Blizzcon – Warlords of Draenor

When you go to a con it is hard to separate your experience with people from the excitement of just being part of what is being shown, sold, advertised or just free. Blizzcon takes that to the next level because it is a great community mixed in with taking their games further. I would never finish a post if I talked about everything about the con, so I will ignore for now all the personal interactions I had (met so many cool people), the fact that we entered the con with just 3 games they supported and exited with 5… the 2 new ones that I will be an avid player of… and also ignore that tournaments happened there and money was made. I could talk for probably a good month every day about every idea that comes to mind just from 2 days of being there. Keep in mind that Blizzard as a company interacts directly with its customers there… from the dude that answers your tickets to the dude that runs the company. You can shake hands with them.

So lets get to the meat and just talk about WoW. There are plenty of people out there just gushing about how awesome this is, and how awesome that is. Also plenty of doomsayers. One thing that we need to keep in mind is that everything that was said is subject to change. That said a lot was announced that can change the game quite a bit for everyone. The fact that some statements were made that we are not doing this to dumb the game down it says that they expected that in some level.

So Warlords of Draenor. We go back to outland before it was blown up. It is interesting to me that Cata was all about blowing up a world we already knew to pieces and Draenor is about seeing a world put back together. I don’t feel cheated with the whole back to the future thing, I do feel like there is a lot of opportunity for time travel fun stuff. Time travel has been part of WoW for a long time… I mean we do have a place called the caverns of time where the quests and lore are all about time travel. Heck, even cata involved a ton of time travel. So I am not mad about them using this story telling tool and I am excited to see a brand new world. I am not going to do an outland comparison in my head but just tackle it as a brand new world.

The next big change that is coming and could be significant is their revamp of itemization. Items are way too complicated right now. They always have been, we just learn and kind of ignore it but we all know that warrior on intellect plate. That issue is going away and it needed to. Not just to save people from their noobness but because it really served no purpose other than bloat in the game. Stats in an item need to be interesting and engaging and not be about getting a math degree while you play a video game. The min maxing that the game got to is kind of ridiculous and I know some people enjoy that aspect but if you want a math degree, do math. I was happy with letting software do the calculations for me and I am glad that I am not going to have to check a website to tell me what stat does what til what breakpoint. You get plate, you get to use it. You want to tank, just switch spec… you don’t have to change all your armor just some of the trinkets you use. It make sense, it clear bag space and it will be awesome. They are also simplifying things by making the numbers smaller. They needed to, it was getting way out of hand. I welcome all this simplification and don’t find it to be a dumbing down of the game.

While connected realms were not announced here they are one of the many systems that are going to support the changes they are doing. Even though they keep on saying that population control and faction balance is not why they are doing it, they might eventually have to. For now we should be happy that realms with no people are finally getting some help. While this system might have been something they wanted to do for a while the upcoming raiding changes made it a necessity.

Right now raiding has been in flux since WotLK. We had grown to a place in raiding back then that had flexibility. You could do raid on 10 or 25 and manage difficulty kind of that way. That changed dramatically when Cata came and difficulty went up and lockouts were shared. They admittedly tried to play nanny in some ways so that people did not have to run the same content multiple times… that said it also removed the amount of “content” people had. Slowly but surely since then the flexibility of raiding has grown again and during this patch we have 4 difficulties. LFR, Flex, Normal and Heroic. After the expansion we are going to get that same level of difficulty but we have a curv ball. Group sizes are flexible up until you want to do the hardest mode, the new Mythic. so LFR, Normal and Heroic will be 10-25, and the new hard mode will be 20.

There are many, many reasons for this and here are some of the biggest guesses I have behind the motivations.

25 man raiding was in decline. While many people say that 25 is the way to go, many 25 man raiding teams in all levels of play normal and heroic were just not being able to fill rosters consistently.

10 man tunning was way too difficult and restricting. You had to account for a group like us that ends up with too many DKs and too many hunters. In a larger raid size that is not a big issue, but for 10 man you have to allow groups like this to still be viable. When you are trying to make content that is challenging you have to make things a little tighter and 10 man heroic was really all over the place when it came to tunning. I can tell you this because during Cata I did a lot more heroic pulls than in MoP. The difficulty level at 10 man was just nuts when it came to execution, I cannot imagine now tunning that was.

They were creating more content than before and not able to have people play it. Raids are amazing assets to build, but when a big portion of your player base does not experience it, it does not count as content. Raids are going to be more accessible now by a bigger number of people and that is going to hopefully breathe new life into the raiding and the game.

The biggest problem with MoP was dailies. They were a barrier of entry for returning players and burned out a lot of their playerbase. I know in our little microcosm that it cost us 2 of our regular players. Thankfully daily quests seem to be a thing of the pasts and rewards seem to be easier to get now. I think the changes to itemization and raiding might bring some of them back. I can only hope. In the end, we play this game to interact with friends… that is what makes it an MMO right?

Is WoW even fun anymore?

Yes I am one of those people that is playing Heartstone and loving it. But this blog is about WoW so lets get to it. Is WoW fun to play anymore?

I completely despise many aspects of the game now, from anything that makes me grind to anything that wants me to group with random people. A game that used to be social has become one of the most antisocial games that wears the MMO tag. Grouping with people lately has made me remember why stopped playing FPS, the constant trolling and racist language seems to have come to WoW groups and it is starting to basically make it unbearable to do the things that I loved to do in game. It is not only toxic players though, it is also the game itself that really unveiled the mouse wheel it turned into. Features like challenge modes, proving grounds, connected realms and flex raiding almost feel a little too late.

I have chronicled here the demise of our playing group. We used to have blast during Wrath and then cataclysm showed up and broke up our play style. We used to be very happy to grind dungeons together for alts but the comeback of difficult dungeons made it so you would only go to heroic dungeons with certain people or pug it for the “luck of the draw” buff. You had to basically stop playing with your friends because they could not be “carried” through standing on poison from a snake. We used to love tearing up a dungeon even if the person behind was just the one picking up loot and getting their new shinnies. Challenge modes would have been great to have back then so that heroics could have remained a true group activity and not the time consuming sink it became.

Remember proving grounds did not exist there, so if you did not have an activity where you could take players just relearning their class (which seem to happen after every patch) they felt left behind. We cannot take someone not producing to a heroic dungeon while they learn their new rotation anymore, don’t even ask about raiding.

Connected realms did not exist so the separation of playing capabilities along with the migration to higher populated realms meant that eventually we made the same move and left our original sever behind for greener pastures. A great move I have to add because playing in a dead server can be soul crushing.

The during Cata LFR was introduced and probably did the most damage to the community by allowing everyone to raid without commitment and plenty of anonymity. Stressing the speed run mentality even more nobody had time to explain a fight, worse nobody would take the time to talk through someone’s rotation anymore (go check out X website is as far as anyone went anymore… me included).

I was not one of the people that felt that I had nothing to do in Cata, in fact I had plenty to do running LFR on multiple toons and loved the expansion towards the end. Hated firelands for many reasons but loved DS.

Flex raiding did not exist so only those good enough to raid got the chance to and everyone else was pushed to do LFR. This holds true until today, we don’t have alt raids anymore everyone that does not make normal or flex night goes straight for LFR.

I know that the dailies in MoP did a lot of damage to the game and Blizzard really burned people out (at least 3 of our long time raiders up and quit the game because of it.) but the amount of trash in raids also made it so. I see no reason to have as much trash as there is in raids today other that to artificially slow down your progress. We are advancing in the raids but not because we are becoming better and better at earlier boss and getting more gear but because we are saving lockouts. A raid now had to be split into night and being able to raid once a week and progress is unrealistic for a group not pushing heroic content. There is no way to really do speed runs to gear alts or people coming back into the game… remember it is not just about gear either but giving them a chance to test their skills again in a more realistic environment than LFR. I would love to have a ToT night to gear people or just for fun, but the amount of trash in that place makes it really not time effective. Instead we push people to “repair bill island” to get their catch up gear.

Then it hit me this week. I have heard about it before from others and articles I have read, but it really hit me. WoW is just not a friendly game for newcomers anymore. I saw it myself in a lower level BG. No explanation of anything only *expletives* and insults with zero direction. Anyone coming into the game now and doing a group activity would see just people being horrible to each other instantly. To me that is not much fun. I am not going to make excuses for blizzard anymore on this one… while the community as a whole could help with this we don’t have the tools to remove the toxic players from the game or mute them permanently not just with an ignore feature but with a “flag as unfriendly or toxic”

I hope that connected realms as it is being rolled out helps with some of this and makes community a thing in WoW again, because just like the low pop realm I left was basically ruined by the toxic people it seems the game as a whole is being invaded by d-bags. And that my friends makes the game simply not fun anymore.

P.U.G. Code of Conduct

After doing a quick search on the topic and not finding anything I decided to put one together… mostly because it has become more and more irritating to do pugs lately.

A PUG (Pick Up Group) in WoW is a term commonly used to refer to a stranger that just joined you via the LFD (Looking for Dungeon) tool. As such we assume that the Pugs are people that we will most likely not interact with again (unless they are from our server… which I see once in a while but not very often.)

The following are a set of rules that if followed could lead to a more enjoyable experience to all involved.

Don’t Que for stuff you are not ready for
Seriously, don’t do it. If you are going to under-perform with strangers they will have a right to call you out. There is nothing more irritating that someone bypassing the gear requirements with PvP gear and under-performing. Stay in regular dungeons a little longer, practice with your guildies. Overall don’t expect people to carry you through content. Most people would be patient until they have to pay for repairs.

Before you Que up
While you might be fishing or questing while you wait, please be mindful of other players time. If you need to go to the bahtroom, get a drink, check on your children, etc, etc, do it before joining a que. While I do understand that DPS que’s can be horribly long, don’t wait until you get the que to pop up to go do what you have been neglecting. Some people abuse the fact that they cannot be kicked from the group for a period of time to let the group kill all the trash up to the first boss while they are AFK.

The 5 Second Rule
Never judge a book by its cover. The first 5 seconds of a pug are crucial. Say hello, let the group know if you are switching specs and gear if you are (some people que up as 2 different roles). I have seen the trend more and more lately when people just check for health and mana pools or gear and instantly leave the group.

BRB – Bio – AFK – Phone
If you are going to be away from the game for more than 60 seconds, the ones listed above are not appropriate. I have had everything under the sun happen in pugs… even a couple that kept on stringin the group along while the other one would go AFK and put the toon on follow. Who knows, maybe it was someone multiboxing and pretending to be 2 people. Bottom line is that if you are going to be away for an extended period of time, just leave the group. Don’t wait to see if people kick you.

Don’t be a Ninja
I don’t believe on having to always greed anymore. All I think is fair is that if you are going to need on everything that drops in the run, be up front about it so others can too. While you might get that item by being a Ninja (a late roller that waits for greeds and then hits need), it will most likely get you kicked out of the group. Be up front, write a macro and people will appreciate your honestly.

Unwanted Advise
You might play all classes at top of the world raider level, but unless asked, don’t give advise on how to play someone else’s toon. You can whisper someone once, but if they don’t want the advise, don’t press it. If you really want to help, keep your comments to yourself. A Pug is not the place to give someone a class on how to do X or Y. It has to be something that everyone else agrees on, or you will have an unhappy group.

So… what about you guys, what other rules should I add?


From Grumpy

Speak up
It is better to ask about a fight that you have never done before the fight then to say you didn’t know after you caused a wipe. Myself, and many like me, would gladly explain everything you need to know but don’t take kindly to our time being wasted. It is not a waste of time to explain the fight but it is a waste of time to wipe because you did not tell people you have never done it before.
Beware: There are some jerks that will kick you because you do not know a fight but be sure of the fact that they are, excuse the language, low life scum. You are better off not playing with someone like that anyway.

Be Decent
Take some time to at least have a basic knowledge of your class. Someone doing 8K that looks like they are trying is better then someone doing 8K that doesn’t look like they are even trying. Good players can tell the difference. You do not need to be a great player, but at least try your best.

Be Nice
Say hello at the start, say thanks for the run at the end. If you feel so inclined you might even add a have a nice day as well before you leave. As small as those things are it is a proven fact that good vibes (as well as bad ones) are contagious. If you are nice to other people even in passing they will be more likely to be nice to others themselves and the community needs more people like that.

Killing Noob Edubication

“If anything can go wrong, it will.”
-Murphy <- Got to love that dude ... but really it was not him, it was This dude…

So one of my busiest week in recent history is the week that my shared topic gets featured in BlogAzeroth. Go Figure.

So Navimie gently cattle-prodded me into posting something… and since I am late to the party I get to talk about it from a different point of view.

Martha, as always is keeping a too tally of what is going on. So a quick read on her post will catch you up about what is being said. If you have not visited that blog don’t just go to one post, get lost! it has many different topics and one you will sure enjoy exploring.

Before we get into the meat of the post, I don’t miss the days of having to ask people to join you via trade chat if you were missing someone. Most of the knowledge I gathered about the game was done via research because a lot of people would oversimplify things. I became a tank because it was supposed to be easy and a two button rotation. I guess some people really think that about tanking… but it was not that simple. I was also blessed with a group of healers that were not just patient while I was learning but also willing to travel to a meeting stone. Getting DPS at that point was a lot easier and more often that not I got used to having everything we need from group creation in a guild. Those days I never really pugged.

Even though the guild I was in those days fancied themselves raiders, they were pretty much Kara raiders during most of BC. Visiting other places had to be done with pugs. Most guilds had set tanks so I spent more time in dungeons than in raids in the BC days. Those days were never about pushing progression and when I did get to see or participate on anything requiring it… well it left a very bad taste in my mouth.

During wrath I had a way better experience in pugs. Naxx, Ulduar and ToC allowed me to pug as one toon and bring the knowledge back to our guild. So as long as I stayed a little ahead with pugs, it was easy to then get our guild through it. That is kind of how I started leading raids I guess.

So the community really helped at that point because it was almost like my LFR. Going with people that were ahead of me, but where I was still able to help them advance.

I also like to think that we came of age as a group of casual raiders during ICC. Entering Cata we had a better understanding of raiding and now our alt runs is where people that were a little behind us get a chance to see things. That progression worked well from a community stand point and for our guild.

So for me raid leading knowledge was really gathered from being part of raids. LFR totally does away with that because there is really no raid leading in LFR… trust me, I have tried and before I even type (we are short 3 healers, someone always pulls.)

It scares me to think that LFR will kill the creation of new raid leaders. It is a job at times thankless but a very exciting and rewarding one when it goes well. I know plenty of people don’t want that job, but maybe LFR will totally let someone bypass something that they might truly enjoy.

Lets hope that LFR is not the end of most people’s raid experience and it actually brings more people into trying and savoring new end game content.

Why Does My DPS Suck? – Cool Downs

The “Why Does My DPS suck?” is a post series written for the person starting to raid. While a raider might learn a thing or two, it is written more for the WoW Rookie than for the WoW Pro.

Why Does My DPS Suck?

- Add Ons
- Computer

If you have ever listened on a raid, you might have heard the Raid Leader say, “pop your cooldowns!” sounds like fun doesn’t. If you want to get into raiding one of the first things you should do is ask if you can listen in on a raid. You will start to get a sense of what is said during the fight. You might be lost at first, but if you que up the videos of the bosses the raid team is attempting you might get a good visual of what they are facing.

Cooldown management is something a lot of new DPS have trouble with. Healers learn quickly that you have to use mana regen abilities to keep their mana pool going, but some DPS don’t know how much DPS they are leaving on the table by not using their cooldowns correctly.

Cooldowns are abilities that give you a boost but have a reset timer. Think of them as the “nitro” boost you see on some racing games. They come in a lot of different shapes and sizes, but they accomplish the same thing, they give you more DPS.

Your trinkets might have something called a “proc” which means you don’t have to worry about them, but if they are an “on use” trinket, that means that you have to click it to get the boost. The simplest way to start experimenting with this cooldown is just to drag the trinket to your bar and use it on click. Another way is probably to macro it to an ability that you already use. The best way is to know exactly when to use it and be smart about it.

Like your trinkets, most classes have abilities that allows them to do a lot more DPS for a short time. You might have heard the term “burst damage” being used. Some classes have lots of it, meaning they pack a punch when they use all their cooldowns. At one point some classes used to be able to line up several and the fabled “one shot macros” were all the rage on PvP. That does not happen all that much anymore, but you can still pack a lot of DPS in a short period of time.

The fight against Deathwing calls for it a lot. This is where saving your cooldowns for that moment it is needed is critical.

If you have played with a Demo Warlock you have probably noticed that they go on demon form. That is one of their DPS cooldowns. You might have also seen a mage get turned into a human icicle, that is a defensive cooldown. You might be thinking that you don’t care about defensive cooldowns, but they are just as important… a dead DPS does ZERO DPS.

As important as finding out what your cooldowns are, it is when to use them. Every boss is different, and also every raid team lines them up a little different.

There are also cooldowns that affect the whole raid like Heroism/Lust. You have to learn when to use your cooldowns and how they are affected by other cooldowns. If your cooldown gives you more strenght, then it is prime for using during the Heroism/Lust phase; however if you cooldown gives you haste, it might not help that much since Heroism/Lust is already giving you that stat and probably will simply be a wasted cooldown.

So your homework is to investigate what your cooldowns are and make sure that they are available in your arsenal. Play around with them and see how they affect your numbers. Are they things you want to use every time they are up? or are they ones that can be saved for burn down phases? Its all part of the fun of the game.

Happy Hunting.

Profanity and PvP

I learned a lot of my spoken English from Beavis and Butthead. It was an easy show to understand for someone that did not know English. Not a lot of words, very repetitive. So bun-hole is not something new to my vocabulary.

Our vent (voice chat communication program) is pretty tame. There are a couple of people that will swear here and there for the “shock” value of a swear word here and there. I personally don’t like it because there are kids around the vent sometimes that could directly or indirectly hear the language. I am more comfortable with innuendos and humor than straight F-bombs non-stop.

PvP is full of profanities. While some people think that LFR is trolls R US, it really does not hold a candle to a WSG where you are already 2 caps behind. That does not even account for the people that are not typing their discontent. The people in vent that got killed by the same rogue, yet again will eventually deal with their anger somehow.

I completely understand the need to vent some frustration when something is really going south. I just don’t see the need to share a stream of profanity with others.

I know for our raid nights, plenty of people have strong words after a bad wipe. It is normal practice not to ever push the button. With PvP it seems that the opposite happens and the expletives drown the person calling out things. Running a BG is harder and more chaotic than a raid, but somehow people feel that they have to announcer that the f*%$^$%^ rogue killed me again.

One of my biggest pet peeves as a RL is when someone announces they died. I can see you died, the healers can see you died and the DPS will eventually see if you are a DPS yourself. It seems, at least right now that we are not used to doing BGs because the chatter is all over the place.

It might be a growing pain of getting into a new thing, but my fear is that PvP and profanity go hand in hand. I am not ok with that though.

I think a lot of our members right now see PvP as a “fun” activity, but we have a new person that wants to get us to the next level of PvP and I want them to be able to do that. Some of it will come with credibility and when we are geared and actually doing it, but I think some of it is tone as well.

So the question goes out to those people that PvP. Is profanity just a normal thing in PvP? do rated BG voice chats are just like FPS voice channels?

Lets to about Nerfs BABY!

Excuse me while I sound kind of Gran Torino like. I love, love, love to read a “kid” that is just coming out of college talk about software development and how they understand how Blizzard works. Granted, there are some exceptions to this rule where the young person has been coding in large teams since high school developing free software in Sourceforge (I actually know a couple.) But trust me, when it comes to software development your VB, C++ classes or 3D animation do NOT equal to you knowing about SDLC. Let alone any idea on how Blizzard development works.

I laugh at conversations like this all the time. Partly because I have been connected to software development for more than 10 years now. I know how different approaches are applied to very different end result. Every software shot is a little different and the more moving parts the worse it is. I have often wanted to just interject on some of the conversations and pull out my (e-peen) but until today I kept it in my pants.

One of the arguments I have heard recently about how the “nerfs” do this or that, or how Blizzard should do this or that is very, very short sighted. Unless the code is existing, you have to rewrite code. The WoW code base is not a small one either. Just think of how much we have in our computers and that is just the client side, it does not include the server side information and calculations that happen. While most people think like amateur hacker wannabes (codemonkeys and script kiddies), I laugh at the “isn’t that some config file that I switch”.

What makes it more amusing some times is that it is not dumb people making these ridiculous claims, but people that are actually are better at math than I am. Figuring out the calculations and numbers of theory-crafting takes brain power, so how that they be so short sighted?

I don’t know anything about encounter design, and I try not to break it down in my head or I would probably stop enjoying the game. “Tuning” a boss, encounter, a simple mob takes coding time, testing, etc. It takes a lot to implement. The time spent by the people “tuning” or fixing “broke”n encounters is time that those same people are not spending on new content.

Blizzard has come short of actually spelling it out for everyone. They have their culture, they have the way they do things and their developers and artists are not just gears in a machine that are easy to replace, or buy more of. Having gradual nerfs was something that they had to plan for and code for. It is probably freeing up a lot of development time for building encounters for MoP.

So just think about what you are saying or asking from “the” company. Nerfing the whole instance is not easy, they had to plan for it and were smart at developing it. They are also smart about how and when they are doing it. You personally might not like the timing, but it is a lot better than having to waste resources tuning encounters already released.

Karma and Player Reputation

With MoP in the horizon and Dungeon Challenge Mode coming, my brain has started to think of what player reputation could be really like.

Ever since I started playing WoW, players would gain notoriety because of their armor. If you had purples you were obviously raiding or PvPing at a high level. Mounts also made it so that people could recognize what you had accomplished in the game. Another form of reputation that many take seriously is your guild tag. Even though we left an old underpopulated server, I never wanted our old guild name to be used by anyone. I always felt we had a pretty good reputation as a guild and that mattered to me.

Today’s WoW is a lot more anonymous. Your DPS/Healing numbers can do some of the talking for you, but overall there is really no chance, or a low chance that you will see the people on the LFR or LFG ever gain. Even now that it tries to pair you with people from your server, you say hi and that is about it.

You still get to know people in pug raids in the server and can make a name for yourself as a good player, but it is rare that you can do it on your main if you are raiding with your guild already.

I think WoW is seriously missing a player reputation system that can be affected by each other. While this opens up a whole can of worms and tons of opportunities to be misused, hear me out.

What do we value as a community when playing with others?

Some might say that ultimate skill and completing content as quickly as possible is the mark of a good player. So the new challenge mode will go a long way towards that.

What about people that are willing to go slow, help others and maybe give some advice? Shouldn’t that be sought after or compensated in some way. Not by blizzard, but by the community.

What if besides the bag you get for tanking you could check a flag that says, will help new players. Sure the dungeon guide is kind of supposed to do that, but it seems like people don’t use the flag for that. I know that even as a tank I sometimes have a hard time setting up the pace. Even when I try to slow down an LFR because someone said they had never been there it is met with LOL – look at the LFR-RL trying to Lead.

I think player reputation, even if just positive reputation, could go a long way. If perks came with it, even better. An implementation where you could build your reputation as a helpful player in randoms could get you faster ques, or more rewards. You would get something back for giving back to the community.

I know it might be a crazy idea, but I think it has some merit. We need to counterbalance the go-go-go mentality if we ever want to bridge the gap between the “noob” and the “elite.”

Would you give positive karma points to a good player? or to a player that went the pace of the group?

The second part of making the LFG feature better would be to also pick the speed that you are willing to go at. I know I have mentioned it before, but that is really lacking right now.

Yesterday a guildie and I thought about going for a ZA mount run. Before we qued we asked the guild, but it was just him and I. When we came in we asked the group if they were up for a mount run. One player said sure and the other two never replied. We proceeded to basically 3 man that instance. We never made the timer, but at the end of the run the spam of achievements told us that the other two players had never been there. They never even said a word.

What if we could have signed up for a “gold” run, where only people that had already earned that badge could sign up. I guess the argument at that point would be that why would you ever go bellow your highest speed… and that is when I say, to build karma points :)

I hate Douchewing

He has spent an entire expansion frying me like only goblins should be fried (I wonder if they taste like frog legs… I have never had froglegs btw.)

Well in reality, I have summoned more people to their death than I should be comfortable with. Only in our game do we get excited about someone getting an achievement that involved walking into a wall of fire to get a “Charred and Crispy” achievement.

Killing Ragnaros with new acquaintances in a new server felt really weird. I was used to only killing stuff with guildies. Sure in WoTLK I did a lot of Naxx, Ulduar and ToC with pugs… but after getting Kingslayers I thought it would always be a guild affair to down a new boss.

So I said to myself, lets make sure we kill Douchewing together… however Mr Frotobaggins had other plans. Elune bless him… he can pug like no other.

I knew he had been close to killing Douchewing before, with 3% wipes that seemed to be hunting him and the pug group that seemed to clean up the place after we were done with our attempts on the ship.

I was about to log off last night, and I recognized the person spamming in tradechat as possibly one of the people Froto was in Dragon Soul with. They needed a Disc Priest… I asked Froto, how are the attempts going… and he said, we need a disc priest. I cursed a little under my breath and told the pug RL that I will be right back on my priest.

3 attempts later and we had the shinny new “Destroyers End” title.

I should be happy right, I killed Douchewing before the OMG NERF! and sure, I am in some level. I know that what Froto and I did will help our future raids quite a bit. We now know what it takes to down that humongous dragon.

We could have never done that in our last server. This server has a lot of great pug raids… it seems like the quality of people is about our speed. No it is not a “everyone is awesome realm” more of a “everyone seems to be a decent person.”

There was excitement in vent after the kill. It was a first kill for everyone in the group. Besides my guild mate, it looked like it was a combination of groups of 2 from some guilds I recognized and some I had never heard of before.

The Douchewing fight is not too bad (madness that is) it just required lots of DPS and very frantic healing during some of the fight.

I was assigned the very daunting task of healing the tank as the last elementium bolt tried to just decimate us. The last burn phase with the adds is just as frantic and we ended up with only 3 people alive when he finally gave us the shinnies… none for me or froto because his /roll skills sucked.

The fight is actually very similar to the LFR, but just a lot more damage.

Most groups in the LFR go Left – Left – Right/Right/Right, but I guess the normal version goes Left/Left – Right – Right/Right. Other than that it seemed to be the same, just requiring tons more numbers… I think everyone was 40K plus on DPS… and I contributed about 10K worth of smite healing.

Without coordinating the healing cooldowns I think it went pretty well. The group seemed somewhat DPS centric with lots of big numbers just killing things quickly rather than tank or healing centric. It made me realize how different each group is. Our tanks do ridiculous damage… that should help this fight a bit when we get to it as a guild… who knows, that might even be tonight.