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World of Warcraft |OT8| CITIZENS OF DALARAN

mclem

Member
I think one of the worst things about joining a group of friends guild is not being part of the core because those guys will only raid or give more attention to their friends.

As a GM, this is something that always preys on my mind, and I try to spread myself as widely as possible among the members of the guild without falling into the trap of only running content with the members I've known since TBC. However, one interesting thing I've noticed each expansion is that there's a fairly significant issue with respect to gearing people to get them ready for raids.

Standard 5-man setup is 3 dps, 1 healer, 1 tank.

Standard raid setup is N dps, (N+2)/4 healers, 2 tanks.

Because the number of tanks remains constant, each tank has a disproportionate responsibility compared to the other roles when it comes to running the 5-mans required to getting people up to speed. Based on napkin maths, I *think* it works out as If you were to take each DPS through the same number of dungeons, each tank would have to run N/6 times as many dungeons as each DPS; 12 DPS means each tank has to do twice as much work than a given DPSer, 18 means each has to do three times as much.

Obviously this is assuming only two viable tanks, which isn't *necessarily* accurate (certainly at the low end), but if people are completely devoted to their role, that's how it'll pan out.

I think that's a potential source of tank burnout that isn't hugely being addressed at the moment; the cost of giving sufficient attention to the guild as a whole. Not sure what the solution might be - flex dungeons allowing from 5-to-10 people, to allow more DPS to get in per-tank?

(In pure gearing terms, the fact that other non-dungeon passages to gear exist certainly helps, but as a GM, I'm also trying to promote community within the guild, and WQs don't lend themselves to that, elite ones aside)

I guess the sort way of putting it is this: As a GM, as a MT, I'm asking myself what is the best thing I can do for the health of the guild - in both gear terms and social cohesion terms - and broadly speaking, the logical answer to that would appear to be 'run lots of dungeons for everyone'.
 

mclem

Member
Hell mining is stuck as everything is grey.

Felslate Seams can still give skillups despite being visibly grey, but your best bet with skillups as a miner are the Brimstone Destroyer WQs.

An entire god damn night of Mythic+ and not a single upgrade for my mage.

A lot of drops, yes. 845, 850. But not one of them is a dps upgrade because of how fucked our stat weights are (Frost).

lfajksrgfaljrgkal

No, it's called Fjarnskaggl.
 

Mulberry

Member
Ok, I need to find a good, active guild to play with. It's getting harder to pug raids and mythic content. Horde or Alliance I don't care.
 

Mupod

Member
At least you rescue Malfurion and get a brief glimpse of the first main boss of the raid you'll fist head into. It's a decent cap off to the quest line in the zone you were in. Where as in Eye of Azshara, the first boss is the goon of your main 'antagonist' who was easily bested solo by Farondis. The last boss is the umm... elemental? of a character that hasn't even been indicated if she'll be a raid boss or anything.

Darkheart at least shows a quick glance of the situation for Druids and their conflict in Legion. Where as Eye of Azshara is 'Naga are here and maybe Azshara is here? We're not really sure.'

The boss fights get dramatically more frantic at higher levels of mythic+. The first boss becomes extremely dangerous towards the end and you can't afford to fuck up the harpoon mechanic. Deepbeard goes from a joke to having to constantly kite him around because the fissures will destroy melee. It's still overall one of the easier Mythic dungeons but the bosses scale a lot harder than say Maw of Souls (Helya +8 was easier than week 1 prenerf Helya).

It might be kind of lazy but I think it's got a place in dungeon design. Just a wide open area that you can tackle non-linearly. It's been fun routing the place for speed runs because you can skip a LOT of trash, but you need to kill enough to hit 100% of the requirement so you have to carefully choose what to pull. After doing every Mythic 10 million times in the last two weeks I look forward to Eye runs the most. As a counter example Black Rook Hold went from decent to hated pretty quickly because it's so linear, the only way to skip trash in there would be invis pot trickery.
 

Ark

Member
As a GM, this is something that always preys on my mind, and I try to spread myself as widely as possible among the members of the guild without falling into the trap of only running content with the members I've known since TBC. However, one interesting thing I've noticed each expansion is that there's a fairly significant issue with respect to gearing people to get them ready for raids.

Standard 5-man setup is 3 dps, 1 healer, 1 tank.

Standard raid setup is N dps, (N+2)/4 healers, 2 tanks.

Because the number of tanks remains constant, each tank has a disproportionate responsibility compared to the other roles when it comes to running the 5-mans required to getting people up to speed. Based on napkin maths, I *think* it works out as If you were to take each DPS through the same number of dungeons, each tank would have to run N/6 times as many dungeons as each DPS; 12 DPS means each tank has to do twice as much work than a given DPSer, 18 means each has to do three times as much.

Obviously this is assuming only two viable tanks, which isn't *necessarily* accurate (certainly at the low end), but if people are completely devoted to their role, that's how it'll pan out.

I think that's a potential source of tank burnout that isn't hugely being addressed at the moment; the cost of giving sufficient attention to the guild as a whole. Not sure what the solution might be - flex dungeons allowing from 5-to-10 people, to allow more DPS to get in per-tank?

(In pure gearing terms, the fact that other non-dungeon passages to gear exist certainly helps, but as a GM, I'm also trying to promote community within the guild, and WQs don't lend themselves to that, elite ones aside)

I guess the sort way of putting it is this: As a GM, as a MT, I'm asking myself what is the best thing I can do for the health of the guild - in both gear terms and social cohesion terms - and broadly speaking, the logical answer to that would appear to be 'run lots of dungeons for everyone'.

Are your DPS waiting for you to carry them?

Of our two main-tanks, I'm the only one that is actively helping people out with dungeons. The other tank, while good and reliable for raids, generally keeps to himself unless you ask him directly if he's up for some content.

Personally, I'm more than happy to run my raiders through mythics and mythic+ because they're fun guys to hang with on TS and it's always a laugh. That said; we've got a couple of social ranked tanks in the guild and several of our raiders have prot as an off spec. So there's always someone around to tank.

The important thing, especially if you're pushing progression (regardless of what level that progression is) is that you cant be carrying dead weight. I had to remove a recent priest recruit from our raid last night because he was healing less than myself and the other tank, and his DPS off-spec was appallingly bad. I've also got a mage who does very low DPS and fails mechanics that we're going to bench.

I'm not about the hardcore progression life anymore. I did that all through Wrath and its exhausting. One funny rule someone mentioned to me was 'the beer rule' - don't raid with someone you wouldn't have a beer with. I started this guild with a four other IRL friends, and the most important thing for us was that we had a good social raiding group. Folks that actually took part in our TS antics and guild chat shenanigan's whilst also being good at the game. We're a welcoming bunch, so that definitely helps.

I went on a slight tangent there, but to directly address the tank burn-out, you need to get your DPS to off-spec into prot, or let them know that your tanks cant be carrying people all day when they're already carrying them in the raids ;)
 

Pickman

Member
You can join my guild on Area 52 of you like. Pretty active guild, progressing through normal and heroic EN. My character name is Jrmint.

Piggybacking here since I'm on A52. What is your raid schedule, and Horde or Alliance?

853 Unholy/851 Frost/852 Blood DK, with full clear Normal EN experience.
 

Tacitus_

Member
TS antics are half the fun of raiding. We'll never stop giving shit to the married couple in our raids for that time their dog sprayed diarrhoea on their living room walls. Or for that time when she got lost in the Garrison main hall.
 

v1perz53

Member
Eye of Azshara is a real shitty dungeon, by the way. I don't know if that's been discussed yet.

Boring art, bad boss mechanics, forgettable boss designs, uninteresting, tedious trash, the story told within the dungeon itself is nothing, the boring 'circle' design of the dungeon itself. It honeslty feels like a dungeon they designed strictly for testing mechancis that they were then like 'fuck it, turn it into a dungeon'

But you move around after you kill one boss every so often so that's exciting!

As with a lot of things in WoW, EoA feels completely different on normal/heroic or even Mythic regular vs Mythic+. It is actually really elegantly designed with the Mythic+ system in mind, you can basically choose which of the trash to kill to get your 100% since there is so much, and the route changes based on what you prefer. Lots of ability to skip, lots of room for optimization, every boss has either very dangerous mechanics you have to avoid or ways to be clever and optimize things. And my god, Wrath of Azshara on +5 or higher starts to brutalize you. Seems to me like this dungeon was specifically designed with the affix and speed run systems in mind, and it works really well. Honestly, I always really liked the early dungeons, EoA, Darkheart, and HoV are all quite good in my opinion.

I tend to look at things from a mechanics standpoint, so my least favorite by far is a tie between Black Rook Hold and Neltharion's Lair. Black Rook because the trash packs are a slog, there are mobs that do a frontal cone that will say fuck the tank and turn away anyway, and that bat hallway basically becomes impossible if you have Necrotic as the affix. Whole thing just does't flow. And Neltharion's Lair I mostly like, but fuck those god damn razor blade throwing mobs. Why does Legion have such a hard on for ranged mobs that do physical casts and jump backwards every so often? As a tank these are a nightmare, at least the ones in HoV target me, I stand there like an idiot on half the Neltharion trash DPSing because the mobs random target.
 

mclem

Member
Are your DPS waiting for you to carry them?

No, I wouldn't put it like that. I *would* put it that they're reluctant to expose themselves to random groups; we skew older, and a number of them find the pace and tone that random groups demand is not to their particular taste.

Of our two main-tanks, I'm the only one that is actively helping people out with dungeons. The other tank, while good and reliable for raids, generally keeps to himself unless you ask him directly if he's up for some content.

It's kind-of the opposite for me, in that I think a number of our DPS are a bit shy to *ask* for runs, but generally will if I chivvy them along a bit. It's partially a self-confidence thing, and having the GM's support seems to help.

Personally, I'm more than happy to run my raiders through mythics and mythic+ because they're fun guys to hang with on TS and it's always a laugh.

So am I, don't get me wrong. But I ran four dungeons yesterday out of a sense of duty and that's a bit on the draining side, and that's with people still in the heroic/early Mythic bracket - at the moment we're focussing significantly on providing people with a cushion in the gap between the end of levelling and the start of raiding. When people move on to Mythic+, I doubt I'll be able to give everyone what they want.

That said; we've got a couple of social ranked tanks in the guild and several of our raiders have prot as an off spec. So there's always someone around to tank.

That'll do for heroics. I'm not sure how it'll go for Mythic+, but I may just be being nervous.

The important thing, especially if you're pushing progression (regardless of what level that progression is) is that you cant be carrying dead weight.

Yeah, I think you've got the wrong impression, somewhat; it's not that people aren't pulling their weight, it's that people are uncomfortable going out-of-guild - and I'm not quite comfortable with people going out-of-guild as well, because to me that strikes me as a failure of our guild on a social level.

I had to remove a recent priest recruit from our raid last night because he was healing less than myself and the other tank, and his DPS off-spec was appallingly bad.

I need to learn about Holy priest healing at some point, because I reckon our holy priest hasn't quite got the hang of it yet (He was Disc in prior expansions, fairly good at it as far as I could tell, but hasn't liked the new Disc paradigm and so is trying to play as Holy for the first time - and I'm somewhat more uncomfortable being healed by him than by our druids or pallies)

I've also got a mage who does very low DPS and fails mechanics that we're going to bench.

Delightful irony: There's a shammy who has been a bit behind the rest of us on levelling and gearing, and he's one of those people who... needs a few goes to get the idea of mechanics. We've had reasonable success in EN thus far (compared to our usual standards), and I'm a little nervous about how it'll go when he joins us...
...but he's got one of the few Legendaries in the guild.


My broad point was more from a game design standpoint rather than how to strategise *around* the game design; if we operate on the assumption that people are going to devote themselves to a role (which, to some extent, this expansion is accentuating), then tanks will have to do more work in 5-mans than DPS in order to get a raid up to speed.
 
As a GM, this is something that always preys on my mind, and I try to spread myself as widely as possible among the members of the guild without falling into the trap of only running content with the members I've known since TBC. However, one interesting thing I've noticed each expansion is that there's a fairly significant issue with respect to gearing people to get them ready for raids.

Standard 5-man setup is 3 dps, 1 healer, 1 tank.

Standard raid setup is N dps, (N+2)/4 healers, 2 tanks.

Because the number of tanks remains constant, each tank has a disproportionate responsibility compared to the other roles when it comes to running the 5-mans required to getting people up to speed. Based on napkin maths, I *think* it works out as If you were to take each DPS through the same number of dungeons, each tank would have to run N/6 times as many dungeons as each DPS; 12 DPS means each tank has to do twice as much work than a given DPSer, 18 means each has to do three times as much.

Obviously this is assuming only two viable tanks, which isn't *necessarily* accurate (certainly at the low end), but if people are completely devoted to their role, that's how it'll pan out.

I think that's a potential source of tank burnout that isn't hugely being addressed at the moment; the cost of giving sufficient attention to the guild as a whole. Not sure what the solution might be - flex dungeons allowing from 5-to-10 people, to allow more DPS to get in per-tank?

(In pure gearing terms, the fact that other non-dungeon passages to gear exist certainly helps, but as a GM, I'm also trying to promote community within the guild, and WQs don't lend themselves to that, elite ones aside)

I guess the sort way of putting it is this: As a GM, as a MT, I'm asking myself what is the best thing I can do for the health of the guild - in both gear terms and social cohesion terms - and broadly speaking, the logical answer to that would appear to be 'run lots of dungeons for everyone'.

This is my guild's problem. One of the main tanks is rarely on except to raid, and our other main tank and raid leader doesn't have the time to run a lot of dungeons. There's one guy who is an off-tank but he's a bit of an elitist so he only wants to take stacked groups through (usually myself and my friend and then we bring another good dps or carry someone) and only with his friend healing.

So right now we have a lot of people bitching and moaning because no one wants to off-tank for dungeons and they're getting mad at those of us who do run regularly. Unfortunately in my guild there's a big disparity between the good players and the bad players. It's been pretty frustrating but looking for a new guild is even more frustrating so I've been dealing with passive-aggressive bs instead. I don't envy guild leaders.

I just want a regular group to push mythic+ with. :(
 

Mupod

Member
I guess I'm an oddity because I've treated my tank and DPS specs equally. Both artifacts are 21 and I swap my loot spec all the time for trinket hunting.

It worked out in a funny way. I listed Blood as my main spec when my guild was figuring out raid roles - I was told flat out not to expect to be tanking, as they had two dedicated MTs and I was still just in the guild as a friend. A similar thing happened last expansion, wanted to tank but with only two spots available what can you do? But thanks to Mythic+ (I like 5 man tanking more anyways) I was able to gear up both specs. Which came in handy because both MTs AND the first alternate had to leave this week right before heroic Ursoc and I got called up as a tank.

Last night we got Ursoc, Dragons, and Il'gynoth down so I'm pretty glad I did all that preparation. And really, as long as I can play a tank spec in 5 mans and make progress that's fine too. I guess it sucks a little that I'll always be a little bit behind a dedicated DPS player as I have to split my artifact power.

But yeah I do feel like they've leaned a little too hard into the '2 tanks for everything' setup. Part of me misses the days where encounters could need anything from 1-4 tanks (or more, but let's forget the 4 horsemen). I guess it's a little harder for a tank to switch gears mid-fight now with the dumbing down of stances/presences/etc so that limits how they can implement the offtank role.

As for helping the guild gear up, I run mythic+ with the same crew most of the time but whenever we aren't all on at once we run people through their 2-3 keystones. I think that's the plan tonight.
 

dimb

Bjergsen is the greatest midlane in the world
I absolutely adore Eye of Azshara. Easily one of my top three dungeons this expansion, with the other two being Halls and Vault. For me EoA is great about visualizing its movement mechanics, and the way the pieces fit together on fights elevates them to memorable encounters. It's one thing to move between the sand dunes and the water on the second boss, but you are also watching Curse so you don't blow your teammates into undesirable locations, dodging monsoons, and avoiding the debuff from the adds that can freeze people in their tracks at the worst moment. Really hectic and really fun for me. Serpentrix is a boss that is simple in a lot of ways, but the add management and controlling a large space go a long way to making it an exciting fight, and it's a fight that does showcase the weather mechanics because movement can hinder void zone placement or cross battlefield travel.
 

Sarcasm

Member
I can't think of a single guild I've been in where the tanks wanted to run content outside of raid time.

Wish I had a group of buds to run with.


What addons are these?


Q4wyAPq.png
 

Entropia

No One Remembers
Wish I had a group of buds to run with.


What addons are these?

The Lightning Icon = Skada


--------

RE: Dungeons


I can't say there's any I would say are the worst. I like the varying length of some of them. I will say HoV feels imbalanced compared to the others, it feels longer than the others for some reason.
 

erawsd

Member
I guess I'm an oddity because I've treated my tank and DPS specs equally. Both artifacts are 21 and I swap my loot spec all the time for trinket hunting.

It worked out in a funny way. I listed Blood as my main spec when my guild was figuring out raid roles - I was told flat out not to expect to be tanking, as they had two dedicated MTs and I was still just in the guild as a friend. A similar thing happened last expansion, wanted to tank but with only two spots available what can you do? But thanks to Mythic+ (I like 5 man tanking more anyways) I was able to gear up both specs. Which came in handy because both MTs AND the first alternate had to leave this week right before heroic Ursoc and I got called up as a tank.

Last night we got Ursoc, Dragons, and Il'gynoth down so I'm pretty glad I did all that preparation. And really, as long as I can play a tank spec in 5 mans and make progress that's fine too. I guess it sucks a little that I'll always be a little bit behind a dedicated DPS player as I have to split my artifact power.

But yeah I do feel like they've leaned a little too hard into the '2 tanks for everything' setup. Part of me misses the days where encounters could need anything from 1-4 tanks (or more, but let's forget the 4 horsemen). I guess it's a little harder for a tank to switch gears mid-fight now with the dumbing down of stances/presences/etc so that limits how they can implement the offtank role.

As for helping the guild gear up, I run mythic+ with the same crew most of the time but whenever we aren't all on at once we run people through their 2-3 keystones. I think that's the plan tonight.

I agree that the occasional 4 tank fight was cool to see, I think the reasons for standardizing it around a two tank model makes sense because you had situations where many guilds just didn't have people who could fill those roles and with single tank fights you had other tanks being sat out or forced to play a roles they may not have been happy with, which was unfair.
 

frequency

Member
The time/rep gating is really getting on my nerves. I just spent an entire week with zero progress in story or anything. It's just grinding rep and waiting for a two week long advancement. My artifact progress has ground to a halt too. I've got more gear than I would ever need for the casual junk that I do. The Illidan stuff is actually insulting too. Unlocking each stage of that terrible story wasn't reward. It was punishment. The last one really bothered me. I want to say bad words about Xe'ra.

I don't like doing world quests anymore because I find the environments they built nearly insufferable to traverse. I can't even count how many times I've fallen to my death and then spent way too much time trying to figure out how to get back to my corpse in ghost form on foot.

Normally I'd be playing alts at this point but all the incredibly tedious and long grinds they put have kept me from doing it. Just the thought of doing another set of SIXTY HOUR missions turns me off so much.

I'm a pretty big WoW fan but Legion is really testing my patience and I'm seriously considering dropping WoW completely if this is the design direction they're going with.
 

Ark

Member
My broad point was more from a game design standpoint rather than how to strategise *around* the game design; if we operate on the assumption that people are going to devote themselves to a role (which, to some extent, this expansion is accentuating), then tanks will have to do more work in 5-mans than DPS in order to get a raid up to speed.

I see where you're coming from, but in terms of game design, thats where LFG comes in. People should be pugging tanks if no one reliable is around imo. That's what I would be doing at least.

It's kind of funny actually, I have a backlog of mythic+ runs to do with guildies - it's a good job I thoroughly enjoy mythic+ :D
 

Mupod

Member
I agree that the occasional 4 tank fight was cool to see, I think the reasons for standardizing it around a two tank model makes sense because you had situations where many guilds just didn't have people who could fill those roles and with single tank fights you had other tanks being sat out or forced to play a roles they may not have been happy with, which was unfair.

yeah I get why they do it. But I have to eye roll a bit every time an otherwise well designed fight has some forced tank swap mechanic shoehorned in. You'd think a C'thun-inspired fight like Il'gynoth would have plenty of stuff for tanks to do, but even that has a tank swap.

At least WoW is more creative than FF14 was about that. I feel like when I was playing, every fight had an arbitrarily added plain jane boring stacking debuff and it got old fast.
 

Micapo

Member
Wait, there's a brewfest xp buff??!


EDIT: Found a wowhead comment saying it does. Worst you can do is go and get both and see what happens.

Googled but didn't think about searching for the buff itself on wowhead so cheers. Guess I'll set the alarm in time for the brewfest buff so I won't forget it as I almost always do...
 

erawsd

Member
yeah I get why they do it. But I have to eye roll a bit every time an otherwise well designed fight has some forced tank swap mechanic shoehorned in. You'd think a C'thun-inspired fight like Il'gynoth would have plenty of stuff for tanks to do, but even that has a tank swap.

At least WoW is more creative than FF14 was about that. I feel like when I was playing, every fight had an arbitrarily added plain jane boring stacking debuff and it got old fast.

Yeah, but more often than not the tank swap debuffs are pretty simple and have barely any impact on the actual encounter design. The only people really impacted by them are the tanks. Like with Ilgynoth there actually isnt a whole lot for tanks to do on that fight besides tank the big add. So theyd have to either spawn another big guy or change how the other tentacles/slimes work just to give the other tank something to do besides dps, which would have more significant impact on the design.
 
Eye of Azshara is good, although everytime i see Murloc trash i get nightmare flashbacks to SSC.

I think the Arcway is probably my favourite of the 5 man dungeons.Lots of bosses, with potential for different routes on subsequent clears. Trash is tough for the right reasons. Encounters are fun too - especially the last one which reminds me a lot of Atheon from Destiny.

Visually/environment wise the Stormheim dungeons are the strongest though!
 

Son1x

Member
For fucks sake whatever I'm trying to do in Legion just sucks so much more than in WoD or any previous expansions.

Want to play some skirmish arenas as healer? Well have fun playing 3v3s all day against premades with useless noobs on your team.
 

Mupod

Member
Out of boredom I did the 10 skirmish wins questline. I lost 5 in a row, each time my two teammates died in under 10 seconds. The one I was most baffled by was that me, as an unholy DK, survived longer against a demon hunter and holy priest than my teammates (resto shaman/prot warrior) did against a single frost mage.

I eventually got matched with a lone fury warrior and then we won 9 with only 1 loss. Wasn't expecting that.

My long anticipated quest reward was: 102 order resources. All I could do was laugh.
 

lazygecko

Member
Sometimes there's this exponential surge of supply of certain Legion mats on the AH. And I do mean exponential, and not just the usual bumps you see during server peak times and such. Like, a few days ago the amount of Felslate jumped from 5-6 pages listed on Auctionator up to 58, and then it was all gone a couple of hours later. Same thing happened today with Starlight Rose surging from 2 pages to 25 (Auctionator wouldn't even scan past 11 as it just got stuck there over and over) and then back down again.

Is there some kind of item duplication scheme going on?
 

biaxident

Member
Was able to get into a solid pug last night, 1 shotted ilgyonoth, 4 shotted cenarius, and got xav to 50%. Only did 2 attempts on xav before it was too late and everyone had to leave. Sounded like the only reason the pug did so well was after the 2nd wipe on anything the raid lead kicked all low dps (under 100k or complete failure of mechanics). Pretty cold since its normal only, but this is why my guild will never clear as is. Our guild has a few terribads that would be kicked in any pug that is really holding us back. A frost Mage doing 70k dps when there are any mechanics to follow. Also our main healer can't heal while moving or doing mechanics (only considered our main since he's the only one reliably online). We've at least killed ursoc (pugged 2 heals and 2 dps).

Just hate playing with bads, I know we'll never do cenarius lol. Raid lead said he doesn't wanna kick underperformers, ugh.
 

Xando

Member
Finally got my prot warrior to 110.

Tanking these heroics you notice how strong IP is. Wonder if it stays this way


Also made like 90k gold by selling bracers. Insane these are still going so well
 

Jrmint

Member
Piggybacking here since I'm on A52. What is your raid schedule, and Horde or Alliance?

853 Unholy/851 Frost/852 Blood DK, with full clear Normal EN experience.
Sorry for the delay, just saw this. We are Horde. We raid 7:30-11 eastern time on Weds and Thurs.
Hit me up in game tonight if you like.
Response is for Pickman and Mulberry.
 

Somnia

Member
Wow, Towelliee just hit 6k subs, he's been on a huge sub train since it's his first time streaming since Twitch Prime went live.
 

Mulberry

Member
Sorry for the delay, just saw this. We are Horde. We raid 7:30-11 eastern time on Weds and Thurs.
Hit me up in game tonight if you like.
Response is for Pickman and Mulberry.
Looks good, I'll see if I can pony up for a server transfer and faction change.
 

Zelias

Banned
Was able to get into a solid pug last night, 1 shotted ilgyonoth, 4 shotted cenarius, and got xav to 50%. Only did 2 attempts on xav before it was too late and everyone had to leave. Sounded like the only reason the pug did so well was after the 2nd wipe on anything the raid lead kicked all low dps (under 100k or complete failure of mechanics). Pretty cold since its normal only, but this is why my guild will never clear as is. Our guild has a few terribads that would be kicked in any pug that is really holding us back. A frost Mage doing 70k dps when there are any mechanics to follow. Also our main healer can't heal while moving or doing mechanics (only considered our main since he's the only one reliably online). We've at least killed ursoc (pugged 2 heals and 2 dps).

Just hate playing with bads, I know we'll never do cenarius lol. Raid lead said he doesn't wanna kick underperformers, ugh.
Sounds like you need to find a better guild. Unless they're friends and you really enjoy the social atmosphere, there's nothing wrong with looking to move up to something more on your level if you don't want to babysit bads.
 
"Call down an infernal to instantly complete a World Quest on your map!"

Wow that sounds awesome!!

Translation - "Call down an infernal to instantly complete a World Quest on your map! Just not any of the annoying ones, the elite ones, dungeon ones, or anything thats rare."

Oh nice glad I spent 10,000 resources on that fucking bait. I guess now I can do those World Quests asking for 40 fjarnskaggl.
 
I really dont want to do a tuesday-friday 5 hour a day raid schedule but I think I want to try and find a more casual raiding guild.

Guilds aren't crossrealm right?

how are resto shaman doing in content? my resto druid is geared for mythics but I don't think I want to play him much more. Bears are fine, but enhancement is so much more fun to do in world quests

Sorry for the delay, just saw this. We are Horde. We raid 7:30-11 eastern time on Weds and Thurs.
Hit me up in game tonight if you like.
Response is for Pickman and Mulberry.

This sounds exactly like something i'm looking for. (not saying i'm going to piggy back onto the request but I hope I can find something similar)
 

Sarcasm

Member
I really dont want to do a tuesday-friday 5 hour a day raid schedule but I think I want to try and find a more casual raiding guild.

Guilds aren't crossrealm right?

how are resto shaman doing in content? my resto druid is geared for mythics but I don't think I want to play him much more. Bears are fine, but enhancement is so much more fun to do in world quests



This sounds exactly like something i'm looking for. (not saying i'm going to piggy back onto the request but I hope I can find something similar)

Guilds can be CRZ. I am in one because I got desperate (sucks living in Taiwan playing on NA).
 

Metroidvania

People called Romanes they go the house?
"Call down an infernal to instantly complete a World Quest on your map!"

Wow that sounds awesome!!

Translation - "Call down an infernal to instantly complete a World Quest on your map! Just not any of the annoying ones, the elite ones, dungeon ones, or anything thats rare."

Oh nice glad I spent 10,000 resources on that fucking bait. I guess now I can do those World Quests asking for 40 fjarnskaggl.

Yeah, I got lucky as my guildmates warned me about this one.

The alternative isn't much better for Pally (Order resources for Bonus roll coins, which I can only assume are cheaper than the equivalent from the dude outside VH?), but that's a pretty shitty bait and switch, of which the limitations aren't told to you at all.
 
Oh great. I'm currently researching this :/

I can understand it not doing raid, dungeon or world boss quests but the entire reason I chose it was "Oh my God then I wont have to do stellaris shakedown, unspeakable collaborators and that assassinate the three dudes one anymore" and lol none of them work
 
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