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