A lot has happened!
Real life - I'm getting married! Hooray! Goat and bear forever. :)
Icecrown was released and we're taking pokes at it. Randomly lost interest in Dala and leveled and geared up a shadow priest which was a fun distraction. Got the turtle and am revitalized in playing her again!
Guild has it's ups and downs but what one doesn't?
The new dungeon finder system is awesome although it sure makes gchat quiet these days.
ICC Notes -
They really nerfed the place the second week lol. I'm quite sad as I was hoping it would be on a par with TOGCR. I shouldn't be I suppose. I think it will ramp up as we get to the other wings.
Marrowgar - used to be intense healing on the tank but now it's a snap.
Deathwhisper - keep those cleanses and decurses going. there's a lot of sudden healing going on here so keep everyone as topped off as possible. Since your 2 tanks are likely gonna be range from each other, you'll spend a good bit of time moving around.
Gun Ship Battle - just watch out for whirlwinds and rockets and this one is very simple
The Deathbringer - damage ramps up slowly, be prepared for some frenetic raid healing near the end. Assist with kiting of the adds and NEVER be in melee of them. Rezzed people will maintain their debuffs so be ready to heal to full very quickly. Not so much tank damage but raid can get tricky.
Monday, December 21, 2009
Monday, November 16, 2009
Arena teams
I picked up arena for achievements but I think it's making me sane. Gives me a purpose for all the bgs and gives me something other to do than fish the turtle.
My 2v2 is going great. Both guys are really relaxed and great pvpers which helps me a lot. I finally got myself a pvp spec. Figured what the hell, it's only 50g if I need to respec to dps for a raid. Still really struggling with how to deal with mages. We can't seem to figure them out. Other than that, none of the classes are supremely difficult. Sadly to say, if we see any type of shaman we kill them first because MAN they die fast. Makes me proud to be a shaman who can stay alive cause they are a million times squishier than anything else.
Oh we almost finished TOGCR10! Stopped after killing Valkries the other night. I hear Anub is a nightmare compared to the others but I'm really proud of how our team is working together and progressing. I think hard modes have really made us a tight knit group. I'm still a little cautious about some of our new healers but they are doing pretty good. Time to let go of fears. :) Just wish one of them was a pally or priest. 3 druid heal team is a little weird...
Getting a cold. Work is going well. Reading an interesting book on becoming a vegetarian (again). Gonna snow soon!
My 2v2 is going great. Both guys are really relaxed and great pvpers which helps me a lot. I finally got myself a pvp spec. Figured what the hell, it's only 50g if I need to respec to dps for a raid. Still really struggling with how to deal with mages. We can't seem to figure them out. Other than that, none of the classes are supremely difficult. Sadly to say, if we see any type of shaman we kill them first because MAN they die fast. Makes me proud to be a shaman who can stay alive cause they are a million times squishier than anything else.
Oh we almost finished TOGCR10! Stopped after killing Valkries the other night. I hear Anub is a nightmare compared to the others but I'm really proud of how our team is working together and progressing. I think hard modes have really made us a tight knit group. I'm still a little cautious about some of our new healers but they are doing pretty good. Time to let go of fears. :) Just wish one of them was a pally or priest. 3 druid heal team is a little weird...
Getting a cold. Work is going well. Reading an interesting book on becoming a vegetarian (again). Gonna snow soon!
Friday, November 13, 2009
Feeling good about the universe
So a bunch of really great stuff happened all at the same time.
It was my birthday! I got a job! We completed Sunwell! and then due to my psychotic girl-ness I got depressed over some silly stuff like a darn turtle which doesn't seem to exist for me and some loot funk. Well my guild, being the most awesome guild out there, planned a special run just for me to get my Sarth3d black drake. Well we 1 shot that so we had a lot of time on our hands and went over to do EoE6min. Which was surprisingly not very difficult!
So in conclusion:
-28 and loving it and my boyfriend is wonderful <3
-Job = money = fun christmas = woo!
-Sunwell - raid I thought I'd NEVER get done and did that with only 12 people
-MOAR Brood rep yay
-Outland and Northrend raider achievements for moar points!
-Working on phase 3 Firefighter :D
-Northrend Beasts and Jaraxxas hard modes down
-Black drake for meeeeee
-EoE6min!
-Conned my guild into Hyjal and finished off Scale rep for that achievement
It's nice to have good things to post about. :)
I hope to get a strategy post on Firefighter going in the future. We're taking a little bit of a break over the next 2 weeks for Thanksgiving and recharging our batteries. I'm guessing Icecrown will come out soon. Really DYING to get Firefighter done before Icecrown but we'll see what happens!
:)
It was my birthday! I got a job! We completed Sunwell! and then due to my psychotic girl-ness I got depressed over some silly stuff like a darn turtle which doesn't seem to exist for me and some loot funk. Well my guild, being the most awesome guild out there, planned a special run just for me to get my Sarth3d black drake. Well we 1 shot that so we had a lot of time on our hands and went over to do EoE6min. Which was surprisingly not very difficult!
So in conclusion:
-28 and loving it and my boyfriend is wonderful <3
-Job = money = fun christmas = woo!
-Sunwell - raid I thought I'd NEVER get done and did that with only 12 people
-MOAR Brood rep yay
-Outland and Northrend raider achievements for moar points!
-Working on phase 3 Firefighter :D
-Northrend Beasts and Jaraxxas hard modes down
-Black drake for meeeeee
-EoE6min!
-Conned my guild into Hyjal and finished off Scale rep for that achievement
It's nice to have good things to post about. :)
I hope to get a strategy post on Firefighter going in the future. We're taking a little bit of a break over the next 2 weeks for Thanksgiving and recharging our batteries. I'm guessing Icecrown will come out soon. Really DYING to get Firefighter done before Icecrown but we'll see what happens!
:)
Friday, November 06, 2009
Thoughts on Knock, Knock, Knock on Wood
The other night we completed this hard mode. It was definitely one of the most challenging things we've done yet in wow.
Our issue was getting the lasher phase down and then making sure we had the control and speed for the other 2 phases. We reliably got down about 4 waves before wiping and last night we finally got all our ducks in a row and cleaned up. Our group was all physical dps which I think is a boon due to ground tremor.
Macros are extremely helpful here. Make a macro for Iron Roots and one to target each of the elementals should you be so unlucky to get lashers pop up after the elementals. Additionally, macro to target Eonar's gift.
Fire aura is additionally helpful for lasher explosions. Lashers are generally the hardest phase to live through and we lost about 2 people on them each of our unsuccessful attempts.
Our group was:
Prot Pally
Prot Warrior
Resto Shaman
2x Resto Druids
3x Hunters
Death Knight
Feral Druid
Conservator - easy but need to make sure that at the start of it, dps spread out to mushrooms and the tanks don't get too far away. The Conservator hits pretty hard so we decided 2 tanks would be optimal. People were proactive about calling out Iron Roots and those with racials were using them and the pally had a macro to BoF people out. Very important for both the person who has Nature's Fury and people standing by him or her to move their asses. Very important to watch tank health during this phase. Raid healing should only be from the occasional ground tremor and iron roots.
Elementals - very important to communicate health. The adds have a lot more health than normal mode so make sure you bring them down equally as low as possible before killing any of them. We had a couple times where we had respawns. Additionally do NOT let Eonar's Gift go off otherwise you're pretty screwed on this phase. Our set up was DK = Stormlasher, Hunter and Feral Druid = Ancient Water Spirit, 2x Hunters = Snaplasher. The Prot Warrior tanked Stormlasher and Water Spirit and we had the pally on Freya the whole time. It is very important that the hunters keep stacks up on the Snaplasher so they can slow him way down. A big issue is if a hunter kiting gets the roots. They need to be freed asap or BoF preferably. Stormlasher should be interrupted when doing lightning lash and the Water Spirit's water rush can be interrupted as well. DPS quickly and controlled.
Lashers - There are a lot of ways to deal with these guys. Our best way is having our wonderful prot warrior (Marz) aoe taunt at about 25%, pull to the river as the raid moved away from him. He shockwaves and moves out quickly while everyone aoes and healers heal heal heal. During the first lasher phase we had druids in each group pop tranquility which seemed to help us. Reasoning is we could probably survive if we lost members to later lasher phases but not early ones. Really watch ground tremor and call to stop dps when raid is below half health. Be very vigilant and have an assist target, usually second tank.
Final phase is a snap. Group up parallel to the river. Ranged stand about 30 yards from Freya and all grouped up. When lasher pods are dropped, everyone steps to the right. When new pods are dropped, everyone moves back to the left, very simple and doesn't cause any range issues. Keeps dps nice and steady.
In summary, keep dps high, have macros and really communicate.
Our issue was getting the lasher phase down and then making sure we had the control and speed for the other 2 phases. We reliably got down about 4 waves before wiping and last night we finally got all our ducks in a row and cleaned up. Our group was all physical dps which I think is a boon due to ground tremor.
Macros are extremely helpful here. Make a macro for Iron Roots and one to target each of the elementals should you be so unlucky to get lashers pop up after the elementals. Additionally, macro to target Eonar's gift.
Fire aura is additionally helpful for lasher explosions. Lashers are generally the hardest phase to live through and we lost about 2 people on them each of our unsuccessful attempts.
Our group was:
Prot Pally
Prot Warrior
Resto Shaman
2x Resto Druids
3x Hunters
Death Knight
Feral Druid
Conservator - easy but need to make sure that at the start of it, dps spread out to mushrooms and the tanks don't get too far away. The Conservator hits pretty hard so we decided 2 tanks would be optimal. People were proactive about calling out Iron Roots and those with racials were using them and the pally had a macro to BoF people out. Very important for both the person who has Nature's Fury and people standing by him or her to move their asses. Very important to watch tank health during this phase. Raid healing should only be from the occasional ground tremor and iron roots.
Elementals - very important to communicate health. The adds have a lot more health than normal mode so make sure you bring them down equally as low as possible before killing any of them. We had a couple times where we had respawns. Additionally do NOT let Eonar's Gift go off otherwise you're pretty screwed on this phase. Our set up was DK = Stormlasher, Hunter and Feral Druid = Ancient Water Spirit, 2x Hunters = Snaplasher. The Prot Warrior tanked Stormlasher and Water Spirit and we had the pally on Freya the whole time. It is very important that the hunters keep stacks up on the Snaplasher so they can slow him way down. A big issue is if a hunter kiting gets the roots. They need to be freed asap or BoF preferably. Stormlasher should be interrupted when doing lightning lash and the Water Spirit's water rush can be interrupted as well. DPS quickly and controlled.
Lashers - There are a lot of ways to deal with these guys. Our best way is having our wonderful prot warrior (Marz) aoe taunt at about 25%, pull to the river as the raid moved away from him. He shockwaves and moves out quickly while everyone aoes and healers heal heal heal. During the first lasher phase we had druids in each group pop tranquility which seemed to help us. Reasoning is we could probably survive if we lost members to later lasher phases but not early ones. Really watch ground tremor and call to stop dps when raid is below half health. Be very vigilant and have an assist target, usually second tank.
Final phase is a snap. Group up parallel to the river. Ranged stand about 30 yards from Freya and all grouped up. When lasher pods are dropped, everyone steps to the right. When new pods are dropped, everyone moves back to the left, very simple and doesn't cause any range issues. Keeps dps nice and steady.
In summary, keep dps high, have macros and really communicate.
Tuesday, October 27, 2009
Healing Ulduar and Hard modes
How to heal Ulduar with notes on hard modes. We'll skip Flame Leviathan because that is moot. All these instructions are based on the idea that you have a boss mod. Boss mods are critical to success in at least hard modes so please make sure you have one!
Ignis - Minor healing on tank, splash raid damage and a spell lockout called flame jets. Have your aoe heals ready to toss out after the flame jets and make sure you have some heals on the hot pocketed person. Hardmode: Not much different from regular mode, just will need to have more heals on the tank as time goes on. Damage will ramp up on him. Fire resist totem will be needed if no pallies want to. Consider using healing stream otherwise.
Heroism at the start of the fight. No saves should be needed.
Razorscale - Phase 1 Air - minor healing on raid and tanks. Short quick heals should be used when possible rather than long heals. Phase 2 Ground - make sure you get as close to the dragon as possible right before she's down for good because there will be a knockback immediately going into phase 2 which can range you from your tanks. As the tanks switch aggro, switch your heals from one to another. Keep short quick heals and make sure you are continually in range but not in front of the dragon. Heroism can be used during phase 1 when you ground the dragon or phase 2 depending on what your group needs more work on. Fire resist totem is helpful.
Hardmode: Simply a longer fight and possibly more damage on your guardian tank. Not much different.
XT-Deconstructor - Everyone should be grouped up. Strong main tank heals are needed here. Everyone should be kept as topped off as possible due to tantrums. During the tantrum it is imperative that you heal yourself and throw out very quick raid heals as necessary. Keep range from boombots but this isn't a big deal for healers. Healing stream is helpful here and heroism should be used during a heart phase.
Hardmode: Generally we have light bombs run to the left and gravity bombs run to the right. Nature resist totem and shadow protection buffs are helpful here. When anyone runs out of the group for a bomb, they must have hots on them in case of a tantrum or a life spark cleave. Tantrums are much more vicious and healers must be proactive and queue up strong heals before the tantrum lands. During the first and only heart phase, healers need to be dpsing, not healing. Heroism must be used during that first heart phase and consider using your fire elemental if few casters as well. This fight is considerably harder on the healers than the previous two.
Iron Council - Generally Steelbreaker tank will need 2 healers, it is helpful to have a pally tank to dispel fusion punch from himself but an additional healer should be assigned to make sure this is off as much as possible. Steelbreaker hits like a truck so make sure the tank is padded with hots and healers should be targeting him to see the fusion punch cast and have a big heal ready to land when the punch goes off. Back healer will be healing the Molgeim and Brundir tank. If either Molgeim or Brundir are in a blue rune or Molgeim has his red rune shield on, be prepared for much more healing needed on the tank and whoever Brundir is lightning bolting. Nature resist totem is helpful here and heroism should be used when there is a rune near Steelbreaker so he can be killed as fast as possible. When Steelbreaker is dead, healing will ease up but be quick to get out of the green runes and you will need to heal on the move. When Molgeim dies, healing should be minimal. Run away from him in the air and be prepared to toss a few heals on the runner but be sure to dart out so you don't get hit.
Hardmode: This is a long fight on hardmode so save your mana. 2 healers will be on Steelbreaker still and 1 on the back tank. The difference is Molgeim will die first and then Brundir. When Molgeim dies, people need to stay about 15 yards apart. If melee get the debuff they will need to move out of the group and minimal raid healing will be needed to top people off. There will be continual raid nature damage so if you have the nature resist totem, use it. Otherwise be prepared for more raid healing throughout the fight. When the 2 are dead, the Steelbreaker tank will get a debuff and will die after 60 sec. The OT will pick him up as the MT runs to the corner to explode. Once exploded, a druid will need to battle rez the tank or use a lock soul stone to get back up. Quickly top off the tank. After the first tank dies, Steelbreaker will heal and little and will hit much harder with each person who dies. Keep the raid topped off and spread out because of the debuff and so they won't die. Start using saves like divine protection or guardian spirit when a fusion punch is coming. Minimal raid heals are needed and most all heals should be on the current Steelbreaker tank. Remember if your first Steelbreaker tank was a paladin, healers will likely have to cleanse the fusion punch from the second tank much more proactively.
Kologarn - Moderate heals needed on the main tank, active raid heals and heals needed on gripped targets. Quick heals will be needed for gripped targets. They can't be freed via bubbles. Nature resist totem helps cut down on some of the damage in this fight. Heroism at the beginning. Occasionally your OT will pick up rubble and will need moderate heals. This is mostly a spread out raid healing fight. Make sure you run from eyebeams and heal the assignment of the healer who is running from eyebeams.
Hardmode: There are a couple hardmodes here. Disarmed, the official one is not hard and not any different from regular. With Open Arms - there will be 2 or 1 healer and so healing will be much more intense. You need to heal the person who is gripped very strongly as the raid will only be getting out the first 2 gripped people. If someone dies in the grip, another will be gripped until you lose the raid. Very important to have very strong raid heals and lots of quick heals on the gripped target.
Auriaya - Tremor totem and fear ward are a necessity here. This can be healed with 2 healers on regular mode. Strong aoe healing will be needed and Concentration aura will help with the stuns from the Defender which we rarely kill. Make sure you are always in front of her and grouped up with the raid. Tank takes some pretty tough damage in the beginning of the fight so make sure you have heals ready to go but be careful with your timing as the beginning of the fight is delicate with aggro.
Hardmode: We generally have a MT tank her and a cat and then OT tank the other cat away from the raid. Strong heals will be needed on both tanks as they will have stacking dot effects which will make healing them more difficult as time goes on. When she's about 50% health, consider using saves on tanks before a Terrifying Screech goes off. If you target her, this is easy to see. Remember to keep grouped and keep moderate aoe healing up. This is mostly a tank healing fight with moderate aoe damage.
Hodir - Frost totem is handy but a pally aura is prefered as this is our fire totem. Generally light healing until frozen blows and then aoe healing needs to be quick and clean. Those who can dispel must dispel the frost novas and quickly. Stand near a fire and watch YOUR environment and make sure you don't get yourself dead. Heals need to be big on the tank during frozen blows but raid healing is a necessity too. Heroism a few seconds after the npcs are out of the blocks.
Hardmode: It becomes more necessary to do this fight with less healers so if you can get away with 2 or 1, you likely will have to. If you are doing nothing during a non frozen blows stage, throw in a little dps. During frozen blows, keep up very strong raid heals since dps will likely make some environmental mistakes here. Consider using saves on the tank during Frozen Blows as it will make healing easier.
Ignis - Minor healing on tank, splash raid damage and a spell lockout called flame jets. Have your aoe heals ready to toss out after the flame jets and make sure you have some heals on the hot pocketed person. Hardmode: Not much different from regular mode, just will need to have more heals on the tank as time goes on. Damage will ramp up on him. Fire resist totem will be needed if no pallies want to. Consider using healing stream otherwise.
Heroism at the start of the fight. No saves should be needed.
Razorscale - Phase 1 Air - minor healing on raid and tanks. Short quick heals should be used when possible rather than long heals. Phase 2 Ground - make sure you get as close to the dragon as possible right before she's down for good because there will be a knockback immediately going into phase 2 which can range you from your tanks. As the tanks switch aggro, switch your heals from one to another. Keep short quick heals and make sure you are continually in range but not in front of the dragon. Heroism can be used during phase 1 when you ground the dragon or phase 2 depending on what your group needs more work on. Fire resist totem is helpful.
Hardmode: Simply a longer fight and possibly more damage on your guardian tank. Not much different.
XT-Deconstructor - Everyone should be grouped up. Strong main tank heals are needed here. Everyone should be kept as topped off as possible due to tantrums. During the tantrum it is imperative that you heal yourself and throw out very quick raid heals as necessary. Keep range from boombots but this isn't a big deal for healers. Healing stream is helpful here and heroism should be used during a heart phase.
Hardmode: Generally we have light bombs run to the left and gravity bombs run to the right. Nature resist totem and shadow protection buffs are helpful here. When anyone runs out of the group for a bomb, they must have hots on them in case of a tantrum or a life spark cleave. Tantrums are much more vicious and healers must be proactive and queue up strong heals before the tantrum lands. During the first and only heart phase, healers need to be dpsing, not healing. Heroism must be used during that first heart phase and consider using your fire elemental if few casters as well. This fight is considerably harder on the healers than the previous two.
Iron Council - Generally Steelbreaker tank will need 2 healers, it is helpful to have a pally tank to dispel fusion punch from himself but an additional healer should be assigned to make sure this is off as much as possible. Steelbreaker hits like a truck so make sure the tank is padded with hots and healers should be targeting him to see the fusion punch cast and have a big heal ready to land when the punch goes off. Back healer will be healing the Molgeim and Brundir tank. If either Molgeim or Brundir are in a blue rune or Molgeim has his red rune shield on, be prepared for much more healing needed on the tank and whoever Brundir is lightning bolting. Nature resist totem is helpful here and heroism should be used when there is a rune near Steelbreaker so he can be killed as fast as possible. When Steelbreaker is dead, healing will ease up but be quick to get out of the green runes and you will need to heal on the move. When Molgeim dies, healing should be minimal. Run away from him in the air and be prepared to toss a few heals on the runner but be sure to dart out so you don't get hit.
Hardmode: This is a long fight on hardmode so save your mana. 2 healers will be on Steelbreaker still and 1 on the back tank. The difference is Molgeim will die first and then Brundir. When Molgeim dies, people need to stay about 15 yards apart. If melee get the debuff they will need to move out of the group and minimal raid healing will be needed to top people off. There will be continual raid nature damage so if you have the nature resist totem, use it. Otherwise be prepared for more raid healing throughout the fight. When the 2 are dead, the Steelbreaker tank will get a debuff and will die after 60 sec. The OT will pick him up as the MT runs to the corner to explode. Once exploded, a druid will need to battle rez the tank or use a lock soul stone to get back up. Quickly top off the tank. After the first tank dies, Steelbreaker will heal and little and will hit much harder with each person who dies. Keep the raid topped off and spread out because of the debuff and so they won't die. Start using saves like divine protection or guardian spirit when a fusion punch is coming. Minimal raid heals are needed and most all heals should be on the current Steelbreaker tank. Remember if your first Steelbreaker tank was a paladin, healers will likely have to cleanse the fusion punch from the second tank much more proactively.
Kologarn - Moderate heals needed on the main tank, active raid heals and heals needed on gripped targets. Quick heals will be needed for gripped targets. They can't be freed via bubbles. Nature resist totem helps cut down on some of the damage in this fight. Heroism at the beginning. Occasionally your OT will pick up rubble and will need moderate heals. This is mostly a spread out raid healing fight. Make sure you run from eyebeams and heal the assignment of the healer who is running from eyebeams.
Hardmode: There are a couple hardmodes here. Disarmed, the official one is not hard and not any different from regular. With Open Arms - there will be 2 or 1 healer and so healing will be much more intense. You need to heal the person who is gripped very strongly as the raid will only be getting out the first 2 gripped people. If someone dies in the grip, another will be gripped until you lose the raid. Very important to have very strong raid heals and lots of quick heals on the gripped target.
Auriaya - Tremor totem and fear ward are a necessity here. This can be healed with 2 healers on regular mode. Strong aoe healing will be needed and Concentration aura will help with the stuns from the Defender which we rarely kill. Make sure you are always in front of her and grouped up with the raid. Tank takes some pretty tough damage in the beginning of the fight so make sure you have heals ready to go but be careful with your timing as the beginning of the fight is delicate with aggro.
Hardmode: We generally have a MT tank her and a cat and then OT tank the other cat away from the raid. Strong heals will be needed on both tanks as they will have stacking dot effects which will make healing them more difficult as time goes on. When she's about 50% health, consider using saves on tanks before a Terrifying Screech goes off. If you target her, this is easy to see. Remember to keep grouped and keep moderate aoe healing up. This is mostly a tank healing fight with moderate aoe damage.
Hodir - Frost totem is handy but a pally aura is prefered as this is our fire totem. Generally light healing until frozen blows and then aoe healing needs to be quick and clean. Those who can dispel must dispel the frost novas and quickly. Stand near a fire and watch YOUR environment and make sure you don't get yourself dead. Heals need to be big on the tank during frozen blows but raid healing is a necessity too. Heroism a few seconds after the npcs are out of the blocks.
Hardmode: It becomes more necessary to do this fight with less healers so if you can get away with 2 or 1, you likely will have to. If you are doing nothing during a non frozen blows stage, throw in a little dps. During frozen blows, keep up very strong raid heals since dps will likely make some environmental mistakes here. Consider using saves on the tank during Frozen Blows as it will make healing easier.
Thursday, October 01, 2009
Holy Cow Achievements!
If you read my blog much at all, you'll know I love achievements. These past weeks we have been CRUISING with the achievements. Lets see if I can remeber them all:
Twilight Zone
Onyxia
Rubble and Roll
Heartbreaker
Stokin' the Furnace
I Choose You, Steelbreaker
Crazy Cat Lady
I Could Say That This Cache Was Rare
Siffed
All in the past two weeks and all with minimal effort! We weren't even going for Thorim hardmode but easily got Siffed. It was late and we wiped when he was about 50% without anyone knowing how to do the hardmode lol. We'll be revisiting it all in about a week or two with a 2 week raid extension to hit all hardmodes. Additionally I was lucky enough to get into a WKG pug clear of Ulduar 25. Didn't get anything but got achievements! Killed Yogg twice for 2 different resets and I'm feeling very confident that if we get to him with enough time and the correct people on Monday, we could get him. :)
Approaching 8k achievement points. Time to start pvping again!
And I should say, guild stress level is way down and fun is way up!
Twilight Zone
Onyxia
Rubble and Roll
Heartbreaker
Stokin' the Furnace
I Choose You, Steelbreaker
Crazy Cat Lady
I Could Say That This Cache Was Rare
Siffed
All in the past two weeks and all with minimal effort! We weren't even going for Thorim hardmode but easily got Siffed. It was late and we wiped when he was about 50% without anyone knowing how to do the hardmode lol. We'll be revisiting it all in about a week or two with a 2 week raid extension to hit all hardmodes. Additionally I was lucky enough to get into a WKG pug clear of Ulduar 25. Didn't get anything but got achievements! Killed Yogg twice for 2 different resets and I'm feeling very confident that if we get to him with enough time and the correct people on Monday, we could get him. :)
Approaching 8k achievement points. Time to start pvping again!
And I should say, guild stress level is way down and fun is way up!
Monday, September 28, 2009
A Good Week
Tons of achievements this week which are making me *so* happy. I've decided to pester this lady in our guild who is the master of 25 man pugs. Got into a great Ony one the other day with her and apparently she's cleared ToCR 25.
I was dps much of this week and in 10 man raids averaging 4.5k to 5k. Averaging 3.7k on the target dummy. I've been practicing a lot trying to get my rotation as seamless as possible but I feel like there's something key that I'm missing since I can't get any higher than that. Perhaps it's raid synergy. Generally the only caster I run with is a mage and sometimes I get a shadowpriest. I was reading on mmochampion that most shammy dps went up about 500 from 3.2 and I think that is accurate for me as well. I'd like to think that I'm improving but I know better. :) I've been working on my haste and it seems to the detriment of my spell power. I'm going to have to work on dps gear and see if I can improve my stats.
I was dps much of this week and in 10 man raids averaging 4.5k to 5k. Averaging 3.7k on the target dummy. I've been practicing a lot trying to get my rotation as seamless as possible but I feel like there's something key that I'm missing since I can't get any higher than that. Perhaps it's raid synergy. Generally the only caster I run with is a mage and sometimes I get a shadowpriest. I was reading on mmochampion that most shammy dps went up about 500 from 3.2 and I think that is accurate for me as well. I'd like to think that I'm improving but I know better. :) I've been working on my haste and it seems to the detriment of my spell power. I'm going to have to work on dps gear and see if I can improve my stats.
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