Will Flash Heal Become Mainstream? 4 Points

school-thought I woke up this morning to a crisp chill and a great question posted on Twitter by @Knurd (of Raid Hunter).

@patyomatt What makes you think we are headed back to flash heal spamming?

Granted he answered his own question after doing a bit more reading, but I’m still going to explore the topic in a little more detail (because Twitter is EXCELLENT post fodder).

In my previous post, I mentioned that I’ve started to Flash Heal more often than Greater Heal. Until I’m proven otherwise, I firmly believe that Priests will be trending towards Flash Heal and here’s why:

Down ranking gone: The current technique right now is that we use down ranked heals to minimize spell impact on our mana pool and to reduce over healing. We’ll use a rank 3 Greater Heal to restore the same amount of health as a near max rank Flash Heal. We save a couple of hundred mana at the cost of 1 extra second of cast time.

With down ranking removed, we can no longer utilize this technique. A Greater Heal costs 1000~ mana with the appropriate talents in place. A Flash Heal costs 600~ mana. It’s no longer a question of efficieny or bang for buck. It’s a question of what’s cheaper, which is Flash Heal.

High health tanks: Tank buffer has increased by a ridiculous amount. Their health has increased by 50% which turns them into pseudo-raid bosses. At the same time, they won’t be taking massive hits on some encounters. There’s no reason to bust out the massive 10000~ Greater Heal to restore 5000~ health unless they drop dangerously low. But by then, you’re going to be praying to the RNG gods that the mobs miss or they parry or something so that your bomb heal lasts. Might be better off getting the heals off quickly instead of going for the bomb heal. Leave the bomb healing to the Paladins.

Overhealing: It sort of ties into my last point, but 80% of the Greater Heals you cast will result in massive over healing because that crafty Resto Shaman next to you blew his Nature’s Swiftness Chain Heal, or the Paladin manages to Holy Shock crit, or the Druid happens to… do his Druid thing.

Mana Management more important than ever: If you have a hard time handling your mana resource now as a player, you’re going to be in for it in the expansion. During my forays into Naxxramus, I was hitting the floor with my mana pool. It was getting dangerously low while the bosses were in the single digit percents. I had to learn really fast when to burst heal and when to ease off the pedal to restore my mana.

Obviously, we do have access to our specialized heals. This is just a comparison between our direct heals based on my beta experience. I have no doubt another Priest will come along and come up with new ideas for Wrath.

Keep the mind open and let the healologists do their work. Now is not the time to shoot down ideas. It’s time to generate them.

Image credits: ckgd2

A Realistic Look at Level 80 Raid Healing

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I’ve kept myself mum on this topic for quite a while. You’re aware of Wyn’s thoughts and no doubt others have expressed their opinion around the community. It’s my turn to tell you what how I feel about being a Holy Priest and healing.

Before I do that, I want to make one thing clear:

I AM NOT A THEORYCRAFTER

Got that? Good. The opinions and thoughts I’m about to tell you are my honest, unbiased feelings about the subject. I’m not going to hide behind math or spellpower theory because I don’t know much about it all. If I were to list my one weakness, it’s the lack of mathematical Matticus power. I can’t begin to tell you the coefficients relative to the modifiers based on the exponential percentage of the sum off of this spell which is affected by the Earth’s tangent to the Sun (I don’t think that last sentence made any kind of sense).

I can’t theorycraft to save my life, but I just creamed a bunch of bosses in Naxx with 2 other healers and a group that’s sporting the same level of gear as I am. No ounce of theorying would’ve helped.

But in this case, it’s a good thing.matt-priest-com-1

Because I just knocked out 7 bosses in Naxxramus in one night on my Holy Priest in PvP gear without knowing anything about what I was getting in to.

There’s a point I’m trying to make here. I participated in a successful raid with less than optimal gear in a class that’s supposed to be rendered extinct due to poor design choices by the class designers.

My fellow clerics, let me reassure you that not all is lost. We lose our unique racials, yes. We lose the ability to downrank, yes. We get slapped left and right, back and forth with the giant nerf bat with no end in sight, yes.

Yet we still heal. It’s our duty. Don’t lose sight of that. They remove our powers and abilities and empower us with new ones. Raiding mechanics have changed. The entire gamescape has changed. This isn’t World of Warcraft: Burning Crusade. This is Wrath. The encounters are being tuned to suit what we can do and open up the number of options we have in terms of classes.

What changes?

What has changed exactly? I said it before, and I’m going to say it again. And this time I really mean it. Whatever you learned before Wrath, throw it out of the window. It’s no longer relevant or important.

Biggest change thus far?

I’ve cast Flash Heal more times than Greater Heal which goes against every Priest handbook in the game. Let me paint you the circumstances. My Flash Heal lands for 4500. The typical tank will have approximately 28000 health or higher. Greater Heal will do over well 9000 (and this isn’t just a cheesy Dragon Ball Z reference). Tanks are taking damage between 2000 – 5000. Instead of simply spamming downranked Greater Heals, I have to actually pay attention and Flash or Greater accordingly.

I guess this is going to cut into my hockey time.

Let me bust your objections so I can save you some time from voicing them.

It’s not the gear guys

Everyone’s on equal footing because I’m doing this on the Murmur Beta server (say hi to Miyone!). The vast majority of players are playing on premade characters relying on PvP blues and a few PvP epics. I have more mana regen right now on my level 70 T6 Priest then I do on my level 80 PvP T0.5 set sporting Priest.

Can’t be the group either

I worked alongside a Resto Shaman and a Holy Paladin. Weren’t people complaining that all the healing classes were getting nerfed? So by that logic, if all the healer classes get nerfed, then aren’t we all then at the same level? Are they going to bring in Rogues and Hunters to heal for us now? Healers will always be in high demand. It’s not like our raid size got nuked from 40 to 25 again.

I’m not as skilled!

Let’s not go there. I am not the best Priest in this game. There are other way better Priests than I and one of them happens to also contribute to this blog (and this is the ONLY time I’ll ever admit that ;)). So what makes me so special? I’m always present at raid times. I read up on strategy ahead of time. I do whatever I can to make my character the best it can possibly be in terms of augments (enchants, gems, and now glyphs) and consumables. I’m ruthlessly efficient and don’t like to waste time. I understand and follow directions like a 6 year old dying to go to a bathroom. That’s what makes me so special.

Would I consider my class expendable? You could make that argument. I wouldn’t know how to argue against it anyway because I’m not a theorycrafter. I’m a valuable asset not because of my class. I’m a valuable asset because of who I am as a player not because of what my class can do. If you’re working hard right now in BC raiding, there is no reason for you to feel threatened in Wrath.

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Everyone is going to have to relearn how to play their class. Your skill is going to be affected by how openly you embrace and learn what needs to be learned in the expansion.

Naxx is EZMODE

I’m using a flawed instance as an example because it’s way too entry level. You’re right, I am because it’s all I’ve done so far. Right now, we stack Shamans and CoH Priests for Sunwell because it helps ease the burden we have doing it. There’s no sense in thinking too far ahead in Wrath and being worried about actual end end game healing. Go with what we have now and have faith that we can do what we need to do as we progress up the ladder.

I’m thankful I don’t have to learn about how to use HoTs, AoE Heal, or other forms of specialized target healing. I didn’t get a lot of new toys to play with this year from Santa? Good. Less of a learning curve for me and I can spend more time on important things such as learning how to heal raids in post Wrath.

Still don’t buy it?

If you think I’m full of crap, by all means I understand. Either a) You know a lot more than I do in theory or b) You’re a really pessimistic player whose looking for an excuse to quit the game. But before you start ripping into me about theory, proofs, and other technical stuff, all I ask is that you run a level 80 raid first. Because that’s what I’m basing my experience, my opinions, and my thoughts on Priest healing from.

And honestly? It’s not that bad.

Image credits: just4you

PS, expect to see some Naxx healer guides really shortly.

Troubleshooting Gurtogg Bloodboil: A Healer’s Perspective

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syderatagimageIn my mind, Gurtogg Bloodboil is the toughest boss to heal in Black Temple. Many guilds stagnate at 4/9 in BT, and others continue to have difficulties with Bloodboil long after their first kill. From my own personal experience, nothing turns a happy tree into a miserable pile of mulch faster than an untimely Fel Rage! This boss is never truly on farm status: every time you bring a new healer or try a new group composition, you might spend hours relearning the fight. The lessons of Mr. Bloodboil are important ones for any healer to learn–they reveal how Blizzard conceptualizes endgame healing and healers’ roles in a raid. The skills you must master in order to take this boss down consistently are the same ones that will allow you to succeed in any of the demanding fights at the finale of the Burning Crusade.

This article will help your raid win at the Bloodboil encounter even if you do not have the ideal group makeup. In a perfect world, a guild would always have ten healers and two shadow priests just itching for a chance at this encounter, but in practice, we all have to learn to work with the tools we have available.

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The Boiling Basics

This encounter alternates between two phases, both of which are fairly hectic.

Phase 1

Tanks: The fight requires three main tanks, all of whom will trade Gurtogg’s aggro around like a hot potato. They will suffer a stacking debuff called Acidic Wound, and all three will need consistent healing even when they are not the boss’s active target.

Healers: Split them between the main tanks and the bloodboil groups. Melee needs some, but not much, attention. Heals over time are extremely useful for the two tanks who are not Gurtogg’s current target.

DPS: Your mages, warlocks, and other aggro monkeys can pew-pew as usual, with the caveat that they must stay below all three tanks on threat.

Bloodboil: Gurtogg applies the “Bloodboil” debuff to the five players furthest from him every three seconds. This damage over time spell is En-Ay-As-Tee-Why. To survive the dreaded boils, a raid must rotate the players who soak them–the ability stacks, and if a person gets “double-boiled,” well, she’s a goner. Typically ranged dps and healers make up the bloodboil sponges. We designate groups 3-5 as bloodboil groups, and we have a caller whose main job in the fight is to indicate when groups should move into the waterfall area furthest from the boss to take the DoT.

Phase 2

Fel Rage: Gurtogg afflicts one lucky player with Fel Rage. If this is you, congratulations! On the plus side, you become a giant version of yourself and gain 30,000 health and 15,000 armor (sweet!). Moreover, your healing done increases by 100%, and your damage output increases by 300%. Sounds great, right? However, on the minus side, Gurtogg has been buffed too, and now he’s targeting YOU. If you are the victim, you must do everything you can to heal yourself or mitigate the damage.

Bloodboil: You guessed it! Still ticking.

Geyser: Gurtogg casts this AoE damage spell on the Fel Rage target at the beginning of the phase. Spread out to avoid too much splash damage.

Tanks: Acidic wound continues to tick, so they need maintenance healing. Heals over time are ideal.

Healers: Healers must pick up the Fel Rage target immediately and spam that player with with their largest heals, always of maximum rank. If the Fel Rage target dies, Gurtogg will revert back to the tank with the highest threat, and in his strengthened form, he will make mincemeat of him. Meanwhile, raid and tank healing must continue.

DPS: Every player except the Fel Rage victim receives the (resistable) debuff “Insignificance.” The insignificant ones can unleash all the pain they desire on the boss without fear of pulling aggro.

In order to take this boss down, your raid has to survive the horrors of Phase 1 and Phase 2 multiple times. How is this possible? It isn’t easy, but the tips below will certainly help. These tips will carry over into the rest of your Burning Crusade healing–master them, and you will be ready for Illybeans, Archimundo, and the whole Sunwell gang, who deal out the splash damage like candy on Halloween.

gurtogg defeated

Four Key Tips
Tip #1: Make detailed assignments

For this boss, healing assignments must be exact and phase-specific, and they must suit the individual healers’ abilities. See the table below for sample healing assignments by phase and class. Many groups, including my own guild, find that this fight is easiest with ten healers, but an experienced raid can use eight. If your raid is learning this fight, asking a priest to re-spec for Pain Suppression can be very helpful.

Healer

Ideal Class

Other Options

Phase 1

Phase 2

1

Paladin Priest Gurtogg’s Current Target Fel Raged Player

2

Paladin   Gurtogg’s Current Target Fel Raged Player

3

IDS priest (extra credit for Pain Suppression

Paladin Gurtogg’s Current Target Fel Raged Player

4

Druid Shaman

HoT all tanks

HoT all tanks

5

Shaman Priest Melee

Fel Raged Player

6

CoH Priest

Shaman

Bloodboil Group #1

Bloodboil Group #1

7

CoH Priest

 

Bloodboil Group #2

Bloodboil Group #2

8

CoH Priest

 

Bloodboil Group #3

Bloodboil Group #3 (until the debuff clears, then Fel Raged Player)

9 (optional)

Druid Any

HoT all tanks / Swing Healer

Fel Raged Player, subs for any other healer who is Fel Raged
10 (optional) Any Any

Gurtogg’s Current Target

Fel Raged Player
Tip #2: Change targets efficiently (or How I Learned to Stop Worrying and Love Macros)

Make sure you have macros that let you switch targets in a timely manner. To pick up Gurtogg’s target, my guild’s healers use the following macro:

/target gurtogg bloodboil

/cast [target=targettarget,help] [] Holy Light

For “Holy Light,” sub in your largest heal. You will need it for the Fel Rage victim!

Even as a resto druid, I find this macro very useful, as it helps me identify either the tank of the moment or the unlucky soul with Fel Rage. I use it with Regrowth, but if I am healing the Fel Rage target, I will switch to Healing Touch spam after some initial HoTs. I also use a separate macro to help me pick up each of the three tanks. In this fight, there is no time to waste on targeting! If you hesitate, someone will die. I find some version of this basic macro useful in many different fights.

Tip #3: Don’t be a hero

In earlier content, a healer might get away with covering someone else’s assignment. In this particular encounter, it will always look like there isn’t enough healing on group 3, or the tanks, or the Fel Rage target. Healing is a scarce resource in this fight, and the whole darn thing is an emergency situation. You must stick to your assigned target, no matter what. Several weeks after we first killed Gurtogg, my guild spent an entire evening wiping to him. When we looked at wws, we found that healers were not adhering to their assigned targets–when you try to “save” people in this fight, you let your whole raid down.

Tip #4: Do a post-mortem analysis

It’s entirely possible that your healing team is already following tips 1-3. Yet, Gurtogg is still laughing in your faces as he slaughters the Fel Rage target every single time. In order to identify problems and difficulties, use both your own powers of observation and diagnostic tools like Recount and wws. When my guild has had trouble with Gurtogg, it has always been due to one of the following five classic blunders. Take this boss as a primer in troubleshooting: if you can diagnose the problem with Bloodboil, you can do so again when you face the end bosses of T6. For each boss you encounter, keep notes on the usual causes of failure–never let your research go to waste.

Potential Problem Areas
Problem #1: Your bloodboil rotation is off

This is the primary thing that has killed Collateral Damage while we were supposed to be “farming” Bloodboil. Check and make sure that people are moving in and out of the waterfall area with perfect coordination. The bloodboil groups are performing a lovely little dance–make sure everyone else isn’t spoiling the ballet by being too far off to the sides. You must also have designated bloodboil substitutes in case one of your original soakers dies.

Problem #2: The healing assignments don’t suit your group

Healers should confer with each other after unsuccessful attempts. If someone was unable to do his job properly, find out why! It may not be his fault. Many times, the arrangement that worked for a previous group has to be adjusted when new players enter the field. You can still win if your healing roster isn’t ideal–try scrambling around the assignments after each attempt until you find what works.

Problem #3: The Fel Rage targets are caught by surprise

Everyone who gets Fel Rage must do everything possible to lessen the burden on the healers. Panic is deadly–every player should have a Fel Rage plan before the boss is pulled and stick to it when the time comes.

Problem #4: Fel Rage healers are over-confident

Some Fel Rage healers forget that healing needs increase throughout Phase 2. You have to keep spamming those heals, even if your target looks stable. In a moment or two, they won’t be.

Problem #5: Your raid’s dps is low

Sometimes it’s just not a healer’s fault. Even if the team is doing everything right, Gurtogg will eventually overwhelm the raid if you go through too many Fel Rage cycles. I’ve seen us lose people to Fel Rage and still win, but only if the dps is good. The bad news is that the wipes will always look like the healers’ fault. You will need to check wws to see if your dps was on track for the attempts in question.

In summation, Gurtogg Bloodboil is a complex fight, and a win or loss depends on many factors. Keep these tips in mind, and you’ll be well on your way to that perfect one-shot.

Spell Haste: Why You Don’t Need It

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Image courtesy of andrewatla

A few words on Spell Haste: I can tell that Spell Haste is going to be the next big epeen-measurement stat. There are a couple of reasons behind this, the biggest one being that Sunwell fights are so demanding that Spell Haste is indispensable to heal all the incoming damage. The thought process runs something like this: If it’s good enough for Sunwell, it’s good enough for everyone, right? In fact, the more you have, the better you must be, right? Nope. Of course not – if that were true, I wouldn’t have a reason to post.

Sorry, I missed a left turn at Albaquerque. What is Spell Haste? Simply put, Spell Haste allows you to cast the same spells – faster. 15.67 of Spell Haste is a 1% casting-time reduction. Haste can also decrease your global cooldown to a minimum of one second. (That’s at something like 475 – effectively haste-capped. At this point, I’m not entirely sure it’s even possible to stack up that much spell haste. It certainly isn’t possible without running your other stats into the ground.)

As cool (and useful in Sunwell) as Spell Haste is, there are a lot of reasons it just doesn’t live up to the hype:

Sloppy Healers

Once in a while, some misguided soul will compare healing a raid to playing whack-a-mole. Maybe it’s accurate for your first few raids – before you figure out much about game mechanics and set up your UI properly you might have no idea who was going to take damage next. This is probably why you see so many entry-level wws reports showing an abundance of Flash Heals; the healers just aren’t experienced enough to not play a reactive game. But good healers know their fights, know their raid-mates, and know their raid frames well enough to start a cast before damage happens. Giving those same, inexperienced healers spell haste before developing their other, more relevant stats first, simply reinforces that gut reaction o-m-g-he’s-gonna-die-i-gotta-toss-healz-nao mentality. Spell haste won’t make inexperienced (or bad, for that matter) healers better, but it will train them to think faster is better – when really, planning ahead and paying attention is better.

Opportunity Cost

Flash back to Economics class with me: Opportunity cost is the cost of resources that must be given up in order to obtain other resources. You’ll notice a pattern with pre-Sunwell Spell Haste items – to get the haste, you have to give up mana regen.

Exception: Brooch of Nature’s Mercy, which is worth farming Eagle Boss in ZA for its Spirit alone.

As you’re working your way through content, you have a lot to think about in terms of stat-balancing. Your +healing must be high enough to handle the incoming damage, you have to have enough regen to last the entire fight, and you have to have enough Stamina so that you can actually do some healing. If you’re not to the point where most of your slots have few upgrades, you probably don’t have stats to spare. If you think you do, you probably don’t have enough regen. These other stats are so important for T4, T5, and BT/Hyjal content that giving them up for a stat that is not required is foolish. Wait to stack Spell Haste until you really can afford the cost to your other metrics.

Running Out of Mana

One thing that I notice most often with premature Spell Haste stacking is that casters run out of mana.

Quickly.

Why?

Bear with me. (Warning: I like easy math, so I’m using VERY rounded numbers and assuming no Quartz, Lag or other fun stuff)

Say I have a 10k mana pool, and that each Greater Heal costs 500 mana. This means I can throw out 20 of them before I go out of mana. But, I also have 250 Mp5. Each of those 20 casts took 2.5 seconds – a total of 50 seconds.

So I accrued 10 full ticks of my Mp5 – an extra 2500 mana.

An extra 5 Heals. An extra 12.5 seconds of casting.

Which, thanks to the magic of Mp5, bought me ANOTHER 1094 mana.

ANOTHER 2 casts, ANOTHER 5 seconds – and I’m done. (Because that only bought me 250 mana, which added to the 94 I had left over isn’t enough to cast another heal for this experiment.)

So TOTAL, my 10k mana pool and 250 Mp5 bought me 27 heals over 67.5 seconds. (There is a FABULOUS mod called Dr. Damage that will show you all of this in a tool tip.)

If my G.Heal hits for 6k, I just healed for 162,000. But what if we trade regen for S.Haste? Okay, now I have a 10k mana pool, each heal costs 500 mana, so I still get to throw 20 of them before I go oom. But NOW, each of those 20 casts took TWO seconds. So NOW, it only took 40 seconds. Which means I only got 8 ticks of my Mp5, which is now 200. So I only got back 1600 mana. An extra 3 heals. An extra 6 seconds of casting. Only 300 mana back. Suddenly, I’m done. (Sure, I could wait 1 second, and buy a 24th heal but then i’m REALLY done – and it takes me longer to get back in the game, because my regen is less.) Total: 23 heals over 46 seconds. 138,000 healing. Down 24,000. Down by more than my Main Tank’s pool.

For what? To get that 138k out fast enough so that it’s overheals? Because in 95% of the raiding-game, you don’t need to throw ’em out that fast to keep up with the damage, so they would be wasted. But you’re not chain-casting? You’d have more time to regen mana? Great. Then you really don’t need the Spell Haste.

Lack of Available Gear

Another reason not to fuss over Spell Haste too much is how little gear there really is out there with Spell Haste on it. WoWhead lists 29 Priest-friendly healing items with Spell Haste GAME WIDE. Of these, 16 drop in SW, 1 in Hyjal, 2 in BT, and two require Hearts of Darkness. So unless you’re very wealthy or your guild is working through advanced End-game, you have 8 options total – and a few of those are for the same slots!

Not Fully Developed as A Talentable Stat

As Priests, we have a couple of talents that reduce the casting time of certain spells. Could be divine fury, could be shortening up our Mass Dispel or Mana Burns. But, there is no far-reaching talent option to truly take advantage of this stat wholesale. Yet. I anticipate that WotLK will bring a lot more viability to this stat as a whole, with the introduction of talents like Improved Holy Concentration. The new content will probably require a decent amount of Spell Haste, but, as currently implemented, the fact that Spell Haste gains no help from any available builds further decreases the value of gaining it as compared to other stats – spirit or +heal – that DO gain multipliers from our available talent trees.

Sunwell fights are a holy-crap-did-you-see-that-by-the-skin-of-our-teeth kind of experience. I know a guy who, before the 2.4.3 nerfs, was spending nearly 1,000g on Mu’ru attempts PER NIGHT. (Scrolls, haste pots, elixirs, repairs, etc. He’s actually leveling an herbalist just to take the pressure off.) The best comparison is to old-school Naxxramus. You just don’t do Sunwell unless you’re really dedicated to the game, and long after WotLK comes out, veteran raiders will be swapping stories about how hardcore the fights were, and what a mind-bender it was.

Luv,
Wyn

Myth: It Doesn’t Matter As Long as the Boss Dies

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It’s time for a good, old fashioned rant.

“It doesn’t matter, as long as the boss dies.”

Oh, but it does matter. It matters a lot.

It matters if you AFK trash.
It matters if you wipe on a farm-content boss.
It matters if people die unnecessarily.
It matters if the fight drags on for double its usual length.
And it matters because “as long as the boss dies” is the dumbest quote EVER.

Think about it. I understand the need for bio breaks, and taking an announced absence is a perfectly legitimate way to get a drink of water, relieve yourself, and be that much more focused when you return. But when you have a couple of raiders who consistently AFK their way through everything that doesn’t drop loot, it adds stress and resentment to the pressure cooker that is a raid. It’s lazy and inconsiderate. Worse, it sets a terrible example for not just new recruits but everyone else in the guild.

Anyone who’s ever wiped on a “Farm” boss can tell you that it is infinitely frustrating when that happens due to sloppy mistakes and lack of attention. It wastes valuable time, leads to full-on burnout, and can make a guild feel stunted and unsuccessful. Slacking off here can cause major problems, and even if the boss dies on the third try, that’s 30 minutes to an hour of 25 people’s time. Not to mention repair bills, wasted consumables, and loss of morale and momentum.

Okay, so say you didn’t wipe. Say the fight just lasted 12 minutes instead of 7. That’s only 5 minutes extra (Nevermind that it’s really 5×25.) Wrong. When fights double in length, the impact is the same as a wipe, just on a smaller scale. Consumables, cooldowns, and resources are STILL wasted, and more likely than not, players will die needlessly. Not to mention that’s 5 minutes worth of Arrows and Bullets. And you now have a raid-mentality that knows it’s in for a rough night, since the bosses aren’t dying smoothly. Beyond that, if you’re a guild in the position of both farming content AND making progression runs, the sooner you can get the old content finished the more time you can spend on the new stuff. Eating up minutes and hours when you have 14 bosses to get through before you can even get to the fun stuff is “srs biz”.

More than anything, I hate that this quote as it seems to embody the ultimate in epic-greedy laziness. As if there’s no difference between the boss dying in an unspectacular way vs. dying efficiently, with everyone putting out 100%. The reality is at the other extreme – the only thing the two events have in common is the dropping of loot. And if loot, rather than progression and improvement is your focus, I want you the hell out of my raid, out of my guild, off my server, and away from my game. Go play EverQuest with Jimmy.

Luv,
Wyn