The Not-So-Tranquil Master

The Tranquil Master

Achievement-Master

 

After hundreds of total wipes, seemingly endless frustration and flaring tempers, Orcland Raiders finally completed Tier 14 normal-mode raiding by defeating the Sha of Fear in Terrace of Endless Spring. Most of us agree that first-tier bosses in an expansion haven’t been this difficult since those we faced at the beginning of Cataclysm. This is a good thing, of course, because it will hopefully prepare us for the fights in Patch 5.2: The Thunder King. And we are happy we will get the Feats of Strength for defeating Sha of Fear, Grand Empress Shek’zeer and Will of the Emperor before the patch.

[Note: Apparently, Bashiok wrote in a blog this morning that Patch 5.2 will hit live servers the last week of February. This means we will likely begin the new raid tier on Feb. 26.]

I’ve now cleared all three instances on normal — including Elite Protectors of the Endless — on both my bear and my warrior tank. Each had its own unique tools to offer, whether it was Tranquility, Stampeding Roar, Rallying Cry, Skull Banner or even a buffed heal on Tsulong. My bear even got a kill on Heroic Stone Guard this past week. That may not amaze people, but to me it feels spectacular.

It’s certainly been a giant learning experience, of course, and I feel Blizzard offered tanks 16 encounters that were different enough from each other that we didn’t get bored. This was no tank-and-spank celebration. Yes, I still hate Garalon and how he grinds my bones to dust. Breath of the Empress, you can just go back to your rotten maw.

 

 

Mogu’Shan Vaults

Will of the Emperor

 

I will always remember Mogu’Shan Vaults for the amount of time we had to spend on Elegon. That celestial bag of bones caused us to wipe more than 100 times, though I’d like to think it was because we played musical healers and changed strategies more often than Vinnie Morrison changes underwear. We wiped horribly to people falling through the floor, people running too close to adds, people failing to kill their pylons, and just about everything else you could imagine.

We initially had trouble figuring out which tank would be best at which job (picking up adds or the boss after phase 2, etc.) but our bear druid seemed better-suited to add duty with Ursol’s Vortex. Once we got that down, we burned the light out of the dragon and got a very satisfying kill.

Elegon reminded me of Spine of Deathwing in that he was the penultimate boss of the instance and was much harder than the final one. By contrast, Will of the Emperor — while much more enjoyable as a tank — was quite simple once we figured out where to place each construct in the room. This way, the DPS could manage adds better and maximize boss damage during Titan Gas.

Feng gave tanks shiny crystals to play with, but the Shroud of Reversal was certainly the better toy. I’ll take a ton of free damage any time. I also felt great when I could help provide extra DPS time for my raid by interrupting Epicenter. Spirit Kings was the ultimate “Don’t stand in deadly stuff” encounter and it had a lot of moving parts. Stone Guard tested tanks’ ability to taunt the correct target at the correct time. The heroic version of that last fight just meant I took more damage. And the DPS and healers had the luxury of Jasper not being up that week.

 

Heart of Fear

Grand Empress

 

Anyone have a can of Raid? There are more bugs in Heart of Fear than in a New York City ATM vestibule. They have bugs that spin around, bugs impaled on spears, bugs that yell at you about the Empress, and bugs that just try and crush you. Knowing Blizzard, though, I guess we should count ourselves lucky that we haven’t faced a raid full of poop yet. Oh, that’s coming in Patch 5.2? Someone tell the Thunder King to light a match.

This instance contained one of the most difficult bosses I’ve faced as a tank (Grand Empress Shek’Zeer) and one of the easiest (Blade Lord Ta’yak). Here is what I gleaned from the instance:

Imperial Vizier Zor’lok loves to profess his lust for Grand Empress Shek’zeer and throw out lots of dangerous sonic rings. And just like on Atramedes back in Blackwing Descent, there will always be that one guy who dies to it every single week. He also loves to mind-control people — usually those damn hunters who disengage into the pheromones filling up the room — and throw up turtle shells we can conveniently hide in during Force and Verve. I usually am DPS on this fight because you only need one tank.

Blade Lord Ta’yak was pretty much a borefest until 20 percent, when he would unleash a flurry of tornadoes and constantly ticking AoE damage on your raid. Having Dash and Stampeding Roar made this much easier on a druid. Even on my warrior, though, this boss was not very challenging.

And then there was Garalon, the giant bug with a love of destroying you with soul-crushing 1-percent wipes. I have not met one person who likes this boss. The mechanics are annoying and buggy (no pun intended) and, like Lord Rhyolith before him, the fight will always highlight the people who suck at driving. In this case, they have to kite while debuffed with Pungency and then pass off Pheromones to someone else. Really, you just hope you can kill his legs and pass off Pheromones well enough that he dies before you do. I had north of 100 wipes on this boss as well. However, as frustrating as Elegon was, Garalon was far more annoying.

I tried to tank Wind Lord on my warrior initially but it seemed our Guardian druid in Orcland was much better-suited to the task. This meant I got to dps as a feral cat and AoE all the things. Due to Symbiosis, I also received Divine Shield from our paladin. This allowed me to bubble one late Rain of Blades and get out of one Amber Prison by myself in phase 1. I really enjoy being a kitty on this fight, and once our group stopped blowing us up with Wind Bomb, we got a kill. I’d still like to get some tier gloves for my bear, Mr. Wind Lord, so next time you die, can you be nice and drop some? Thanks.

If I ever was going to have flashbacks to Professor Putricide in Icecrown Citadel, it would be on Amber Shaper. Yeah, I know, you only have four buttons while transformed, but this was surprisingly difficult for some people to learn. We changed our timing for each phase quite a bit. Did we want to have a slower phase 1 to build up more stacks of Destabilize? Did we want the first person transformed in phase 2 to stay in the rest of the fight, drinking pools all along the way? No matter what we did, it always hurt when the boss used Reshape Life on a healer. Once we triumphed over the first two phases, we still had to face the insane raid damage in the last segment. We got our kill, but an even more difficult boss lay ahead.

Grand Empress Shek’zeer is a nutty boss. Not only does she hit relatively hard with her melee swings, Empress also maims everyone with a ton of physical damage from Sonic Discharge. And that is just in phase 1. The Sha of Fear is controlling this giant spider, of course, and he loves to make your raid’s collective life quite miserable. If phase 1 sounds scary, your reward for making it past that point is a pounding from several adds in phase 2. You receive one large Reaver add and three smaller Windblade adds. They love to run past you and destroy healers, though Heroic Leap on the warrior and a combination of Nature’s Vigil, Incarnation, Typhoon and Ursol’s Vortex on the bear help immensely. The Windblades get funky by spinning around and spraying the raid with a deadly move called Dispatch. So not only do you have to save your big cooldowns for the adds’ arrival, you must try and interrupt Dispatch at the same time. If you can bribe your DPS to help with interrupts, you should. You must also be sure to trap the Reaver adds in the Amber Traps before Empress comes back into the fight. Be sure you know where you are building Sticky Resin up to make the traps before you get to this point. Also make sure to not kite Windblades into the traps you need for the Reavers.

In phase 3, Empress frequently casts Calamity, which reduces everyone to 50 percent of their HP; Amassing Darkness, which acts as a reverse Prayer of Mending; Visions of Demise, which fears and damages players; and Consuming Terror, which forces your raid to move out of a conal fear effect. If you don’t time the end of phase 2 correctly, you end up with Dissonance Fields exploding with Sonic Discharge while all the rest of this is happening. That is amazingly bad for your raid — and your healers.

Beating this boss was a great way to end Heart of Fear, however, because it truly was epic in scale.

 

Terrace of Endless Spring

Terrace

 

So we took down Heart of Fear and decided to play in the nice, fresh water in Terrace of Endless Spring. We casually strolled in and thought we could tackle just about anything. It turns out, however, that we had a bit to learn about removing the widespread corruption in this place. [Note: There is water here -- a lot of it -- but you can't fish inside Terrace. This saddened me because you could fish inside Ignis' room in Ulduar.] Overall, however, the bosses in this instance were generally easier than those in HoF, save Sha of Fear.

We had heard that killing Protectors of the Endless on Elite mode — with Kaolan up last — was a ticket to basically free 503 loot. Defiled Ground and Expel Corruption required our team to figure out where to drop bad stuff without running out of room. People had a bit of trouble interrupting the other two bosses so they would move out of Cleansing Waters. And folks were a bit slow with dispels and purges. However, the timing fell into place after about a dozen tries and we mastered Expel Corruption. I got some sick Elite tank boots out of the deal.

If you missed Valithria Dreamwalker, well, you once again get to heal a giant dragon-slash-cloud-serpent beast during the Tsulong encounter. This time, however, you are actually trying to kill Tsulong — and then heal him and protect him from evil Sha adds. On my warrior tank, I took two Shadow Breaths and dipped in and out of the Sunbeam (which drops your stacks of Dread Shadow). My bear’s group wanted us to only take one Shadow Breath, so we had to taunt back and forth more often. This is, obviously, a fight for the healers, but DPS have to ensure Unstable Sha don’t reach Tsulong and Embodied Terrors and Fright Spawns die at just the right time. Having your healers feared during the healing phase is a nightmare.

One of my guildies said of Lei Shi, the next boss, that “Blizzard decided to take every possible annoying thing that could possible be in a fight and put it into this one.” I can’t say I disagree with him. First there is Lei Shi’s voice, which is a horrid mix of XT-002 from Ulduar and a car with a broken fan belt. Next is her penchant to Hide just when you’ve used major cooldowns. And of course, she also is terrible because she does absolutely no melee damage. Instead, Lei Shi spits on you with Spray, a stacking debuff that causes you to take increasing frost damage. Once you get more than 10 stacks of Spray, you are going to seriously be hurting unless you are an overpowered Death Knight. [Damn you, overpowered DKs!] Your raid also has to be quick to CC the Animated Protectors she summons, lest they whack and kill people. Why did Blizzard have to put tier shoulders on such a mentally irritating boss?

This leaves us at the final boss of this tier, Sha of Fear. The concept for this guy must have seemed brilliant at the time at Blizzard.

“Let’s have this giant Sha turn people into little Shas and teleport them to platforms where the keyboard turners will get feared repeatedly and tunnel-vision DPS will fail to soak orbs!” a developer surely said.

In addition to that, Sha of Fear also wrecks tanks with Thrash. It will definitely put hair on your chest, even if you’re female. While I probably should have used a cooldown every time, I will admit that I relied on my healers now and then. It felt great when my bear could dodge all three Thrash-buffed strikes, and similarly, my warrior was a lot healthier with some well-timed parries. The rest of the fight isn’t too difficult for tanks. You can get free rage by soaking Sha Globes, and Death Blossom shouldn’t come close to killing you. I realize now, however, that I should have used Heart of the Wild at the beginning of the fight while not tanking. Free DPS in cat form would have been a big plus during Heroism.

On our first kill, the Orcland group went 11 seconds past enrage. My bear’s group killed Sha with 1:30 left on his Berserk timer. It all comes down to how fast your platform groups kill their Pandaren, which of course, goes back to how good they are at keeping him from healing from Sha Globes.

 

Postscript

So I do feel that these 16 bosses were anything but boring, but I was the most satisfied in killing Sha of Fear, Garalon and Elegon. Of course those three bosses also caused me the most wipes, so looting them was a sweet sort of payback as a tank.

Which bosses did you enjoy the most (or the least)? Do you take issue with my view of Tier 14? Let me know, please, so I can cry in a corner and rock back and forth next to my Tsulong Voodoo Doll. What? Don’t judge me! That dragon is evil for not dropping my staff!

 

 

 

 

 

 

 

 

 

Azeroth Is Saved, For Now

Mageurburnz chills in Cenarion Wildlands after bitch-slapping Heroic Deathwing.

 

When I joined Undying Resolution, the guild’s intrepid GM told me that we had a real chance to complete Tier 13 before Mists of Pandaria. Sure, at the time, it was a sales pitch. But I honestly believed him. UR had a very competent core and solid leadership, and they had already downed Heroic Warmaster on 25-man. I jumped in and tried to tank and kill our enemies as efficiently as possible.

Less than two months later, UR has become the first 25-man guild on Elune to reach 8/8 Heroic 25-man. This marks the first time many guildies — including me — have completed a heroic tier while it was still current. It’s a big step for all of us. The kill put UR solidly in the top one-third of active 25-man guilds, though that raid size seems to be dying quickly. There are a few 10-man guilds on Elune who say they will go 25 in Mists, but only time will tell. We wish them luck.

In addition to titles, Deathwing also provided us with two Life Binder’s Handmaidens and one Blazing Drake; two Maws of the Dragonlord; two No’Kaleds; a haste staff; and a Vishanka, Jaws of the Earth. Breaking with guild tradition, we received exactly zero Gurths. [Insert genitalia joke here.] In the coming weeks we will probably be working on the Glory of the Dragon Soul and Glory of the Firelands meta achievements. We also need to figure out who is going to charter the private jet in order to fly in fresh spring rolls and Kung Pao Shrimp to all of us for Mists launch.

 

The 25 intrepid souls who downed Deathwing’s face. And butt.

 

In all, we killed H-Deathwing in seven pulls. Heroic Spine took us more than 80, to put that in perspective. Yes, I know the Power of the Aspects nerf was at 35 percent, but lots of guilds have said Madness was much easier than Spine. Of course, having the Congealing Bloods bug out ever since Patch 5.0 came out did add a little difficulty back into the encounter. Some guildies say glyphed Hurricane and hunters’ frost traps did indeed slow the bloods. I was on my mage spreading Frost Bomb with Inferno Blast. In the end, it just turned out we needed quick target-switching and controlled DPS in order to kill the boss. [Kill the tentacles, kill the terrors, kill the bloods, and so on.]

I am not pleased with my personal DPS, but I guess it was just enough to help us win. I admit that I haven’t spent much time playing my fire mage since 5.0 hit. For some reason, we don’t have logs posted yet. I’d like to see how the bloods damage broke down.

For now I’m happy that this tier is over. I hope the guild can take this success and build on it in Pandaland. I know we have the best healers I’ve ever seen in a raid environment. And as a tank, that means a lot to me. Now, with that out of the way, all the Sha need to die!

P.S.: I’m changing my warrior’s name to Stickybunz once I make her a female Pandaren. Love and tolerance!

 

 

 

 

Death Before the Madness

Finally broke Deathwing’s back. [photo courtesy of Fel Concentration]

 

When major systems patches occur before a World of Warcraft expansion, no one is quite sure what raiding will be like. Will healers be able to keep up? Will add-ons break in the worst way possible? Will people disconnect or lag horribly? All these problems have occurred in the past.

This was my third systems patch (3.0 for Wrath launch, 4.0 for Cataclysm launch and now 5.0 for Mists) since I began playing WoW. Potential glitches aside, our intrepid raid team marched into Dragon Soul to stare down Spine of Deathwing on 25-man heroic mode. Honestly, I thought we would have an epic struggle against everything that can go wrong with technology and systems that hadn’t been tested in current content. Fear gripped my warrior’s mind, and I had no Berserker Rage.

We dropped down onto Deathwing’s armored back and I knew I would have trouble taunting Corrupted Bloods with the new Vigilance. It was no longer a half-hour buff that gave me a spammable taunt, but rather a 12-second buff on a two-minute cooldown. As it happens, the bloods spawn just before my taunt comes off cooldown. I wasn’t happy. My job was to keep the adds away from the bear tank who was wrangling extra Hideous Amalgamations. Eventually, however, we all managed and plowed through the first two plates.

The third plate had been giving us trouble, but this time it seemed like there were fewer bloods around. And as a bonus, I could actually kill some of them myself with Shockwave, Revenge, Thunder Clap and Shield Slam (among other attacks). I had no idea until I watched the kill video that the raid had knocked the tendon down to 19 percent on the first lift of Plate Three. Although I did dip kind of low on health once or twice toward the last lift, I was still able to utilize Heroic Leap and Safeguard to zip around Deathwing’s back. One of the healers even threw Cenarion Ward on me to help keep me alive.

The healers were running on fumes, but we all held on and finally lifted off the third plate. We were ecstatic. Everyone worked as a team — despite having to re-learn our classes and deal with capped mana pools — in order to beat a heroic raid boss. We had wiped on Spine 25H over 80 times before defeating him. This is what can happen, though, when the raid team pushes itself and gives that all-too-cliche 110 percent.

Killing the boss left us as the only 25-man on Elune at 7/8 HM, though the No. 1 guild had stopped raiding at 6/8H months back. It felt good anyway.

With Spine out of the way, we thought we would give Madness 25H a few tries. We wiped a few times to the Corrupting Parasite and the Blistering Tentacles. But, shockingly, we got to the final platform and had a kill in sight. Those glitches I mentioned before finally came back to bite us, however, when the Congealing Bloods were bugged and unable to be slowed. [Note: This bug, as of this writing, appears to only occur on some pulls. Some people say it's been fixed. We don't raid until September 5, so I can't say for sure.] I am confident that if the bug is indeed fixed, we will finally complete this raid tier. It would mark the first time I completed a heroic tier while it was current content. (Yes, I know, 35 percent nerf, blah blah blah.)

What does raiding hold for Undying Resolution in Mists? I am not too sure. I don’t think many of us have tested the raids on beta. I do know that we will work together. If Spine has taught us anything, it’s that our crew of amazing players is capable of accomplishing just about anything.

 

 

 

Pandaren Permanence: WoW 5.0

Probably not what you expected to see here!

 

 

So as I might have mentioned before, I’ve been playing World of Warcraft for almost five years now. I came to WoW from console games — yes, I am that dirty — but had enjoyed RPGs ever since the Baldur’s Gate: Dark Alliance and Champions of Norrath series. I threw myself into their fantasy worlds (often with my then-wife), slaying monsters, equipping powerful weapons and armor and making gold. I tried other games but nothing ever came close to the RPG.

One day, I happened upon Guild Wars and one of its expansions. I wasn’t sure at first if I would like PC RPGs. The more I played GW though, the more I realized that RPGs could be even more immersing with other people logging in from around the world. Granted, GW didn’t really have a whole lot of that action but at least you could chat with people about builds, characters, quests and the like.

I had heard about WoW but had stayed away because I thought everyone there was a major douchebag, calling everyone a noob for making the slightest mistake. (Yes, I know, the irony is killing you.) A friendly GameStop employee assured me that as long as I was sticking to PvE, it wouldn’t be such an issue. Over objections from my wife, I purchased WoW and the Burning Crusade expansion and got online. I was probably one of the biggest noobs you’ve ever seen. I knew nothing.

I first logged in right before Blizzard unleashed the Sunwell patch (2.4, was it?), and everything was new. Level 40s and higher on majestic mounts. Epic dungeons. The death walk from Mulgore to The Barrens (and yes, Barrens Chat). Ghetto hearthing. Keyboard turning. A meteor of Warcraft jargon was thrown at me, and I had trouble digesting it all. Feeling lost, I asked some of the people I had met about joining a guild. They had said it would help me learn the game and game around like-minded people. The nice folks from a guild on the Bronzebeard server took me in and showed me what I had been missing. We had our arguments about various issues but for the most part we got along. As time passed, however, it became clear that if I wanted to move beyond dungeons and questing, I needed to join a raiding guild.

No, I had no idea that raiding guilds would come in all flavors — total douchebag, ineffective but friendly, effective and tight-knit and even large and isolating. Karazhan was my first raid instance, and I love it to this day. The music, the environment, the engaging way raids could bring your group together all created fond memories. But aside from all that, Karazhan also taught me a lot about what I call “WoW 101″: aggro, healing, debuffs, timing and positioning. Do I still make mistakes today? You had better believe it. But I like to think these fundamental lessons were seeds that grew into shrubbery I still water and feed today. The guilds I joined in BC were, for the most part, good about raiding and making sure we at least made decent attempts at content. Some lacked proper management, though.

I would say that Wrath of the Lich King introduced me to tanking. It’s what I do best in this game, though I am not sure sometimes if it’s due to my epic failure at DPS. I had a lot of fun on my bear. Lich King was simply an amazing fight to tank, and Sindragosa kicked everyone’s butt on 25 heroic before Patch 4.0. I was in all sorts of guilds in those days, from the ultra-casual to the serious. Raid leaders threw me into content to see if I could swim (hello, Halion 25H). It was very stressful. (Note: I also did a fair bit of resto druid healing in Ulduar, and I can still remember the hand cramps I’d get after spamming ALL THE THINGS with Rejuvenation.)

LK was truly the last boss I’ve felt a massive amount of joy in defeating (even if it was on normal). Everyone in vent knew it was an epic battle. We were all ecstatic. Yes, there was The Dreaded ICC Buff in place, but we just didn’t care. We all worked together as a team and owned that Scourge Sucka. I’m sure we all remember how that fight ended.

 

I’ve already covered Cataclysm in great detail in another post, but I thought I’d show you a graphic I made for Alysrazor. For some reason, lots of people had trouble with the fiery tornadoes she spawned.

Tornadoes. How do they work?

 

Which brings me to The Present and Near Past (and that picture you see at the top of this post). My previous guild had downed six of the available eight bosses on heroic mode. We had just killed Blackhorn 10H when, out of nowhere, the guild basically fell apart and we stopped raiding. Whether it was Real Life getting in the way, or people not wanting to attempt Spine of Deathwing 10H, people just stopped showing up. I was in the middle of a difficult breakup at that time, and not having raids as a distraction really didn’t help much. I didn’t see much of anything changing, so I turned to what has been a grand source of WoW information: Twitter.

Tweeps like Lissanna, Poneria and Aesadonna told me about their guild, Undying Resolution. They already had a bear tank but said the guild could always use more druids. They were stuck on Zon’ozz 25H at the time, after killing Blackhorn 25H. (That is a rather odd order for heroic kills, but it worked for them!) It turned out that, to defeat Zonnie, they needed more ranged dps to help bounce The Ball From Hell. I wasn’t sure about transferring my bear yet so I planted my mage in UR. After some more people who had been missing before showed up, the guild downed the grotesque gargantuan and got some folks their heroic tier gloves. That was really awesome to me, to be able to have an immediate impact (no matter how small).

Still, I missed my bear. And the people in UR seemed very helpful and committed to “semi-hardcore” 25-man raiding. I moved my bear over but eventually found him a slot tanking the Sunday Night Alt Run. We actually use two bears (“2 bears, 1 spine” jokes abounded) but we have a lot of fun. That group is now 5/8H and working on Blackhorn 10H.

As the guild started work on Spine of Deathwing 25H, I started pew-pewing tendons on my arcane mage. Then management decided they wanted a warrior tank. I had a warrior but not much experience playing Protection. Wanting to help, I agreed to gear Pinkiepìe for prot and tank bloods. I am still learning, but this past month-and-a-half has taught me a ton about how the spec and class works under tough conditions.

We got very close to killing Backbone (35% left on the final tendon) but we also realized that UR progressed rather well on a scant six-hour-a-week schedule. As well, UR is still the only 25-man guild actively pushing content on Elune. Every single person in this guild gave their absolute best on those attempts, and I am optimistic that we can kill that darned boss after we get settled in Patch 5.0. We have amazing healers. I am not even lying. I would love to buy a resto shaman though!

So that’s why you see The Best Pony in that armory picture. I still play her more than my bear these days. I don’t know what I will level first in Mists. Most importantly, however, I also learned that UR is a place I can call home for a long time to come. It’s not super-hardcore, it’s not super casual. What UR does do is kill stuff. The guild has the organization and management that I had been missing in those BC and Wrath outfits. And that is why I know whatever I play — warrior or druid — the guild will give 120 percent toward its raiding goals in Mists of Pandaria.

Even if I wear plate and a shield, I’m still a bear inside. An Undying Resolution bear.

 

 

Update: Bearing Beta

Previously I had mentioned that I didn’t use Savage Defense much in the world or in dungeons. Happily, in Mogu’Shan Palace, there is more physical damage and an interesting encounter or two.

Xin the Weaponmaster is easily one of the most entertaining bosses Blizzard has ever produced for a five-man. Between the rings of fire, darts shooting out of the wall, a Blackhorn-like shockwave move and whirling blades threatening everyone, your group will have to be on its game and paying attention to reap the rewards. I had to use all my cooldowns, including Savage Defense, but maybe having a healer who didn’t lag horribly and die made this fight more difficult.

Forum posters seem divided on how difficult this fight should be on heroic at level 90. Some said it reminded them of the taxing Burning Crusade heroics (read: Shattered Halls, Magister’s Terrace) while others say that LFD pugs will have no chance to survive because people just plain don’t pay attention while cruising through dungeons. We shall see. I hope Blizzard doesn’t nerf Xin too badly. That would be a shame, I think.

There is an achievement in the beta files to hit a “defense mechanism button” to, theoretically, make the fight harder. This will be interesting, I think, if it’s anything like the Firefighter version of Ulduar’s Mimiron.

Build-a-Bear Beta: Work in Progress

Beefy waits to get schooled.

 

Beefylawl breathes in the Travel Incense lit along The Burlap Trail, forgetting about the many thousands of bugs in the Mists of the Pandaria beta. His thoughts turn to clouds … iridescent wisps of imagination about armor, mastery, waffles and many HPs. He will be a huge bear — bigger than ever before — and certainly tougher. He falls asleep.

 

The moon and the mountains.

 

Wait, where were we? Oh yes, I am leveling the dream-filled bear you just read about, prancing all across Pandaria and felling droves of new monsters with names like Shado-Pan Warrior and Hozen Groundpounder. Despite the glitches that inevitably fill any beta test, I have had a great time playing with the new toys Blizzard has provided. Yes, some abilities are gone now, but once you try moves like Incarnation: Son of Ursoc or the new Frenzied Regeneration, you will probably never look back.

Yes, I started the beta better-geared than the average 85 bear out there (about 402 item level), so you might want to take that into consideration. But so far, I haven’t felt truly threatened by much since being overwhelmed by ALL THE HOZEN in The Jade Forest. The hardest part has been figuring out where the new skills fit in my “rotation” as a bear. Maybe things will get worse later on — like if the second boss in Shado-Pan Monastery doesn’t glitch out — but I still haven’t needed Survival Instincts or Might of Ursoc. The latter ability boosts our health by 30 percent for 20 seconds (or increases our health to 30 percent if it’s lower than that). And I’ve accidentally pulled my share of quest mobs while running around. Maybe these quest mobs that are no problem for me would be quite tough for a DPS toon. I don’t know, because as a Guardian druid, I don’t have all the tools to be an effective cat anymore. And I haven’t left The Jade Forest on my level 85 fire mage.

Ursol’s Vortex – which summons a large tornado to slow and control mobs – is great for when you have lots of trash or quest mobs. Alternatively, if you didn’t need it for a boss encounter, you would have Incarnation to reduce the cooldown on melee abilities like Thrash to 1.5 seconds and AoE all the things. Incarnation also slashes the cooldown on Growl, which makes me wonder if Blizzard will design encounters that require lots of pickups. Incidentally, Thrash also provides our attack-damage debuff we used to put up via Demoralizing Roar. You can choose between Faerie Swarm and Typhoon as well, though that will depend on whether you want a slow or a knockback. [The latter can be cast in all forms.]

Frenzied Regneration now allows us to convert up to 60 rage into a self-heal that I’ve seen climb up over 90,000. Fighting a normal 87 mob that has about 274,000 HP, my attack power rose to over 36,000 due to Vengeance. [FR converts up to 60 rage into our AP multiplied by 2.5, which in this case, comes out to exactly 90,000.] This has been insanely useful while questing and on the few dungeon bosses that have put a dent in my bear. Of course, my GM — who plays a resto shaman on live — wasn’t too impressed with his boredom.

I haven’t found too many instances where I needed to hit Savage Defense because it seems as if the truly dangerous damage so far has been magical. Therefore, the extra 45 percent chance to dodge (yeah, that DOES seem way too high) isn’t worth much against lightning and carrot breath. Yes, you read that correctly, carrot breath. I figure it will be more useful later, though I imagine it will be changed a few times before live. Our cooldowns, I suppose, are also subject to change based on healer feedback in beta.

Right now, Beefylawl is level 88 on Lost Isles [H], and has about 280,000 HP with normal stat buffs. He has around 58,000 armor — which is affected by our new mastery, Nature’s Guardian — and just over 10 percent dodge. [Mists tanks need more dodge per point to achieve the same amount of dodge they have on live. We also don't have the dodge from the Feral Swiftness and Natural Reaction talents.] I am still using nearly all of the same gear I have on live, except for two 419 quest rings and a blue 419 quest helm. From what I understand, our stat priorities will be different in this expansion. We will seek rage-generation stats like Hit Rating and Expertise Rating over Mastery, though we will still value Crit Rating above those. [Put another way, it's Crit > Dodge > Hit = Expertise > Haste > Mastery.]

The one thing I worry about with our new set of cooldowns is another Heroic Hagara Situation. Death Knights and Bears shined on that fight because we both had an absorb mechanic for Focused Assault. In Mists, DKs are the only “absorb” tank left. If we have another Heroic Hagara, whose main attack cannot be dodged, then Savage Defense won’t save us at all. Sure, Frenzied Regeneration would help us heal up afterward, but that model  doesn’t feel comfortable to me. I am still having some trouble deciding between Cenarion Ward, Renewal and Nature’s Swiftness in our Tier 2 talents. I suppose that I need to have faith that Blizzard won’t leave tanks grossly imbalanced too far into the first tier of raiding.

As of this writing, I haven’t had a chance yet to test Mogu’Shun Palace yet. I will update you later after I’ve cleared the place (preferably with guildies, though they need to log on and level!) I also haven’t had much chance to test our level 87 talent, Symbiosis, though it was interesting getting Lightning Shield from a resto shaman. He gained Prowl, I think, which was very odd.

It will be interesting to see these bosses at level 90 on heroic mode. Then maybe all the tools will make sense for us bears. Until then, I will continue bearing All The Things and reporting back here and on the official forums.

What about you? What have your experiences been like as a bear on beta? How do you feel about the tools in the build-a-bear workshop?

 

Cataclysm: It Wasn’t All Waffles and Honey

It’s been a long, somewhat bearable road.

So it won’t be too long now before we are bouncing our fat and sassy behinds all over Pandaria, discovering the long-shrouded continent in the new expansion and gearing up for a new tier of raiding. As a bear, I will say goodbye to the grand tradition of “bearcatting” and settling in as a Guardian druid. I will be waving hello to abilities with imposing names like Incarnation, Might of Ursoc and Ursol’s Vortex. My old friend, Savage Defense, will be an active button I hit, not something that procs Bear Block. At the same time, I will bid adieu to kitty-specific moves like Shred.

Overall, however, Mists of Pandaria will provide me another set of tanking challenges — and more opportunities to become a better bear. Cataclysm taught me a lot as well through three tiers, from the dark hallways of Bastion of Twilight and Blackwing Descent, to the twisted maws of Dragon Soul. I’ve been through a few guilds too, and even faction changed (more than once). [Some of the things that happen in the sewers are horrible. Oh, what, you thought your characters sat in an ethereal bus station while their server/faction changes were pending? No. Not at all.]

Anyway, I figured I’d separate this post into a bit of what scared the crap out of me and shoved lessons in my face as a bear in each tier of Cataclysm.

Tier 11

Going back to Bastion of Twilight. Again.

After marching through heroics that were, at release, fairly challenging, I wasn’t too sure what to expect inside the first tier of raids. I really didn’t have much of a guild at the time. I had pugged my way through a couple bosses in Blackwing Descent and Bastion of Twilight. Getting farther inside these places was another matter. It wasn’t until I joined Lowered Expectations on Alleria that I realized what was in store.

However at this time I was a moonkin, not a bear (at least most of the time). I found myself struggling to solar cleave the whelps on Halfus Wyrmbreaker properly and exploit multi-dotting for higher DPS. We trudged on, however, and finally got our normal mode clears of BWD and BoT. Throne of the Four Winds, however, proved to be a different challenge altogether, and this is where I finally switched to tanking. Al’Akir’s knockback-and-tornadoes combination was giving our other tanks fits. After learning what a bear was supposed to do on the fight — including wrangling Stormlings and dodging ALL THE THINGS — I finally felt comfortable enough to help us win. We even started one-shotting the elemental dudebro.

I won’t lie to you, though, starting heroics in these raids was scary. I didn’t have my four-piece bonus at the time (which made Survival Instincts last longer) so my warrior co-tank took on Magmaw while I handled his bony adds. You can see at the end of this video that, uh, I didn’t do things perfectly. Thank goodness for cooldowns! :(

We had some similar challenges on heroic Halfus, not the least of which was having to two-tank the encounter because people didn’t show. Interrupts also mattered here, as well as knowing when to let go of the giant boss because the Malevolent Strikes debuff was a freaking nightmare. I really was happy when I had a good string of dodges, though I can still hear my co-tank yelling at me. Still, I learned a ton from that warrior about how to help your group succeed.

The rest of the heroics we killed were in BWD, and honestly I was ecstatic once I got that four-piece bonus because it made Chimaeron’s Feud phases much easier. Atramedes wasn’t too difficult, but again I was moonkin here. Maloriak heroic was probably one of the most fun fights for me in this tier, except when I messed up interrupts on Arcane Storm after the green phase. Yikes. Even though I had the Prime Subjects in phase two, it still felt like I had a lot to do. It turned out I wasn’t the best at avoiding Magma Jets. We ended this tier with one heroic down in BoT and (I think) five down [Magmaw, Maloriak, Chimaeron, Atramedes and ODS] in BWD. We did go back later to attempt some heroic Cho’gall, Nefarian and Sinestra, but we never killed them as a guild.

Tier 12

So obviously, as the videos above show you, this tier was all about fire. Lots of fire. And burning. And hot things. And death. I was 95 percent tank by this time, with a bit of feral cat thrown in for good measure. [Oh by the way, you will have more laughs at my expense toward the end of the Raggy video. Enjoy.] We had no PTR raiding under our belts, so we didn’t really know what to expect beyond what we might have seen on YouTube or read somewhere. Sure, we killed Beth’tilac the first night in three pulls, and cleared the instance fairly quickly on normal, but later this tier turned out to be a lesson in humility.

OK, well, Shannox heroic just took some coordination in when to run the boss away from his canines. A lot of it was ensuring the healers stayed with their targets and my co-tank could benefit from timely life grips and Heroic Leap. I also learned how to keep moving so I could make sure I didn’t hide any Immolation Traps with my giant bear ass. As a side note, I eventually ended up with a total of six Vanquisher tokens from this boss.

I’d make a return as chicken on Rhyolith, the RNG Master, blowing up adds and trying to help steer the giant rock in the right direction. We spent so many frustrating nights on this boss that I can now do a fairly good impression of his annoying voice. [Soft, little fleshy things, here? Nuisances, nuisances!] Tranquility was a big help for our raid in phase two, with his crushing stomps and people running into the laser beams.

Our final pre-nerf boss, Majordomo Staghelm, gave us a realm-first kill and allowed me to experiment as kitty (albeit in a bear spec because I needed the moonkin spec still). I’d tank this boss as well, later in the tier. I was always amazed at our ranged and healers having the awareness to avoid his leaps and still take minimal fire damage.

Alysrazor showed me how much I had to learn, especially about positioning. At the same time, I had to make sure I did enough damage to the Voracious Hatchlings to kill them before Firestorm. I was making mistakes all over the place: turning around when I shouldn’t have, dying to the birds’ enrage or various environmental damage, et cetera. I blame myself, more than anyone else, for us not getting this boss lower than 8 percent pre-nerf. We finally killed her the first night post-nerf, but it felt kind of shallow. We also took down Beth’tilac and Baleroc soon after, though honestly my co-tank on Beth’tilac had the harder job downstairs.

We did make some progress on heroic Ragnaros (getting to the Phase 2.5 [?] transition) but by this time we had focused on switching servers/factions and converting to a 25-man raid format in advance of Dragon Soul. I’d still love to get Firelord one day.

Tier 13

I tell you, he dead.

Zonnie bites the dust.

So our 10-man team that was a tightly knit group exploded into a 25-man behemoth, for better or worse. We all had to get used to working together for a common goal: dead bosses. In that vein, we walked right up to the trash mob that was Morchok and slapped his butt down. It took us a bit longer to punish Warlord Zon’ozz and Yor’sahj the Unsleeping — I only tanked the latter — but the addition of Looking for Raid had at least given us a preview of these bosses.

Warmaster Blackhorn meant I had to be quick to pick up the threatening adds while making sure I helped people soak all the purple fire. Once we all got our healing assignments and DPS machines working, the boss fell over. However, once we got to Spine and Madness, it became rather clear we needed to kill them on 10-man first. We did get close to a Madness kill on 25-man, but I flubbed a pick-up on one of the Elementium Terrors at the end of the night. I hated myself. Eventually we did roast Deathwing in our normal format.

With that, it was on to heroic Morchok the next week. Even though he became this tier’s Halfus, the boss even pugs could down, at the time I was intimidated. All I had was a pair of subpar stamina trinkets to help me survive Stomp and the immense melee hits that come when you’re debuffed. Add to that the stress of positioning the boss correctly so the DPS and healers can soak crystals, and you had a very nervous bear. People were complaining and yelling and blaming, and we all wanted the same thing (read: dead Morchok). But somehow in this larger environment, I felt the guild was kind of disjointed. Communication was not getting through.

When we finally got him down, I was reassured by my parses. They showed that I took less damage from Stomp than my paladin co-tank did, though he was able to block part of the melee swings. Still, the whole experience left me feeling icky, and this led me to get sucked into the vortex of anger and frustration that followed on later bosses. I said some things I should not have. I did end up paying for those words, but through it all came a blessing: the return to 10-man raiding and an old friend of mine.

After the guild and I parted ways, I felt lost. A friendly shaman reached out and invited me to join a guild I had been in before, so it was back to Alliance. I was a Worgen again, and I had my beloved Darkflight again. I loved having that tool on Ragnaros. In a bit of a comfort zone, I allowed myself to breathe. My shaman friend, who was also now my raid leader, helped me get back on my bear saddle and tank things again. We killed bosses. We grabbed loot.

I did have to re-learn heroic Morchok on 10-man, because I now had to move the boss closer to the crystal instead of the raid running behind me. Yor’sahj proved tougher, and we spent tons of attempts trying to get the healing and DPS just right. (Three healers or two? What to use during purple phases? Do I glyph or unglyph my FR with my four-piece bonus?). We settled on two healers — and my DK tank, even though my bear had the Mirror of Broken Images trinket and my DK did not. And what do you know, the boss died and my heroic staff dropped. Wrong toon, RNG Monster!

Hagara probably took us the longest out of the five bosses we have downed on heroic so far. It wasn’t just about my use of Stay of Execution to survive Focused Assault, but also using Sunnier’s suggestion of Drums of Speed on the ice phase. And we also figured out that we had to save my FR bonus for the lightning phase. Said phase is a lot different on 10-man, with conductors in different places and raid members adjusted accordingly. Rumor has it that there are just as many ice lances on 10-man as there are on 25-man, but I can’t confirm this. It was really sweet when we finally euthanized the worgen, though. This fight, to me, was also about knowing when to use my survival cooldowns — and when to ask the healers for help (Guardian Spirit, Lay on Hands).

People gave me grief for not taking down Ultraxion before Hagara — “Dude, it’s free loot!” —  but we had to do things our way. Again, I have to thank Sunnier for her Power Auras setup for Fading Light. Nothing says “Click the button now!” like a giant timer in your face. The toughest part of this fight was getting our soaking rotation for Hour of Twilight rotation for the rest of the raid down. Our DPS was a bit on the low side, though this was after the stacking nerf came into the equation. I probably could have done better with a bit of bearcatting. I am still working on that concept to this day, though it will be a thing of the past soon.

Our last heroic kill before changing to the Horde and looking for a better talent pool was Zon’ozz. We flailed endlessly, it seemed, with the boss’s health at nothing less than 66 percent. People couldn’t kill adds. People couldn’t heal correctly. I even died after Zonnie stacked his Focused Anger too high. And then … we killed him. It literally came out of nowhere. I was basically the last one left alive after our holy priest threw a clutch GS on me. It felt great to whittle down the last of Zonnie’s health. Guess what? Hunter loot. Next week? Hunter loot. Yeah. We don’t need any more Horrifying Horns, dudebro. OK?

We still have our struggles, but we are hopeful that we can fill in the missing pieces, maybe wrestle heroic Blackhorn to the ground and then push hard when Pandaland: My Little Pony goes live. I’m going to farm so many darn carrots you will not know what hit you. Seriously. And my Vampiric Batling is going to totally destroy your Lil’ XT in a pet battle. And yeah, some bosses will probably die, too, dropping even more hunter loot. Yay.

Some of the druid talents on beta have me worried, but thankfully there is an active theorycrafting community that is looking out for ferals (I mean, Guardians). I’d love to tell you everything about my bear’s exploits in said beta, but I can’t do so much as attack something without a critical error crashing my client.

Until then, I leave you with:

Sunnier’s Art of War

The Inconspicuous Bear

The amazing people behind these sites I just linked — along with my Cataclysm experience — have helped me become a better bear. What does Mists have in store? I don’t know. I just hope I can learn enough in time.

Tanking LFR: Where did we go wrong?

We’ve all felt that way, huh? You stroll into an LFR run, thinking you won’t have much trouble obtaining something useful. Maybe you can get that trinket you’ve been after. Maybe you can just grab that 250 VP and be out the door. But as soon as the pull happens, you realize that all you’re going to get here is a very large, steaming dose of nerdrage, with frustration sprinkled on top. That other tank (despite his ilevel) has no idea what he or she is doing, aggro is a mess, and despite your efforts to correct things, the encounter is a disaster.

How did this happen? Whose fault is it? Is it the rest of us in the tanking community? Would we rather rage at the noobs who stand in the way of our pugging success than teach folks after this long? Do we blame Blizzard because five-mans don’t prepare tanks for raiding? Blizzard apologists say that LFR is for introducing players to raiding in general, so expecting raid-hardened tanks is crazy. However, as we all know, it’s never more obvious when someone makes a mistake as when a tank fails. People die, and they die fast. I should know; I’ve made my share of mistakes over the years. Ask anyone in my guild. In fact, last night I spaced out and forgot to use a cooldown on Ultraxion normal. I died. It was very embarrassing.

As you look at Dragon Soul, most of the tank goof-ups don’t really happen right away. I’ve never seen an LFR group fail on Morchok, what with the Crush Armor debuff being rather mild on this difficulty. Unless your pug tanks are horribly cheesing the ilevel requirement by using intellect plate or some weird PvP items, they can normally handle this fight just fine. Folks seem to get the tank-swap-then-run-out system. Warlord Zon’ozz doesn’t require much of the single tank, except for maybe a CD for Psychic Drain now and then.

You can have problems starting at Yor’sahj the Unsleeping. This not only requires tanks to pick up adds during dark phases, but they have to trade a much more virulent debuff in Void Bolt. [Disclaimer: I have taken up to 10 stacks of this on my bear, but I significantly outgear the average LFR tank.] I’ve seen some tanks run off chasing the targeted globule and forget to taunt back when the boss receives his buff. Other times they just zone out, and my healer has to save a barely geared tank after they eat five or more stacks. Not every tank with the minimum ilevel of 372 can survive that, obviously, and if they’re already zoning out they’re not going to use a cooldown appropriately either. Hagara the Stormbinder doesn’t really eat tanks unless they don’t: a) strafe out of Focused Assault; b) pop a significant CD if they choose to stay in; or c) lose track of Ice Wave. [Disclaimer No. 2: I didn't know you could strafe out of Focused Assault either, at first.]

Of course, the most infamous instance of tank fail comes on Ultraxion, the Super Bowl of “Can You Hit This Button?” And that’s not even mentioning the special tank treat of Fading Light. It isn’t so bad to put a one-shot mechanic like Fading Light on the fifth boss of the instance, but I guess word spreads slowly via YouTube and various forums about how it works. I say this because at least 50 percent of tanks don’t know how the mechanic works in action, causing them to die and an “innocent” DPS to get aggro and eat floor. I would mention Hour of Twilight, but that damage on LFR is kind of a joke and won’t kill the average tank. This all causes much raging in raid chat.

Warmaster Blackhorn and Spine and Madness of Deathwing don’t have very difficult tank mechanics, per se, but you do have to pay attention. The only big errors I’ve seen on these three encounters are not picking up elites fast enough on Lootship; failing to gather bloods and position the Hideous Amalgamation correctly on Spine; and knowing when to use CDs on Madness.

With all this said, when The Great Derp happens in LFR, where do we look for change? Who do we blame?

A rather upset European player asked Blizzard this:

Now one would ask, why do you do it then? Well, I want to raid. I do not hate LFR, I think its wonderful idea, but my oppinion is that it is created for apes. New target audience for Blizzard? Monkies, Gorillas, Chimps… you know em all. Because when I do LFR I feel like it is made not for human players or has humanity sank that low?

A Blue from Europe responds:

We actively encourage feedback on things such as the LFR, because we want to make it fun for everyone. Fun isn’t wiping over and over because you have people in the group who are new to the raiding environment, or perhaps aren’t up to speed on the latest tactics as you might expect from someone attending, say, an organised guild run. As we’ve said on numerous occasions, this is why we’ve designed LFR to be easier than normal raids, to enable a range of players — including less-experienced people or those with less-powerful gear — to see the content and gear up a little before perhaps trying it on normal, then later possibly heroic difficulty.

So if LFR is supposed to be the lowest rung of raiding — meant for people who are “new to the raiding environment” — then how do we as players or Blizzard get tanks ready for it? There aren’t any five-man dungeons that would prepare someone for, say, the Heroic Will mechanic on Ultraxion or where to position Amalgamations. Most people I know personally watched YouTube videos of the fights, but there’s one problem with that: LFR mechanics are slightly different. On Yor’sahj, for example, it’s better on LFR to kill the yellow slime, whereas people often choose the green on normal difficulty. That doesn’t necessarily apply to tanks directly, but people often look to us to call things out and know what’s happening. And it’s always our job to know when to use CDs accordingly.

You don’t really learn any of those things by leveling, either. Faster leveling and BoA gear have made low-level dungeons a horrible joke. If a DPS pulls off you, it’s really no big deal. And honestly, most tanks do top DPS anyway. If someone goes from 1-85 never stepping in a raid, then I honestly don’t see how they will learn raid mechanics. And even if they do pop into, say, Karazhan or Icecrown Citadel along the way, you can bet they will have some of their level-capped buddies tagging along and trivializing the encounters.

My guild learned LFR by doing it. But we did it first without pugs. Obviously the hate-chat is a lot less vicious in that environment, and people are more forgiving of mistakes (sometimes!). We all of course hope that everyone else reads as much as they can about these encounters, no matter what role they have. There are, indeed, tons of resources out there, from the official Tanking forums, to specific class forums and unofficial bibles like The Inconspicuous Bear. I try to learn everything I can from tanks who are far, far better than I am. Then I can pass on that information to others.

I’ve vowed in 2012 to try to be a more patient person, more of a teacher than a finger-pointer. I’m working on it. It’s not easy. You will never see most of the people you teach ever again. I guess you just have to hope that TankBot will use the information and use it well. I am sure Arielle and Reesi, TheIncBear’s leads, are tired of me pestering them with my billions of bear questions.

But is all of this pointless? Are we expecting too much here? If LFR isn’t a “real” raid, then should we really be expecting “real” play? Is it right to get mad at someone in ilevel 380 gear when they completely flub up a core mechanic? People most certainly do get mad about that, and LFR doesn’t check for the achievement except as a gate for the last four bosses.

Does this mean it’s far too easy to get to ilevel 372 without learning basic mechanics about your role and class first? Or is that all on the player? How much time should a player put into developing his or her character for a “fake” raid? We’d like to think that TankBot is guiding a character through LFR on his or her way to normal and heroic raids, but who knows?

Let me know what you think!

Tier 13, the Hour of Fading Light?

Deathwing, reduced to a pile of ... dragon bits?

We may have had to claw our way there, but we finally pulled together what we had from our normal roster and destroyed Madness of Deathwing. After last week’s 7 percent wipe on 25-man, we knew we had a kill in sight. Unfortunately, when this week came — so close to Christmas — our guild pane was looking dismal. Criticism had two choices: postpone all raids until next lockout, or form a 10-man to nail Neltharion once and for all (until heroic mode, that is).

So we did what all quasi-democratic organizations do: vote and then decide if it means anything. Fourteen people wanted to form the 10-man, four others did not. My co-officer, Disclosure, has been very ill this week with The World’s Worst Sinus Infection, though several guildies enjoyed her husky, pack-a-day voice. With our GM vacationing in Alaska, her home state, Disclosure formed the 10-man and we one-shot Warmaster, blew through Spine … and two-shot Madness.

Yay, Kiril staff for me and awesome healing trinket for our holy priest, Defaulty! But something was wrong. Did this cobbled-together amalgamation of raiding mean anything? Why didn’t this feel the same as finally downing Arthas in Icecrown Citadel? That was on 10-man too, but I can tell you that when Terenas rezzed us and we beat that paladin’s ass, it felt AMAZING. Downing Deathwing just didn’t feel important for us. It’s but one step in our progression, and “Destroyer’s End” is kind of blah right now.

Bastion of Twilight, do we even remember?

The question is this: Why?

It’s LFR, stupid. This was my first thought. What I mean is that our guild killed Madness on a lower difficulty than “normal” before the real thing. In my mind, this takes away from some of the wonder of the encounter. Sure, you can watch a YouTube video or listen to what someone says about a fight, but until you see it yourself you can’t say you’ve experienced anything. Madness is a bit tamer on LFR, of course. You don’t have to worry about Shrapnel or Impale generally killing anyone. The Elementium Bolt is far less dangerous. This is all great for learning the encounter, with training wheels, but you are seeing the end of Deathwing. It’s the same end he meets on normal and heroic. So does that detract from how much you might enjoy said death?

One of the more learned raiders I follow on Twitter said:

To me, it’s like asking if getting an A on a test still feels good, when you already had an A on the homework. Yes! To continue my analogy, beating it on heroic will be getting a perfect on the final exam. LFR is a movie trailer, Normal is seeing a choppy stream version of it, and Heroic is the book that it was based off of.

Others said they were lucky enough to kill Deathwing before his four-boss wing was released on LFR.

It’s the raid size. We killed the boss on 10-man, which isn’t what our guild is about at this point. Not everyone was very happy that we did so, even if I am confused about what it all means. Maybe it’s a little bit of guilt eating away at me for finishing this normal stuff. I know we can do it on 25-man, but I do feel a bit bad for those few who got left out. Everyone loves ilevel 403 loot and titles. The other side of that is being able to call yourself an 8/8 guild in the never-ending recruiting process.

We wanted to switch to 25-man to avoid the composition issues that run rampant on 10-man, as I’ve said before. But I’m finding you can run into the same problems on 25 when you just plain don’t have enough bodies. Throw in the holiday season and things can get dicey.

Of course, 10-man guilds are a lot more common these days. We used to be one on Alleria. Our new server, Area 52, now has 32 guilds labeled as 10-man at 8/8N or better. In contrast, A-52 has only five 25-man guilds at 8/8-plus. Statistics on these things — including those available at Wowtrack — seem to show a mixed picture for Tier 13 on “relative difficulty” for each raid size and encounter. For instance, Wowtrack lists Ultraxion and Spine of Deathwing as being significantly harder on 25-man, but none of the normal modes for the same marker on 10-man. (Heroic: Hagara is shown as tougher on 10-man, however.)

It’s just normal, silly. As I’ve grown as a raider, surely far behind other druids out there such as Reesi, maybe normal mode end bosses don’t mean as much to me as they once did. Oh we’re done with normal? Means to an end, baby. Let’s get into those heroic modes and this tier’s supposed Halfus/Shannox, aka Morchok. See, I guess what I’m saying is we’re trying for something bigger out there. Progression in 2011 isn’t the same as it was for us in the early Wrath days.

This is especially true on such a highly populated server. We’re a small drop in a big sea here, but we still have to try. And that means doing more than just normal modes. I know, you’re probably going to say that the top guild on A-52 is 4/8H, and the No. 1 group on Alleria is at the same place (albeit on 10-man). Both are true. But this isn’t going to stop our tough-as-nails GM from pounding us into the ground and trying to break our spines in the name of dead bosses. She really is a nice lady … to her husband. Sometimes. At night. Mostly.