Friday, December 11, 2009

You bring the sword, I'll bring the shield



Since the launch of 3.3, Four Lights has been pushing through new content in the form of 5 mans and 25 mans. (We tend to clear 25 then come back and worry about 10.) I must say that I think we've got some wins and some fails when it comes to the fight mechanics. A few remarks from what I've seen as a healer so far. ICC 25 post to follow.

Forge of Souls

To be honest, we tackled 5 man FoS (heroic) first to start the chain. It was a guild run with some of our best geared and talented players. I didn't really learn much from it due to the fact that we blitzed through so fast that I didn't even get a good chance to see what the bosses abilities were supposed to do. Going in blind for the initial run I used the shield and topped technique and the bosses were dead before they could do, well, whatever it was they were supposed to do. The last boss. Devourer , does have a nasty beam you need to steer clear of (think Mimron's barrage) but other than that we found it to be pretty pitiful. It's a huge dungeon with very little to do.

Pit of Saron

We tried to continue the quest line only to have the servers die on us and we called it eventually. I picked up the new PUG system to continue onward the following day. Pretty basic, don't stand in shit, stay away from anything the boss outputs. The 2nd boss in the Pit is the hardest. It also didn't help that it glitched a few times causing our PUG to wipe. Players MUST stay behind the saronite boulder the boss throws down, out of LoS, until the debuff wears off. Healing this was tough because 1) I had an all melee group, and 2) they were too eager to get back to DPSing that they jumped the gun on letting the debuff stacks not wear off. Add to this several glitches of boulders not showing up and there's your wipes. The successful try was closer than I'd like for comfort. Shields were up as often as possible and a penance CD on the tank with PoM and a renew seemed to hold him while everyone ducked for cover. The biggest problem here is LoS works both ways. Players running for cover need shielded and healed up as soon as they come back to the saronite boulder. Definitely a range friendly fight. The final boss is a pushover. Kite him around, shield your raid and collect loot. Easy sauce.

Halls of Reflection

The 3rd and final in the chain. This was surprising fun. I like when cut scenes interact with action/combat in a run. Maybe that's why I like CoS so much. The biggest worry you have here is that your tank can grab and hold AoE threat. Staying in the entrance door will give you some LoS advantages. As a healer, the waves will start coming. (Think VH only faster and more.) If there's a mage mob it will target your healer and blast away. I waited a few seconds for the tank to pick them up (to no avail) then I simply shackled them. As the later waves come, depending on your DPS, you may find CDs are necessary. I used pain suppression on our tank towards the end. Probably didn't need to. I also found that hugging a wall (right or left) would keep the mages out of LoS of you as well and helped a little. That's the hard part. The rest is a cakewalk. Just keep players topped and the occasional shield and run like a girl from the Lich King (because apparently he is incapable of "running" after you.)


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