unfortunately only have two class/specs optimized for that, and only one if the damage isn't group specific.
So you end up having to stack, because that's the fastest/easiest path. Sure, you could bring more CoH priests, or work out complicated druid hot rotations, or pray that paladins all pick different targets, but you're already lowering your chances. Throw in a bit of fuckery from the RNG, and you might never get a kill.
Kalecgos is really the exception rather than the rule. I love how his enrage works. Eventually your raid will be overwhelmed by Curse of Boundless Agony, because he casts them faster and faster, and people will die. Good tanking and DPSing is necessary, but good healing (and decursing too), will give them a buffer in case they're a bit slower. Every role's involved in the raid success equation, and all of them interact in producing the result. Contrast that to Brutallus. Your healing team can be stars, but it doesn't make a damned bit of difference if your DPS doesn't come through in six minutes. There's nothing to reach for past keeping everyone alive for six minutes, and to me that's boring and bad design.
1. Getting a SWP off on someone who thinks stealth breaks Mind Vision as he sneaks up on me.
2. Scaring the shit out of a solo quester with MC... just to cast Fort on them. They inevitably still run away, though. :P
http://forums.wow-europe.com/thread.html?topicId=4095450671&pageNo=1&sid=1#10
so stupid, going to have to delete one of three bank alts i guess.
haha
it's almost like blizzard figuring out itemization makes everything much less managable
i would have sent you a tell if i was online that day, but a friend of mine is in the hospital and he was lonely so i played uno with him instead
also
i saw you running around on your bear mount and i was all omfg a bear run away
Or you could do what I'll do and simply not make a deathknight on that server. I don't think the deathknight population is going to suffer too badly if not everyone makes one.
If I make a DK on a different server how will I play/raid with my friends that didn't also make a DK?
fuck it so hard
I just want those tanking boots
oh so you mean don't make a DK in protest.
I'd rather not miss out on what should be great content(edit:with my friends as well as solo) just because blizzard should have done something differently.
I agree that it is not acceptable for blizzard to expect us to delete a character as new Classes (hero or otherwise) are added and something will be changed when it is deemed important. They may have to suck it up and allow 11-15 characters per account and eat the extra costs from data storage.
Maybe I'm not a hard core alter but is that really going to be a serious problem for most of the population?
but SWP just isnt fun
It will be a huge problem as more classes are added.
Also, Relief: After poring over logs of the Gruul's run, it turns out there was only one point where I ran out of Cave-In, thought I was still in melee range, but wasn't and lost a swing or two. Most of the rest of the fight, I was right in there doing my DPS as I should. Managed to hit 1,130 DPS with full raidbuffs, there. Which is nice, but...could be better. Still hunting upgrades.
You've been on shadowsong for awhile i guess. We had an app rogue with the AQ opening mount named Invisible, do you remember him at all?
With a pair of warglaves?
I did it on my warlock, mage, and both rogues. I tired to tank it with my warrior the mob died on the second ambush.
My paladin has a far more of a horror story. I was healing a run over a druid who had a mix of moonkin and feral druid gear attempting to tank the instance.
I only have so much mana
We had a group of guildies try it once on normal a few months ago. Keep in mind, these guys are rockstars, they pump out heroics daily like they were nothing, we horrible outgeared the place.
Yeah, we wiped. It's fucking stupid. Worst 5-man quest in the game, also kudo's to not being repeatable unless you reclear 85% the instance.
What was so bad about it? I've done it once about a month ago on my rogue, at level 68 in whatever trash I was wearing at the time with four other people at similar levels and gear, and it was no problem.