Brewfest/3.2.2 Impressions

23 09 2009

Another Tuesday, another day of maintanence, only yesterday brought 3.2.2 along with it. First impresssions: everything is exactly the same, only with a bit of patch-day lag. I did re-glyph my Flame Shock glyph to Glyph of Lava, and I feel like I’m hitting a little bit harder, but nothing’s really jumped right out and changed for me. I’ll have to wait until a raid to really see how much DPS I’ve gained.

Brewfest also began over the weekend, and I’m just now getting around to trying out the dailies. So far, they seem pretty easy, and also about as monotonous as the average holiday quest. Still, I’m gonna push through them for the Brewmaster achievement, since that Violet Proto Drake isn’t going to get itself (even though, at minimum, it’ll still be almost a year until I can get it.) One thing I’ve noticed about Brewfest that I’m not sure I like: the music, and the goblins. Usually, Blizzard does a pretty good job with their soundtracks but this… this just seems annoying. And as much as I like quoting Goblins as a long-running joke with my guild, I could’ve done without the constant Goblin laughter and chatter. I didn’t really care too much the first time when one of them couldn’t feel his legs, and after thirty minutes, it became mind-numbing. The sooner I can get that Brewmaster achievement, the better.





Bosses Don’t Kill Raids, I Do.

21 09 2009

No, not the bosses in the raids, the raids themselves. I hadn’t been on WoW since around Wednesday, (I even missed Pirate Day completely) and I was eating lunch on Sunday, the day of our raid. And there’s nothing like  getting a call from my GM asking where I am during that lunch, because the raid was waiting. On me.

Yep, our raid was actually in the afternoon, not the evening, and my failure to attend meant we were short a good DPS and a tenth person, so… yeah. Raid didn’t happen, and I caught a ton of flak for it, despite the fact that I said I didn’t mind being replaced, and there’s no shortage of quality DPS if you’re willing to spend a few minutes spamming trade chat, which I guess they weren’t. I still felt like a pretty big heel, and spent the next couple hours doing some 2s before logging out. On a high note, we managed to kill a tree/warrior, for the first time ever… played it so that the druid actually ran out of mana, and a last gasp of burst damage took him out. Definitely the best feeling I’ve ever had doing arena.





How To: The Faction Champions

21 09 2009

The third fight in ToC, this is a PvP-style encounter, similar to the fight in the 5-man version, where you fight three Champions of the opposing faction. This, however, will have you killing six Champions, with two healers, and four DPS. This is the fight that people will love or hate. In my experience, it’s mostly hate, with what seems like a cool concept devolving into a chaotic battle.

Short version: Pop cooldowns to kill the healers quickly, CC DPS while burning healers, pray.

Long version: If you just read the above, this fight seems pretty simple. It’s not. This ends up being a tough fight, because your enemies will change on a week-to-week basis. It also necessitates the use of CCs (crowd controls), and a cross between PvE and PvP mentalities. With a lot of PvE guilds having members that have never set foot into an arena, or even a battleground… well, this becomes a problem. The first, and most important thing to note, is that you should not wear PvP gear for this fight. This includes trinkets. Remember, even though it’s styled after a PvP fight, you’re still fighting computer-controlled enemies at the end of the day, and the fight should be treated as such. The entire fight will probably be won or lost in the first thirty seconds; you’ll need to CC (crowd control) most of the Champions, using spells like Cyclone, Hex, Polymorph, and Fear. Concentrate on one healer, and try to kill him as quickly as possible. This is really the only constant in this fight; afterward, you may find it better to move on to a DPS if your healers are getting smashed, or you can try to switch to the other healer, typically at the expense of CCs on the DPS that will be attacking part of the raid. Keep in mind that, while all of this is going on, you’ll be getting CC’d as well. Yes, just like an actual player, they can use CCs, and they’ll use them frequently. Because you’ll face different opposition each week, you should also keep in mind you’ll be facing different CCs as well. For all of the weekly changes, though, there are a few things I’ve picked up about the fight:

  • Mark and plan before the fight. Sit down, and figure out who you’ll be killing first, second, and third; if you can get three down, the fight should be in the bag as long as your healers don’t die, and you can figure out the next target on the fly. Mark every Champion, so that it’s easy to keep track of each of the Champions, since this fight can and will get chaotic.
  • The first 30 seconds are make-or-break. Seriously. That first healer needs to die, and yours need to live; if you start taking deaths early in the fight, it’ll just make everything that much harder. I don’t recommend saving Bloodlust until the second champion; you want as much as DPS as possible, and you should be popping Blust right along with every trinket or cooldown you have.
  • Lock down the Champions you aren’t fighting. Use druids with cyclone, warlocks with banish, rogues with any one of their stuns, and more. Have these players assigned to just CC’ing certain Champions, while your other DPS focuses on taking down others one at a time.
  • Interrupt heals. Seriously, this is a big one. If their healers are allowed to heal themselves, it makes killing them a much lengthier affair. For the druid, if you miss the interrupt, try to dispel the heal immediately. For the priest or Shaman, you’re out of luck. Keep in mind that, if fighting the Shaman, you might also have to deal with a Healing Stream totem as well, and that the Earth Shields he’ll cast on himself are dispellable.
  • CC as much as necesssary; not as much as possible. If you aren’t assigned to lock down a specific champion, then don’t worry about them. You need to focus on keeping the raid alive if you’re a healer, or on killing the assigned NPC if you’re a DPS. You might be uncomfortable with not CC’ing, but just try not to be. You’ll need to rely on your raid-mates if you want to succeed here.
  • Your healers need to live. While it’s more simple in a typical boss fight (don’t stand in fire, don’t pull aggro, etc), with this fight it’s an entirely different ballgame. This means keeping them away from the healers as much as possible. If the Warrior is able to get in among your casters and use Bladestorm, then it’s almost a guaranteed wipe. As an Shaman (assuming you’re Elemental), Thunderstorm is a great ability to get the melee DPS off of the heals; the few seconds it buys can make all of the difference.
  • Communicate. In most fights, there’s little need to talk; everyone knows what to do, and outside of a few reminders, or chatter between tanks and healers, there won’t be too much talking.  For this fight, change that. All players need to call out if they’re being targeted by melee DPS, when they use CC’s, and if they’re the target of CCs. There’s a lot going on in this fight, and if no one notices you get polymorphed, then no one will dispel it. You need to know what’s happening as it’s happening, and you won’t if no one says a word. This goes doubly for healers; if there’s a melee DPS killing the casters, then they need to be taken care of, ASAP.

With any luck (and trust me, you’ll need a lot of luck for this fight), you’ll get these guys down without too much trouble. Just be prepared for several wipes, and don’t be afraid to change around your strategy if it isn’t working. An important thing to remember is that everyone, essentially, has one task in this fight, and there’s minimal movement unless you’re going from Champion to the next. Focus on your task, be it DPS, CC’ing, or healing, and get it done. Once you’ve finished with the Champions, you’ll be over the hump, and done with what’s arguably the most annoying fight in ToC.





How To: Lord Jaraxxus

17 09 2009

This is a somewhat hectic fight; Jaraxxus summons adds and has several abilities that end up meaning there will be a lot of movement throughout the raid, even as he is tanked with almost no movement. This is a fight where players need to be on their toes, to avoid incoming damage, switch to adds, and more. Once you get it down, though, this fight will be a breeze.

Short version: Tank in middle, kill the adds quickly, spell-steal/dispel Nether Power, interrupt his casts, spread out, and don’t stand in fire. Fire resistance aura/totem at all times. Easy once learned.

Long version: Lord Jaraxxus is a fight with a lot going on, and a lot of damage; it can be tough on healers if the raid isn’t avoiding damage, and killing adds quickly. However, once you get the basics down, it’s pretty easy, and shouldn’t give you too much trouble. He has several abilities which can make life very difficult for healers if the raid isn’t trying to avoid damage. To help with damage reduction, use a fire resistance aura/totem at all times. His ability is Fel Fireball, which is an interruptable spell that he’ll cast against the MT; keep a rogue, or another melee class with interrupts on Jaraxxus, and be prepared for a bit of extra healing if it isn’t interrupted. The second spell to watch for is Legion Flame, in which he’ll place patches of fire on a random player. They have to run away to avoid the patches (and damage); if they stand in the fire long enough, they’ll be instantly killed. The really dangerous spell that he casts is Incinerate Flesh, which works like a Priest’s shields, only in reverse; rather than absorb damage, it absorbs heals. If your healers can’t do enough healing before it expires, the entire raid will start taking around 4000 damage every second. This is a dangerous ability that can wipe the raid very, very quickly.

The other part of the Jaraxxus fight are the adds he spawns. There will be two types: He’ll either summon a Mistress of Pain, or a group of Infernals. The Mistress it the more dangerous of the two adds, as she will hit almost about as hard as Jaraxxus himself. Periodically, she’ll also target a random player and use a move called Spinning Pain Spike, which basically amounts to a giant pile driver that will do a moderate amount of damage. Ranged DPS need to focus fire on the Mistress to bring her down quickly; have a melee or two switch as well if you need the extra bit of damage. As for the infernals, try to have the off tank group them up so they can be AOE’d down quickly. This can be tough, as they’ll periodically choose a random player, charge them, and begin channeling an un-interruptable spell that will do AOE damage in a small radius around the infernal. Players need to stay away from this AOE, and the MT/melee DPS need to be on their toes in case an infernal attacks them. The important thing about the infernals is this: they can be stunned. Your tank should try to keep them stunned as much as possible to help out the ranged DPS. Once the adds are killed, ranged DPS can switch back to Jaraxxus, and continue attacking him until the next adds spawn. If you can kill the adds quickly and avoid taking raid damage, Jaraxxus will be a cakewalk.





Looking Ahead to 3.2.2

16 09 2009

After reading the patch notes for 3.2.2, I’ve gotta say I’m pretty pumped. Why? Because Ele Shamans are getting a few nice buffs to the class. Here are the patch notes for Shamans:

  • Cleansing Totem: No longer pulses instantly when dropped
  • Flame Shock: The duration of all ranks has been increased by 6 seconds
  • Lava Burst: The ability no longer consumes a Flame Shock debuff off of the target
  • Elemental Combat: Shamanism: Your Lightning Bolt and Chain Lightning spells gain an additional 3/6/9/12/15% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.
  • Enhancement: Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock’s melee attack speed reduction up to -15/-20% (with 1 or 2 points in it, respectively)

What does this mean for us? Basically, a nice little DPS increase, achieved in two ways. The most obvious is the integration of the Glyph of Flame Shock (formerly a “required” glyph) into the class itself; Blizzard says they’ll be changing the Glyph to mimic the T8 2-piece bonus by allowing Flame Shock DoTs to crit. This means that Shamans will be able to choose a new glyph, upping our damage. The Glyph of Lava looks like the most obvious choice, although the Glyph of Flametongue Weapon wouldn’t be awful either. The other nice thing about this patch is the change to Shamanism: the bonus damage for Lightning Bolt was upped to 15%, and it now affects Chain Lightning as well, meaning that using Chain Lightning when possible (instead of Lightning Bolt constantly) might be a way to increase DPS, albeit at a very high mana cost. Either way, I’ll see a DPS boost next patch, so I’m happy.

As for bug fixes, we get this:

  • Grounding Totem will now properly protect against the Death Grip spell
  • Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice,  Blessed Resilience)
  • Lightning Shield: This spell will no longer set off some trinkets when it is cast
  • Stoneclaw Totem will no longer break stealth on nearby hostile units
  • Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated

Kinda lame for Shamans on the whole, but nothing really huge. Can’t get Death Gripped? Big deal… the DK’ll just use one of his eighty other stuns, interrupts or slows. I never noticed the Lava Burst, Lightning Shield, or Stoneclaw thing, and I typically don’t Thunderstorm when I’m in one of those CCs. In conclusion, it looks like 3.2.2 is shaping up to be a good patch for Shamans.





Ulduar, 2s and ToC 25

16 09 2009

Saturday, in a word, was 2s-tastic. Our rating went from around 1200 to about 1350, and there were a ton of good fights. The best one of the night was probably when I ended up having to fight a Resto Shaman 1v1, when my priest died as I killed his warrior. Both of us were short on mana, and it was almost funny to see how fast we both refreshed water shields. What followed was ten minutes of pressure; I’d damage him down, forcing him to waste mana as I tried to keep my pool at a reasonable level, sprinkling in Thunderstorms every 30 seconds. We hexed one-another, landing lava bursts and flame shocks. Each time, I line-of-sighted, killing his casts, before retreating to throw on a Healing Wave. His biggest mistake ended up being trying to purge my water shield; it ended up being a huge mana drain as I refreshed it continually. Finally, after getting him to around 3/4 health, with no way to line of sight me, I popped my PvP trinket and elemental mastery, and went to work with the 5k mana I’d worked up. Battle over. That fight was definitely the highlight of the night, but it was only one of many.

With our raid Sunday night, we stepped back into Ulduar, for badges, gear and fun. We ended up having to PuG out a paladin healer when a few guildies were no-shows, but other than that, we had no problems going in. FL+2 was much, much closer than usual, as, after only two catapult launches, the other Demolisher went down. I grabbed excess pyrite before getting launched up a few more times; in the end, the FL went down with most of our vehicles around 10% health, but it did go down. Razor and XT were both one-shots, as was Kologarn, Auriaya, Freya, and even Hodir. However, after this great progress, our luck for the night ran out. We attempted Thorim’s hard mode; because some of our core group wasn’t present, and much of the group hadn’t seen the fight before, we saw wipes for about 45 minutes before we decided to go back to Ignis and call it for the night. After wiping once, we brought him down, no trouble, closing out the raid for the night. Overall, I had no complaints, as we got done what we wanted to get done, even if it did take us some extra time.

Monday saw me doing the daily heroic, and a few 2s matches to hit 1400; on Tuesday, however, I joined a PuG ToC 25 run. First impressions: I’m thankful that I have the guild I do. The raid was mostly from one guild, and for our first attempt on the Beasts they were absolutely incapable of moving from Icehowl’s charge. Three charges, three enrages, and one eventual wipe. And, unfortunately, no loot for me. The PuGs were able to roll on the Trophy, as long as we had 50+ emblems, and I threw down a 15. Ouch. Jaraxxus was next, and once again, we ended up having to wipe when our ranged DPS decided standing by infernals was a cool idea; likewise for standing in fire, or, even worse, running through the melee DPS with it. The fight afterwards, we got it together, and took him down. Jaraxxus doesn’t drop any loot for me, but the trophy came and I rolled a 95. And it went to a guildie. I wasn’t too surprised, really, but I’ve never seen a GM backtrack on loot rules that fast, before kicking me from vent. It’s only a 13 level difference in gear, so it’s not a huge deal… but man, come on. Ninja’ing sucks in PuGs, and it’s worse when an entire guild does it. I finished up the night by leading a VoA 10 raid (nothing dropped) that went smoothly, with only one wipe on Koralon, before starting up a VoA 25 raid. The differences in the fights are, for me at least, becoming more pronounced. Maybe it’s because more people means less quality players and more chaos, in addition to the extra damage. But, damn… we spent over an hour wiping on Koralon before we finally killed him. After that, we wiped on the Emalon trash, before one-shotting everything else. I still don’t understand why people find it hard to avoid standing in fire, especially when DBM throws up an audio cue and giant words on the screen. Two priests dying, side by side, in two different cinders, is a terrible sight to see, and an even worse feeling.

To top it all off, Shaman loot did drop, if only from VoA 10. It was just the t8 ele legs (got ’em), and hateful Enhancement legs. So. Sad.





Rough, But Successful Raid

12 09 2009

This week has been a pretty light week for WoW, overall, save for Tuesday and Wednesday. Monday and Tuesday were both 2s-tastic, as my partner and I began our march towards a higher ranking. We’re basically breaking even, but it’s still fun. We’ve also started to realize: we play a ridiculously technical team. Seriously; between myself (an ele shaman) having to throw down different totems every two seconds, while trying my best to CC, do DPS and stay alive, and my partner is a disc priest, which means that (unlike a tree) he has a finite mana supply, and he can’t change forms and run away and be completely OP in 2s. Eventually, either we manage to DPS the team down at a good time, or we outlast them. It’s tough, but fun. Unless we’re playing a druid. At which point, it sucks. Who thought innervate and a completely endless supply of HoTs was a good idea?!

Anyway, Wednesday brought our weeekly ToTC10 raid. Only this week, despite having fourteen people show up, only nine were there for the raid. We ended up PuG-ing out a druid healer, and went to work. And wiped hardcore on the first boss. Yes. The incredibly easy Beasts of Northrend proved too much for our core raid group and a PuG, and we wiped it up on Acidmaw and Dreadscale. One word: wow. After dusting ourselves off, we downed the Beasts without a problem, and took out Jaraxxus even after a DPS and a heal died in another clumsy attempt. Moving on to the dreaded faction champions, we only wiped for three attempts, and fifteen minutes, before we downed them this week. The Twins weren’t that hard, either… after we wiped once, and we got our act together. See a trend? Finally, moving on to Anub’arak, we actually managed to wipe three times, rather than one-shot like we did last week. Most of this was our druid PuG’s insistence (and by insistence, I mean he wouldn’t stop talking about it) that we shoot down more orbs to stand in. Which was fine, since we basically turned the place into a skating rink, until we wasted too much time hitting down orbs and hit the enrage timer. Wow. He left after the first two wipes, and we brought in a new healer, who we wiped with once before downing him. I’m glad we got it done, but, man. It was excruciating knowing we could usually go through those fights blindfolded, and this week it was like everybody had forgotten how to play. It happens sometimes; and I guess this was one of those times.

Thursday and Friday actually brought a net time of about one hour, as I entered into an Alterac Valley, and actually had to leave before it even finished; we were ahead too, unfortunately. This weekend should give me an couple hours of playtime, and Sunday’s raid should be good, like always.





How To: The Beasts of Northrend

10 09 2009

This is a three phase fight, where you’ll be fighting three different bosses: Gormok the Impaler, Acidmaw and Dreadscale, and Icehowl. The fights themself are actually relatively easy; they’re definitely a step below Ulduar in terms of difficulty. The fights aren’t too healing intensive, and they’re relatively easy on DPS since there’s very little movement involved in each phase.

Phase 1: Gormok
Short version: Tanks taunt off Gormok every three stacks of his debuff, ranged DPS and heals avoid fire, and kill Snobolds as they appear. Easy fight overall.

Long version: You’ll need two tanks; Gormok will begin stacking a debuff on the tanks, and the tanks will need to taunt off one another every time the debuff reaches three stacks; if it gets any higher, it will place a ton more strain on the healers. While the tanks are keeping Gormok under control, all DPS should be on the boss. Ranged DPS and healers need to spread out and keep their heads up, as Gormok will throw down fire patches periodicially, which will hit for several thousand damage per tick; DPS and heals need to move out of them immediately. Gormok will also throw out Snobolds, that will jump on random players’ backs. While not bad for melee, they’re nightmares for casters, as they stun and prevent spell casts. This can be dangerous if it gets on a healer; all ranged DPS need to switch from Gormok to the Snobolds whenever they appear, and it’s helpful if raiders call out who has the Snobold on them. If a raid is heavy on melee DPS, consider having a few of them switch as well. He’ll eventually stop throwing out Snobolds, and you can finish up the rest of the fight, no problem.

Phase 2: Acidmaw and Dreadscale
Short version:  Start with Acidmaw, keep him pointed away from the raid, and spread out ranged DPS and heals. Kite Dreadscale around the room. When raiders get a poison debuff on them, they need to run to someone with a fire debuff. Pop Bloodlust and cooldowns when Acidmaw dies, and switch to Dreadscale. Toughest of the three fights.

Long version: Initially, the raid should start out spread out at least ten yards away from one-another, and should focus fire on Acidmaw, who is immobile and needs to be pointed away from the raid. Dreadscale is movable, and needs to be kited around the room, as he’ll drop poison clouds, similar to Grobulus in Naxx. Every so often, Acidmaw will give players a poison debuff, and Dreadscale a fire debuff. The poison debuff can be cleansed by running to the OT, who should have the fire debuff; the fire debuff cannot be cleansed, and must be healed through. Partway through the fight, both Jormungar will burrow into the ground; when they come up, Acidmaw will be mobile, and Dreadscale will be immoveable. Continue to focus fire on Acidmaw until he dies, and then switch to Dreadscale. At this point, Dreadscale will enrage, and the tanks should pop their cooldowns, and the healers should be ready for intensive healing as DPS burns the boss down. If you don’t think you’re capable of a quick burn, then have a ranged DPS or two assigned to Dreadscale instead of Acidmaw throughout the fight; when Acidmaw dies, Dreadscale will be at partial health. Warlocks are especially ideal for this strategy, because they can place DoTs and switch back to Acidmaw.

Phase 3: Icehowl
Short version: Tank Icehowl facing the wall, with melee DPS stacking on the tank so that his whirl won’t knock them back. Ranged DPS need to spread out to avoid Arctic Breath. When he knocks everyone back, make sure you’re not standing in front of him, and take advantage of the double damage you can do when he is stunned. Relatively simple fight.

Long version: Tank Icehowl facing the wall, with melee dps by the tank so they aren’t knocked back by Icehowl’s whirl atttack. Icehowl will also periodically use an attack called Arctic Breath that acts as an AOE on the ranged DPS and healers, freezing them in place, inflicting a large amount of damage; to minimize its effects, all ranged DPS need to spread out. Healers will need to be prepared for large amounts of raid healing whenever this happens. The other unique aspect of the Icehowl fight is a move called Massive Crash, when he will go to the middle of the room, and knock back the raid against the wall, dealing 10,000 physical damage. He will then look at someone; if you’re in the area of where he’s looking, you need to move, ASAP, as Icehowl will charge forwards. You’ll have a debuff that will allow you to move 150% faster, which should make avoiding this attack relatively easy. Assuming he doesn’t hit someone, he’ll crash into the wall, and become stunned for fifteen seconds. During this time, he’ll take 100% damage, so DPS need to pick it up. Once he’s no longer stunned, he needs to be picked up, and you’ll repeat the process. Once you kill him, congrats, you’ve just defeated the Beasts of Northrend.





September To-Do List

9 09 2009

Only eight days late! Every month, I usually have a general idea of what I want to happen, and get done, but I figure it’ll be cool to see if what I actually managed to accomplish at the end of the month. Some of the stuff has already happened because this is late, but whatever, here goes:

  1. Get a Resto spec together, with talents, glyphs, and gear.
  2. Replace Naxx10 ring with something not-suck
  3. Down ToC10, and at least one boss in ToGC10
  4. Finish off all heroic achieves outside of Occulus
  5. Attain at least two pieces of the Furious PvP set

On a blog-related note, I’d like to put up some strategies to bosses in Ulduar in ToTC, and lay the framework for some posts about future raids. Oh, and get onto a regular posting schedule. Wouldn’t that be nice?





My Week in WoW #2

8 09 2009

So, my laziness and the Labor Day weekend combined, with the end result of me not posting until now. That doesn’t mean I didn’t have any time for WoW, though; in fact, a ton happened this week, with new gear, new bosses, and new Achievements.

With Wednesday’s raid, we managed to clear ToC 10 for the first time! We started off well, as usual, one-shotting the Beasts and Lord Jaraxxus, and then we hit the Faction Champions. I don’t know what happened this week, but I do know that as cool as this idea is, I’m really starting to hate this boss fight. We spent over an hour, and at least ten wipes, trying to kill these guys. We finally managed to get our CCs figured out, as we took down out the heals and went to work on the DPS. I don’t know if I’ve ever been that relieved to see a boss downed. We went on to one-shot the Twins in what is still a fun (if really easy) fight, before moving onto Anub’arak himself. I’ll give Blizzard credit, they made the opening of this fight pretty epic; one moment you’re standing in the Coliseum, the next, Arthas himself appears in front of you, then you’re falling through the air into the pits of Azjol Nerub. We formed up, and, incredibly enough, took out Anub’arak in one try. As far as loot went, I managed to get the Sunreaver Disciple’s Blade from the Faction Champions, and then the Darkbane Amulet from the Valkyrs, since I was the only caster DPS. Not bad at all. We ended up trying hard mode afterwards, to no avail, as we wiped on the Beasts a few times and decided to call it.

My Sunreavers Disciple Blade. The glowy Horde symbol is a nice touch.

My Sunreaver Disciple's Blade. The glowy Horde symbol is a nice touch.

On Thursday, I healed a few more heroics, continuing to accumulate Conquest badges for my resto gear, and Triumph badges for my ele set. I actually managed to get, at long last, the Brann Spankin’ New achievement on my second run through the dungeon when my group, for the first time ever, decided not to stand in the laser beams. There was one small problem with the instance, though… we got over halfway through it, before realizing it was on normal. Fail. We ran out, ran back through it, and snagged the achieve. That was the final one I needed in H HoS, meaning I have only four dungeons left for my Red Proto Drake. Not looking forward to Occulus… at all. Once I finished H HoS, I decided to run OS25 for the first time in a few months, only this time I tried healing. With everybody pretty geared, this was a walk in the park, and, lo and behold, Illustration of the Dragon Soul dropped. With the highest roller at 76, I threw down.. for a 77. Bam, nobody else managed to roll over me, and the trinket was mine. I got a tell afterwards from the guy I beat by one, asking me if I was actually healing, with my set of half-ele gear. I replied to check the meters; I’d beaten him in healing done. The complaining stopped after that.

Friday saw me stepping into Wintergrasp to defend, and then lead a Vault 25 run. I didn’t gearcheck, for once, and decided to just hope that everybody was decently geared. As we attempted the new boss for the first time, I was pleasantly surprised as everybody was good. Incredibly enough, we one-shotted Koralon without any major problems; a couple pieces of hunter and mage gear dropped, no Shaman stuff. We moved on to Emalon… and wiped on the trash on the way there, when our tanks decided to pull before half our DPS had arrived. Other than that little bug, we one-shotted Emalon, and saw even more hunter gear drop. We followed that up to Archavon, and, of course, our hunters got even more gear. Afterwards, I threw together a Vault 10 run from the best people that stayed for it, wth similar results. Koralon went down, and even though our best dps dropped out afterwards, we one-shotted Emalon with nine guys. Archavon went down soon afterwards. Oh, and as for the loot… hunter, hunter, and hunter. Yikes. The lone hunter that stayed on for 10-man was a happy guy by the end.

Saturday saw me on for less than two hours, when I healed an H VH before noon, and another one afterwards, before picking up my T8.5 healing chest, enough for my 2-piece set bonus, and a nice mp5 bump. The boss I needed for my final achievement there was a no-show, yet again. Sunday, though, saw something new for me and most of my guild: we decided to PuG out eleven spots for Ulduar, and gave 25-man a shot. After gear-checking everybody, we headed in, and took out the Leviathan with no troubles, one-shotting him. Caster cloth dropped, and my guild cleaned up, winning every piece but losing the Runed Orb to one of the PuGs. XT went down with no problems as well,as we one-shotted, and more caster gear dropped. A lock from my guild went on to win his second piece; the rest went to the PuGs. We went on to Razor, next, for our third one-shot, and my guildie lock’s third piece of gear. As we went onto Ignis, our good fortune came to an end. He’s my least favorite boss in Ulduar, simply because of the massive amounts of annoying trash that needs to be cleared to get to him, and then the time it takes to kill him; he’s basically a huge time-sink. He was no different tonight, as we wiped three times, when nobody got healed in the pot of death on our first try, and a healer dc’d on our second. Our third time we just sucked, but our fourth attempt saw him go down, and, awesomely enough, the Pyrelight Circle dropped. I managed to outroll every other caster and healer, and I’m now, at long last, Epic. Technically, I got it awhile ago, simply because I put my PvP ring into a different socket, but now, my worst piece of gear is actually from Naxx25. Not bad at all. We ended up calling the raid soon afterwards, as a few people dropped out, and we wiped a couple time on the Antechamber trash. Myself and two other guildies ran H CoS for the regular quest and its extra emblem, only we picked up the worst tank ever and almost wiped multiple times on our timed run attempt. How bad was he, you ask? Not only was he bad enough that I managed to pull off of him and almost die (this never happens to me), not only did he run the wrong way whenever trash mobs spawned, but, incredibly enough: he let Arthas die. Yep, rather than pick up the trash mobs in the hallway before the second-to-last boss, he let Arthas tank them. Our druid healer was so busy keeping him alive that he didn’t notice Arthas’ plight; he was dead before we knew what had happened. Afterwards, I healed in Ele spec (I’d just gone to PvP instead of resto), as our druid healer became our second tank, and we progressed onwards without any further problems. But still… seriously. Arthas died. The fact that it happened still boggles my mind.

To wrap up this mega-post, it wasn’t a packed week, but I got more gear than I have in a long time, got a few achieves, and did a ton of new stuff. It was a good week.








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