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#27 Dec 14 2010 at 12:20 AM Rating: Excellent
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Grand Master Alchemist Mazra wrote:
Places spots of hurt on the floor and then tosses people around.


Yeah he was the one that gave my group the most difficulty the first time we tried him. After a couple of tries the melee and tank learned to avoid the punches, and that helped a ton. As for the tentacles I kept a RJ on myself, hit barkskin, and the shadowpriest helped with a heal or two if something got nasty while I was up there.

Um, but ya, pretty much what Moz said... Smiley: grin
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#28 Dec 14 2010 at 1:10 AM Rating: Good
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ElMuneco wrote:
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Mazra the Melancholy or Mazra the Moper are my votes.

Folks, here's the story about Mazra the Moper
He was a bummed-out, glum no-hoper
He was the saddest, bleakest dude
But he was hardly ever rude

Hidey Hidey Hidey Hi
Hodey Hodey Hodey Ho
Heedy Heedy Heedy Hee

<etc.>
Again, but this time with the "Bawdy" option selected. Smiley: nod

Shojindo, Hero of Orgrimmar wrote:
4) Twilight: Love the Zep trip in.
If you had picked the right faction, you could have been flown in by Flintlocke. Smiley: tongue

And then shortly after, become the chuckshot.

Edit: Quotefail

Edited, Dec 14th 2010 1:03am by Poldaran
#29 Dec 14 2010 at 1:53 AM Rating: Good
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Flintlocke


Who? Never heard of him. We got goblins and an epic fleet of flying war machines. Yup.

(Haven't played alliance for years but I'm sure your thing was cool too. My Worgen may make it their becuase face it Worgen are almost as cool as Horde... almost) :P
#30 Dec 14 2010 at 2:02 AM Rating: Good
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Shojindo, Hero of Orgrimmar wrote:
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Flintlocke


Who? Never heard of him.
http://pc.gamespy.com/articles/578/578734p1.html

One of the best webcomics ever, IMO.
#31 Dec 14 2010 at 2:19 AM Rating: Excellent
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Magilicotti wrote:
Anobix wrote:

The only other thing that I can think to add is the length of the dungeons, I like that they are more difficult and that CC is required, but they take about twice as long (or at least 50% longer) than they should.

Edited, Dec 13th 2010 4:29pm by Anobix


That's what a dungeon should be in my opinion. I mean who didn't play during Vanilla, and experience 1 plus hours of Uldaman, Sunken Temple, Wailing Caverns, etc,. They shouldn't all be 10 minute wham bam thank you mam's.

Or trying to do all of BRD. I started playing and got my first character to 60 right before BC came out and have leveled 6 characters to the mid 70s or higher; I've actually gone all the way through BRD 2, maybe 3 times.

There should be some balance between instances like AN that you can clear in ~15 min while leveling, and old BRD or Shadow Lab that could take over an hour. So far, I like the length of the new instances on normal. The boss fights on heroic can be a little lengthy, but I guess it's a reasonable trade off to get bosses with interesting mechanics that you can't just plow through.
#32 Dec 14 2010 at 2:50 AM Rating: Good
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Mozared wrote:
To be fair Maz...

The second boss should be easy - if you are GCD locked on the tank, then the moron isn't avoiding the void zone-creating punches that take down 80% of his hp if he gets hit by them. The squid boss... he has an ability called 'absorb magic' which he does before the 'massive AOE'. The more damage you deal to him while he's channeling that, the harder his AoE hits. Tell your DPS to quit attacking.


Oh, I completely agree. I even told the group to avoid the black spots on the floor, which is why I decided to sac the DPS who ran into one for just a bit too long. Still, I can't just let people die if they don't do the fight 100%. The longer the fight takes, the harder it gets. There's no room to train stupids by letting them die. If I let all the bad DPS die, we're down to the tank and me, which means a good 10 minutes of fighting before I run out of mana.

That's the other issue with this "triage" thing. You can't afford to sacrifice people, because the fights take so long. Is the tank dying, of course he's got first priority, but you still have to keep everyone up, so it's still Rejuvenation spam and Wild Growth + Swiftmend on cooldown. Except now it just costs a boatload of mana, so I can't do it for as long as I could in Wrath.

The whole "let DPS fall in health" mentality doesn't fly as long as people are leveling. I can't let my 40k DPS drop to 20 or even 30k, because that means having them die on me in 1-2 GCD if stuff goes bad. And I know Druids allegedly have it harder than other healers, but this doesn't feel right. It feels wrong on so many levels. It's like that first Nexus run where some people still have TBC blues or greens, except with these level ranges, it's more like doing ToC with people in early WOTLK greens. Stuff dies - fast.

And the above applies to the "squid boss" as well. Sure, I could tell the DPS to stop attacking, but have you guys done Forge of Souls recently? How many people stop attacking when the Mirrored Soul pops? The good ones do, yes, but the bad ones just rage on without a care, because ultimately it boils down to the healer's capabilities.

It doesn't help that trash is still handled like in WOTLK either. The tank I mentioned getting GCD locked on was more than capable of pulling large groups at a time. I could keep him up with just a full stack of Lifebloom. Enter some silly boss mechanic that requires the impossible from a random PUG (cooperation and ability to adapt) and you've got hell.

I imagine the dungeons are fairly easy with a guild run or even a good PUG, but with terribads, which is the majority of what you meet in PUGs, it's challenging to the point of being silly.

Of course, my entire rant is pretty much just me being sour grapes and all that. We did the run with just one DPS dying a couple of times. It's not like we wiped or anything. It's just that healing the run felt frustrating. It felt like WOTLK raiding, except 5-man scale and with less mana available.

So far I'm not seeing how CC and triage will work in there. The trash fights are easy (save for the squidfaces who pull people in, prevent healing, cause massive falling damage and then AOE bursts) and the boss fights come down to a gearcheck for healers and avoiding stuff that instagibs DPS.

I'm just disappointed. Take my rant with some salt.

Edit: From a Kitty Druid's point of view, the new dungeons came off to a bad start as well. The boss who tosses spots on the ground made attacking him from the back kinda impossible some 20 seconds into the fight. And phase 3 of the last boss was also impossible to get attacks in from behind. I still topped DPS, but apparently Kitties are OP and stuff.

Edited, Dec 14th 2010 9:53am by Mazra
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#33 Dec 14 2010 at 3:08 AM Rating: Excellent
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Oh, I completely agree. I even told the group to avoid the black spots on the floor, which is why I decided to sac the DPS who ran into one for just a bit too long. Still, I can't just let people die if they don't do the fight 100%.


Sure, but I think you're missing the point. There should be a level of incompetence from other players which the healer cannot compensate for and the group just, you know, dies.

Edited, Dec 14th 2010 9:17am by Kavekk
#34 Dec 14 2010 at 7:13 AM Rating: Excellent
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Grand Master Alchemist Mazra wrote:

Unless you buy stuff from the AH, when you enter ToT, you'll be level 82 and have 40k health or so. People drop like rocks.


Are you sure about this? At level 80 I did buy all AH gear and saw my health go up to around 50k in caster form - but by the time I finished Hyjal I was level 82* and had found equivalent or better pieces to what I had purchased. My caster form hp was just under 60k.

*(Technically 83, but as I had a level and a half of experience from archeology, through pure questing I would have been 81-82).
#35 Dec 14 2010 at 8:11 AM Rating: Excellent
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Grand Master Alchemist Mazra wrote:

I imagine the dungeons are fairly easy with a guild run or even a good PUG, but with terribads, which is the majority of what you meet in PUGs, it's challenging to the point of being silly.


Well, but much as it sucks for the one competent guy in a PUG, it should be challenging to the point of being impossible, or nearly so, for a group of mostly really bad players. The really bad players shouldn't be able to clear everything; failing is how they find out they're bad. Look what happened in Wrath when a skilled tank or healer could, with a lot of effort, compensate for three horrible DPSers: the horrible guys didn't notice that effort, they just looked at their gear scores and decided that meant they were good.
#36 Dec 14 2010 at 8:25 AM Rating: Good
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Kavekk wrote:
Sure, but I think you're missing the point. There should be a level of incompetence from other players which the healer cannot compensate for and the group just, you know, dies.


We're talking about a DPS getting knocked into AOE and dying before I could shift my attention to him. Having people wipe on a leveling 5-man dungeon due to mechanics or gearchecks is just silly. It's a dungeon intended to prepare people for end-game, not punch them in the face for absurd reasons.

LockeColeMA wrote:
Grand Master Alchemist Mazra wrote:

Unless you buy stuff from the AH, when you enter ToT, you'll be level 82 and have 40k health or so. People drop like rocks.


Are you sure about this? At level 80 I did buy all AH gear and saw my health go up to around 50k in caster form - but by the time I finished Hyjal I was level 82* and had found equivalent or better pieces to what I had purchased. My caster form hp was just under 60k.


Smiley: dubious

I'm fairly sure of it, yes. I just leveled through Vashj'ir and Hyjal on my Druid. By the time I was done with Vashj'ir and unlocked Throne of the Tides, I had 45k health in Cat Form. I went into Vashj'ir with WOTLK gear and came out of the quest lines with a mix of WOTLK gear and Cata greens.

Of course, if you buy an entire level 80 set from the AH and wait until you're 83, you'll have much higher health. My Druid is now level 83 and wearing a mix of quest rewards, rep gear and AH greens, and his health went from 45k to 60k. But that's not my point here. Point is, if people only quest and then hit Throne of the Tides without spending money on AH greens, they'll be level 82 and be semi-decked in Cata greens. Depending on their WOTLK gear, they'll be around 40-45k health.

Which is like having 20k health in a WOTLK heroic. If stuff happens, and it does, you're the first to die. The tank had 56k health buffed.

I actually healed a newly hatched Retribution Paladin through Heroic Drak'tharon Keep and it was easier than healing Throne of the Tides with a crit immune tank and people having 10-15k health more.

I'm just saying the curve is a bit rough in the beginning. If we all level to 83 and buy a full set of gear from the AH, sure, it would be easier. You're not supposed to have to do that, though. Not for a leveling dungeon. Imagine having to buy a full set of gear at the AH before doing any dungeon while leveling up.

teacake wrote:
Well, but much as it sucks for the one competent guy in a PUG, it should be challenging to the point of being impossible, or nearly so, for a group of mostly really bad players. The really bad players shouldn't be able to clear everything; failing is how they find out they're bad. Look what happened in Wrath when a skilled tank or healer could, with a lot of effort, compensate for three horrible DPSers: the horrible guys didn't notice that effort, they just looked at their gear scores and decided that meant they were good.


The problem is the 45-minute queue that makes me go *GROAN* when a group falls apart. Sure, if I didn't have to spend more time in the queue than it takes to clear the dungeon, I'd be all for wiping, disbanding and finding another group. The ideal solution would be to notice who fails and kick them to the curb, but when the failbad is the tank or the healer, what're the chances of that happening?

Edited, Dec 14th 2010 3:30pm by Mazra
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#37 Dec 14 2010 at 8:35 AM Rating: Excellent
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Grand Master Alchemist Mazra wrote:
The problem is the 45-minute queue that makes me go *GROAN* when a group falls apart. Sure, if I didn't have to spend more time in the queue than it takes to clear the dungeon, I'd be all for wiping, disbanding and finding another group. The ideal solution would be to notice who fails and kick them to the curb, but when the failbad is the tank or the healer, what're the chances of that happening?


You're getting 45 minute queues as a healer? Ouch. I sympathize with that, I really do, because I've sat in a battleground queue for 45 minutes only to get thrown into Isle of Conquest, which is essentially the same thing.

But I don't know what's to be done about it. I think pugging is just going to suck for a little while until people are retrained. I'm speaking only of bad play here, people refusing to focus the tank's target, or standing in fire, or thinking crowd control is something that happens only at political protests. I haven't encountered the other stuff you're talking about yet, where the mechanics are stupid to the point of being prohibitive. Probably I haven't done enough of the dungeons to see it, but I agree that's dumb.
#38 Dec 14 2010 at 8:53 AM Rating: Good
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teacake wrote:
or thinking crowd control is something that happens only at political protests


LOL!

On a general note, I haven't played any of my 80s since Cataclysm launched. I have been focused on my new Rogue. So, I wrote this thread based on what I saw at low levels. I can't comment on the curve from 80-85.. I am very much looking forward to it, eventually. Right now I'm as happy as a shig in pit just gathering herbs for money and leveling at the same time while queued up for instances or BGs and sampling new questing areas!
#39 Dec 14 2010 at 9:06 AM Rating: Excellent
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I still don't understand how it's hard to mark targets and just ask the dps to focus fire. Maybe I'm super lucky or something but so far no one has been a complete idiot. The worst it's been has been to have to ask twice.

At any rate, I have no problem with the idea that if dps are just aoeing or are being stupid it's going to be a long hard run. I haven't been minding the triage healing style in the 85 dungeons so far (very close to heroic GS). Most of the time it's lifebloom on the tank with wild growth. A few rejuvs every now and then, and then once in a while more intense healing. Managing mana was a new issue that was frustrating at first, but you get used to it.

I played my tank to about 83, and then started queueing up as a healer. My logic was get some tank gear, but gear up the resto set to 346 first.

Oh maz, feel free to add this to your sig. http://www.youtube.com/watch?v=IJ_R-G_i4Xk Smiley: sly

Edited, Dec 14th 2010 9:13am by Xsarus
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#40 Dec 14 2010 at 9:38 AM Rating: Good
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Very funny, Xsarus. Smiley: mad

Haven't had issues with people failing to focus fire the right stuff (well, yeah, but overall DPS is still enough to kill the stuff being healed). Only had issues with mobs doing random AOE stuff that brings people with low health to critical levels, launching me into a Rejuv + Touch spam to keep stuff alive.

I'm convinced that adding five seconds to the duration of Lifebloom would also solve a lot of issues. The timing on Omen of Clarity and Lifebloom duration being refreshed by Healing Touch just seems off at the moment. Either Omen fades just as Healing Touch is about to launch, or Lifebloom pops just before Healing Touch finishes. Or Healing Touch lands just before an Omen proc and way before Lifebloom pops.

There's no... symbiosis. Which is ironic in the funny way.

Edit: teacake, the 45-minute queue is as DPS. I rarely queue as healer due to the frustration of being close to wiping every other pull, despite being adequately geared.

Edited, Dec 14th 2010 4:40pm by Mazra
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#41 Dec 14 2010 at 10:40 AM Rating: Good
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Managing mana was a new issue that was frustrating at first, but you get used to it.

Just wait until you hit heroics, Xsarus, when you're spamming your most efficient heal to keep the tank up, after which a DPS takes a tick of... just about anything and goes to 40%. After which you heal him up with a quick heal since you need to stick on the tank, and suddenly find yourself out of mana.
#42 Dec 14 2010 at 10:54 AM Rating: Excellent
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Mazra wrote:
I'm convinced that adding five seconds to the duration of Lifebloom would also solve a lot of issues. The timing on Omen of Clarity and Lifebloom duration being refreshed by Healing Touch just seems off at the moment. Either Omen fades just as Healing Touch is about to launch, or Lifebloom pops just before Healing Touch finishes. Or Healing Touch lands just before an Omen proc and way before Lifebloom pops.

There's no... symbiosis. Which is ironic in the funny way.


Something this reminded me of that I'm dying to try. Pop into tree form at the beginning of a fight and get LB stacks rolling on a few people. After ToL ends you should have a few LBs ticking. While you can only cast LB on a single target outside of ToL you can, at the moment at least, keep the LB stacks rolling on several targets post-ToL with Nourish. LB being the awesome HoT with mana efficiency to boot, and extra OOC procs for fun. Smiley: grin
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#43 Dec 14 2010 at 7:06 PM Rating: Good
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Problem being that Lifebloom lasts 10 seconds and Nourish takes FOREVER to cast. It's so meh, not working with Omen of Clarity and taking tomorrow and next week to cast.

Besides, why cast a 5k Nourish when you can cast a 20k Healing Touch in the same timespan? Even better, if Omen procs while you're loading up Healing Touch, you get it for free. Smiley: thumbsup

Nourish is seriously underwhelming now. Went from being a core spell to one of those things you use for nostalgic reasons. Same with Swipe. It has Ghostcrawler written all over it.

Edited, Dec 15th 2010 2:09am by Mazra
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