So APPARENTLY, queueing oneself as a TANK versus a HEALER gets groups EVEN FASTER.
If you want INSTANT groups, queue as a tank. If you want groups that take 2-5 seconds, queue as healer.
But why wait? So recently I've been queue Turny as a Tank. Though his gear is not stellar, his dodge is about 43% with 45K hp if a paladin or a priest is in the group.
(Remember, only GOOD gear comes from Heroic TOC or ICC, everything else is for "regular folk")
Even though tanking is a bit more involved than Healing, aka having to aim at mobs and keep them attracted to you, in reality...other than the Frozen Halls, none of the mobs really actually DO ANY DAMAGE anymore. Yes, even in crappy T8s. See how the standard has been skewed here?
Frozen Halls. Starting a battle with 0 rage SUCKS. Having a paladin who can shackle undead or a hunter who can freeze one of the Undead Gun-Dwarves is SUPER helpful since we can focus on all the melee without having to run all out of range and or waste rage on a low priority kill.
We used the "Hide behind Falwin" trick (or whatever the eff that boss is called), and WOW for once I can actually SEE what is going on.
What?
Well when I'm healing I practically have my face to the corner of the back wall while I throw out my HoTs and as long as no one is out of range we're good.
When I'm dps'ing I have my camera zoomed into first person perspective, while being ALL the way in the back corner being a good ranged-pew-pewer.
But as a tank you can SEE where the mobs are coming from, which ones are running straight to the healer and which one decides to stay in range.
A little bit hectic, I kind of missed my ranged Paladin taunts but once all the melee were focused on me and the ranged mobs were CC'd we were fine, no wipes.
For the Run Away sequence, it is a matter of gathering enough rage from the little ghouls to grab the attention of the big mobs before they splat the rest of the party. This time we had about 11K total DPS and made the getaway smoothly. The smoothest run being the party having about 15k dps.
So now that I think of it, hey I just tanked the "hardest" five-man without going SPLAT instantly! I mean, there wasn't a lot of movement involved other than sidestepping Corruption Wells but...hey! Ok...lost track of topic again!
BAI
Showing posts with label Frozen Halls. Show all posts
Showing posts with label Frozen Halls. Show all posts
Tuesday, December 29, 2009
Tuesday, December 22, 2009
Too Competent!
Wow I am not used to all this competence! A five person group where EVERYONE knows what their role is and can do it with utmost quality? Wow!
I've been on my Paladin lately, just dinged 43 and her Dungeon Adventures range from exasperating to good. Be it from people disconnecting/leaving party halfway through the instance or not knowing what they are supposed to do or where to go or not doing anything at all....being anything but 80 sucks.
Yes I complain sometimes about the lack of content for the lower levels since everyone's goal is to hit 80 ANYWAYS and have access to all the nice shiny purple level 80 activities but it is here where things are more stable. Sort of.
Anyways, I got bored of Pally tanking and logged onto Turny the Patient Restless Tree for the daily Frost Emblems since I know as a healer, I will see "Your Dungeon is Ready" before I even have time to move my mouse to another spot.
It was pretty late but I thought "hey how hard/long could VH be (if it was VH)?" but as the loading screen popped up I thought something was wrong:
"Hmm...where is this? A blue pedestal amongst blue pillars in a circular ro- oh crap its Halls of Reflection!"
Mumble grumble. Come to think of it Turny does not have the Heroic achievement for this instance and I remember thinking when I was playing on my Hunter/Warlock in this dungeon that "I could probably heal better than these people".
I only say that because my Dps toons take out the mobs that SHOULD die first and or assist the tank. Anything else and its incidental damage like its going out of fashion.
I stand by the doorway and the tank grabs adds and our dps.....are not taking damage....how weird what's going on are the mobs glitched?
Wave 1 down. Tank takes minor damage, great tank at that you unkillable Paladins. I essentially rolled a lifebloom and rejuv and did a mandatory Wild Growth for most of the waves.
Up to the first boss none of the DPS had their health plummet kamikaze style that I was so used to when I was on my own DPS toons. People were calm and competent.
WTF?? START AGGROING MOBS TO SHOW YOUR SUPERIOR DPS!!
Nope, none of that. I had always thought that Shamans/Warriors/Paladin/Death Knight DPS had an ability that made their health jump to 50% EVERY PULL....just a thought.
Boss 1: Falric or Falwyn or Fal-something. I forget what he does, a fear that does damage and reduces health to 50%. Easy peasy. Nothing critting rejuvs and lifeblooms and a supplementary wild growth couldn't handle. He goes down.
Waves 6-9 go down smooth and Malric or Marwyn or Marvin or Mar-something. No one stood in his Soul Wells, and I believe that is the only annoying ability otherwise its tank and spank.
Everyone was over 2500 dps, even myself as a healer...no just kidding.
How smooth and competent this run is so far. And how unlaggy.
Ok answer me this: When you are on your non-level-80-character, do you lag in dungeons and just in general?
On any non-80 toon I lag like crazy I have no idea why but when I log onto a level 80 my latency goes back to green.
Weird?
Anyways, the AMG-ARTHAS-CHASING-US event went smoothly as well, all I had to do was prepare for the mandatory Shadow Bolt volley with a wild growth and some decursing and BAM done.
Weird.
I believe the MINIMUM dps that is needed is 9,000 dps for the entire party. 2500 each person and 1500 for the tank. Because my hunter ran with a group just like that and we JUST made it out, Turby being the only one sitting in the high 3000's. So if you want to know if the group is going to make it out a live check out the dps on the first half of the instance.
OH and I shall now rename this dungeon to: White Halls Of Reflecting Efflorescence.
LF1M H WHORE
BAI
Turny the Patient Restless Tree
I've been on my Paladin lately, just dinged 43 and her Dungeon Adventures range from exasperating to good. Be it from people disconnecting/leaving party halfway through the instance or not knowing what they are supposed to do or where to go or not doing anything at all....being anything but 80 sucks.
Yes I complain sometimes about the lack of content for the lower levels since everyone's goal is to hit 80 ANYWAYS and have access to all the nice shiny purple level 80 activities but it is here where things are more stable. Sort of.
Anyways, I got bored of Pally tanking and logged onto Turny the Patient Restless Tree for the daily Frost Emblems since I know as a healer, I will see "Your Dungeon is Ready" before I even have time to move my mouse to another spot.
It was pretty late but I thought "hey how hard/long could VH be (if it was VH)?" but as the loading screen popped up I thought something was wrong:
"Hmm...where is this? A blue pedestal amongst blue pillars in a circular ro- oh crap its Halls of Reflection!"
Mumble grumble. Come to think of it Turny does not have the Heroic achievement for this instance and I remember thinking when I was playing on my Hunter/Warlock in this dungeon that "I could probably heal better than these people".
I only say that because my Dps toons take out the mobs that SHOULD die first and or assist the tank. Anything else and its incidental damage like its going out of fashion.
I stand by the doorway and the tank grabs adds and our dps.....are not taking damage....how weird what's going on are the mobs glitched?
Wave 1 down. Tank takes minor damage, great tank at that you unkillable Paladins. I essentially rolled a lifebloom and rejuv and did a mandatory Wild Growth for most of the waves.
Up to the first boss none of the DPS had their health plummet kamikaze style that I was so used to when I was on my own DPS toons. People were calm and competent.
WTF?? START AGGROING MOBS TO SHOW YOUR SUPERIOR DPS!!
Nope, none of that. I had always thought that Shamans/Warriors/Paladin/Death Knight DPS had an ability that made their health jump to 50% EVERY PULL....just a thought.
Boss 1: Falric or Falwyn or Fal-something. I forget what he does, a fear that does damage and reduces health to 50%. Easy peasy. Nothing critting rejuvs and lifeblooms and a supplementary wild growth couldn't handle. He goes down.
Waves 6-9 go down smooth and Malric or Marwyn or Marvin or Mar-something. No one stood in his Soul Wells, and I believe that is the only annoying ability otherwise its tank and spank.
Everyone was over 2500 dps, even myself as a healer...no just kidding.
How smooth and competent this run is so far. And how unlaggy.
Ok answer me this: When you are on your non-level-80-character, do you lag in dungeons and just in general?
On any non-80 toon I lag like crazy I have no idea why but when I log onto a level 80 my latency goes back to green.
Weird?
Anyways, the AMG-ARTHAS-CHASING-US event went smoothly as well, all I had to do was prepare for the mandatory Shadow Bolt volley with a wild growth and some decursing and BAM done.
Weird.
I believe the MINIMUM dps that is needed is 9,000 dps for the entire party. 2500 each person and 1500 for the tank. Because my hunter ran with a group just like that and we JUST made it out, Turby being the only one sitting in the high 3000's. So if you want to know if the group is going to make it out a live check out the dps on the first half of the instance.
OH and I shall now rename this dungeon to: White Halls Of Reflecting Efflorescence.
LF1M H WHORE
BAI
Turny the Patient Restless Tree
Labels:
Competence,
Druid,
Frozen Halls,
Halls of Reflection,
Healing,
Heroic Dungeons,
Turny
Thursday, December 10, 2009
Truny on Loot Drama - Seethe
Yes, Seethe, the Caster Sword that drops off of the Devourer of Souls in Heroic Forge of Souls which I saw on Tuesday DROPPED while I was in a party on my Warlock yesterday!
Yes blah blah it is only ilvl232 BUT I would not make my DPS toons set foot in ICC anytime soon and this IS an upgrade to the Spectral Kris. Sorry no math here, just trust me on it.
As our random random group was formed up, I looked around to check out the composition of our party and lo-and-behold one of our DPS was a Mage who was conveniently equipping the same Spectral Kris that I had, which meant: This mage also would roll on this sword if it dropped and me being the Master of Rolling had pre-congratulated the Mage on every cloth drop and the sword after the first boss dropped a piece of cloth I had said:
"Grats on the upgrade, and grats on the sword" to which someone asked:
"What sword?"
"Seethe, the sword that drops off the last boss" I replied.
Now I know there is a random chance that the sword would NOT drop which would be good since having no expectations meant that I would not be disappointed in losing a roll over having not ever being able to roll on the sword to begin with.
I had explained the fights (it helped that I healed all these the day before) and off we went, the group was very competent anyways. I was surprised some people were actually asking "so how does this fight go?" rather than staying completely silent and DYING in their own un-knowledge.
The boss dies and I'm thinking "OK if it drops...whatever I'll try again tomorrow, I'm just super impatient, if it doesn't...ok good no conflict".
It drops. I am thinking "maybe they won't roll."
Mage rolls Need: 4
Truny rolls Need: 93
NINETY THREE??
Isn't it pretty?? And aren't my gloves SO non-distracting??
I will take some nicer pics...perhaps when my Hunter receives his new Crossbow (the boss didn't drop it yesterday which is a complete ripoff since all bosses should drop what I need and only what I need).
I'll try again today for the Crossbow. And Truny needs to do Halls of Reflection for an Offhand Upgrade.
Truny the Warlock
Labels:
Forge of Souls,
Frozen Halls,
Seethe,
Truny,
Upgrades,
Warlock
Wednesday, December 9, 2009
Patch 3.3 ME LIKE
I tried out some of the new content yesterday and: COOL!
No longer do my DPS toons have to sit around as idle swords hoping, just hoping someone would choose us amongst the many, but all we have to do now is click, check, GO and BAM a group is formed at random.
I do believe that people with similar gear levels are matched together so no longer do we have to "carry" fresh 80s through dungeons. They can do it themselves.
Come to think of it my Poor DK is a fresh 80 and...I do not think I will play him for a while just at the thought of the people running around at his gear range /shudder.
The new Frozen Halls Heroics were ...kinda fun!
Forge of Souls: Lots of annoying mobs. They will spell reflect, cast random curses, cast random AoE damage and Turny being the AOE damage King handled them quite well as no one died. The two bosses were quite interesting, the first one will heal himself after channeling one's soul so it is best for whoever go be channeled to RUN AS FAR AWAY as possible so the soul that would soon heal him won't heal him as quick because: Once his HP is at a certain level he switches phases. The second boss is just knowing WHEN TO STOP DPS and to move around avoiding all sorts of nasty things. Fun times.
Pit of Saron aka PoS aka Piece of Sh*t. Funny. This instance is shorter than the first but has an extra boss. The first boss has an AOE frost aura which can be avoided, and boulders which can be avoided and used to wipe out the stacking aura (which went up to 21 stacks ticking for 3200 at times). The second boss is ....avoid avoid avoid, avoid puddles, avoid the boss when it chases you and avoid bombs. Fun times. Third boss is cake walk, just lure him over the frost patches when he's enraged and try your best not to be hit by ice.
Halls of Reflection: At all times your tank should have aggro on EVERYTHING in this instance. The first two bosses are located in the same room and are triggered every 5 waves in a 10 wave trash-kill-athon. Kill the Priests first. The annoying thing about the adds before Farwyn and Marwyn (or whatever they are called) is that they attack on all sides and since I sometimes have residual hots on people I tend to draw aggro real quick, or if the tank misses a caster enemy. However being the king of AOE we downed the two for the last "boss", which is Arthas.
Essentially after downing Arwyn and Marlyn we see our faction lady, Sylvanis soloing the Lich King, evidently taking out 7M of his HP while only losing 5M of hers (err...we are needed again why?) and then he...dun dun dun GIVES CHASE AMG RUN!
This was quite hectic, even though the Lich King walks very slowly you still get this feeling of impending doom while he summons lots and lots of minions for the party to kill, and once again the tank should aggro EVERYTHING. While you are killing the waves of adds ice walls are blocking your progress and Sylvanis will shoot them down for you, conveniently the walls fall when the adds are dead. Three such walls exist, each with more mobs than before. This fight wasn't that tough and I don't think it should warrant loot but...whatever...the loot was on our faction airship all along. High DPS is imperative here *cough*.
There ended Turny's adventure as I logged into my Warlock to do some reverse-reverse-pew-pew!
The Demonology Changes are NICE! On normal trash mobs, everything feels the same when Decimate procs BUT on bosses: You can chain cast Soul Fire (while making sure corruption and Immolate don't fall off of course, as that is rule #1 of DPS which is to keep your DoTs on at all times), and my seeing 16k chain crits was quite satisfying WHILE your Felguard is chop chopping away. This was all out of Metamorphosis so I anticipate upwards 20K crits however my talents still need tweaking but was too excited to do so yesterday and will perhaps refine the talent tree tonight and...
KBAI
No longer do my DPS toons have to sit around as idle swords hoping, just hoping someone would choose us amongst the many, but all we have to do now is click, check, GO and BAM a group is formed at random.
I do believe that people with similar gear levels are matched together so no longer do we have to "carry" fresh 80s through dungeons. They can do it themselves.
Come to think of it my Poor DK is a fresh 80 and...I do not think I will play him for a while just at the thought of the people running around at his gear range /shudder.
The new Frozen Halls Heroics were ...kinda fun!
Forge of Souls: Lots of annoying mobs. They will spell reflect, cast random curses, cast random AoE damage and Turny being the AOE damage King handled them quite well as no one died. The two bosses were quite interesting, the first one will heal himself after channeling one's soul so it is best for whoever go be channeled to RUN AS FAR AWAY as possible so the soul that would soon heal him won't heal him as quick because: Once his HP is at a certain level he switches phases. The second boss is just knowing WHEN TO STOP DPS and to move around avoiding all sorts of nasty things. Fun times.
Pit of Saron aka PoS aka Piece of Sh*t. Funny. This instance is shorter than the first but has an extra boss. The first boss has an AOE frost aura which can be avoided, and boulders which can be avoided and used to wipe out the stacking aura (which went up to 21 stacks ticking for 3200 at times). The second boss is ....avoid avoid avoid, avoid puddles, avoid the boss when it chases you and avoid bombs. Fun times. Third boss is cake walk, just lure him over the frost patches when he's enraged and try your best not to be hit by ice.
Halls of Reflection: At all times your tank should have aggro on EVERYTHING in this instance. The first two bosses are located in the same room and are triggered every 5 waves in a 10 wave trash-kill-athon. Kill the Priests first. The annoying thing about the adds before Farwyn and Marwyn (or whatever they are called) is that they attack on all sides and since I sometimes have residual hots on people I tend to draw aggro real quick, or if the tank misses a caster enemy. However being the king of AOE we downed the two for the last "boss", which is Arthas.
Essentially after downing Arwyn and Marlyn we see our faction lady, Sylvanis soloing the Lich King, evidently taking out 7M of his HP while only losing 5M of hers (err...we are needed again why?) and then he...dun dun dun GIVES CHASE AMG RUN!
This was quite hectic, even though the Lich King walks very slowly you still get this feeling of impending doom while he summons lots and lots of minions for the party to kill, and once again the tank should aggro EVERYTHING. While you are killing the waves of adds ice walls are blocking your progress and Sylvanis will shoot them down for you, conveniently the walls fall when the adds are dead. Three such walls exist, each with more mobs than before. This fight wasn't that tough and I don't think it should warrant loot but...whatever...the loot was on our faction airship all along. High DPS is imperative here *cough*.
There ended Turny's adventure as I logged into my Warlock to do some reverse-reverse-pew-pew!
The Demonology Changes are NICE! On normal trash mobs, everything feels the same when Decimate procs BUT on bosses: You can chain cast Soul Fire (while making sure corruption and Immolate don't fall off of course, as that is rule #1 of DPS which is to keep your DoTs on at all times), and my seeing 16k chain crits was quite satisfying WHILE your Felguard is chop chopping away. This was all out of Metamorphosis so I anticipate upwards 20K crits however my talents still need tweaking but was too excited to do so yesterday and will perhaps refine the talent tree tonight and...
KBAI
Labels:
Frozen Halls,
Patch 3.3,
Warlock Changes
Subscribe to:
Comments (Atom)