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Codek

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Everything posted by Codek

  1. A common mistake that I've seen a lot of raiders recently fall into with this fight is that you can not just go through the motions and expect Soa to die. Just looking at the odds, it is clear that a 7min fight with this guy is built where something will go wrong. This is a fight built to see how you react to the unexpected, and if the DPS thinks they can just eat balls and shoot lighting to kill him then they are sadly mistaken. Now it sounds like your group has all the vitals down and know what they are doing. It's just a matter of everyone putting forth there part in survival and doing what they can to survive that 1 or 2 bad moments that are inevitable. The number one thing that allows this is to make sure everyone is topped off at 100% as much as possible. I'm a healer myself and I know it's incredibly hard to achieve this, but when you achieve the ability to both predict and anticipate when and where the damage is going to strike, it becomes possible. The second best thing is to have everyone understand that their HP needs to remain above 50% especially after popping an orb. Shields, medpacs, self heals, cooldowns, anything the individual can do to maintain this every time will give that edge to surviving that unlucky moment. Last is the requirement or awareness to the surroundings. Don't always assume the orbs will be taken care of cause mostly likely at some point, they wont. Simple awareness will allow the avoidance of extra damage from orbs which will more then likely lead to some other bad situation from occurring. As a side tip, I believe the most common problem for random deaths are related to people going airborne before orbs are popped or people landing on orbs after being in the air. As a solution, my guild has pressured everyone to immediately run for the outside ring as soon as their name appears. If they wait for the calling through vent/TS then they are wrong and putting everyone else in danger. This has ensured orbs to never go to the center. Anything else outside this situation can be resolved with calling when healers are out of action and making sure the raiders know what they can do to help.
  2. I feel that it was the only thing bioware could do to make the changes they want to raiding. From the start they have pushed for fights where it is possible to see what direction it is heading in. They want the raid to look and see that they are falling behind because people are screwing up and to adjust that on the fly. It should be clear that too much damage is being taken across the raid for healers to handle it. Now, if bioware decided not to nerf healers and instead increase boss damage then that would cause the WoW issue where health bars basically fly up and down within seconds with the occasional death occurring from the spike damage. By nerfing healing across the bored bioware ahieves it's goal of creating fights that are more consistent and possible to comprehend if the raid is fighting wrong (or just bad). Keep in mind that with the implementation of the target of target frame gives raiders another tool to use for avoiding damage. This puts more responsibility on everyone to ensure they avoid unnecessary hits or else the healers will become overwhelmed and it will show. So yes, the healing job is now that much more of a nightmare and it will be that much easier to blame the healers for wipes. All kinds of uncontrollable situations will be forced upon them because of mistakes by there fellow companions. The growing pains will help evolve healers to know and understand that things are turning for the worst and to be able to say "Hey, this is to much so next person to mess up dies!". Good or bad, it will be interesting non the less.
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