Archive for the 'PVE' Category

My Raiding Season is Over.

A few days ago I announce to my guild that I am ending my raiding season in the Wrath of the Lich King. It is not due to issues with guild but issues with me. I am just burnt out. Raiding a few months after Wrath was released can mentally wear you out.

I had a heck of a good time and I hope the next expansion will just be as fun.

So to my raiding brethrens from KA guild on Cairne (formerly known as Initech….I kid, I kid) I wish ya’ll good luck with your continuous raiding schedule to finish up the ICC and Uludar Hardmodes.

What’s on my plate now…not much but just finish up leveling some of my alts and start new ones (alliance side) while I wait for Cataclysm.


Lich King Down

Last week I finally took down the Lich King. Unfortunately we had a 30% buff but I guess a kill is a kill

Lipstick on a Pig….err I mean Dragon

To encourage players not to shy away from the many invigorating adventures to be had in The Oculus, we have applied a change to enhance the rewards players are provided when selected for this dungeon via the Random Heroic option in the Dungeon Finder. Once Ley-Guardian Eregos is defeated, one loot bag per character will be provided in his chest in addition to the current rewards. Each loot bag will offer players rare gems, two additional Emblems of Triumph, and a chance of being rewarded the Reins of the Blue Drake. These fine treasures could be yours should you honor your fellow party members by besting the challenges contained within The Oculus! Keep in mind, however, that these extra loot bags will only be awarded to each party member if Oculus is selected by the Dungeon Finder when players choose the Random Heroic option.

In light of this change, the Reins of the Azure Drake will now have a chance of dropping in both 10- and 25-player versions of The Eye of Eternity


You can clean up a pig, put a ribbon on it’s tail, spray it with perfume, but it is still a pig.

I’m sorry Blizzard but adding more rewards in completing Oculus will not get me to go back. I have done my time and I do not want to experience that place again.

BTW I have done Oculus after the nerfs and yes the place is easier but I really don’t like that place.

Teleport Out of the Dungeon

I heard horror stories from players engaging mobs/boss then teleporting out of the dungeon. I always thought that was an urban myth until I experienced it the other day.

I was on my warlock running Heroic Halls of Reflection, the tank engaged the boss then teleported out of the dungeon. He watched the group die, laugh at us and left the group.

I just don’t get why people do that. Is it an ego trip? I am not sure but Blizzard needs to prevent this abuse.

Perhaps Blizzard should prevent anyone from teleporting out of the instance if one of the group members are in combat.

I am somewhat surprised that Blizzard did not put some restriction in teleporting in and out of the instance.

ICC Trash

That is how trash should be in a raid (ie using CC) not a run in AoE fest and brute force.

So far I am liking the ICC. /applause

Also Marrowgar is Down! Congratulations to Initech

Here is our kill video.

Interesting Changes in the New PTR Build 10747


Flash of Light no longer heals for an additional 100% over 12 sec if the target has the Sacred Shield effect.

Lay on Hands is now affected by Forbearance and can now be cast on self again – Heals a friendly target for an amount equal to the Paladin’s maximum health and restores 1950 of their mana. Once healed, the target cannot be targeted by Divine Shield, Divine Protection, Hand of Protection, or Lay on Hands again for 2 min.
***Forbearance, the answer to all problems. /sigh. As it stands now, I don’t see any holy paladin cast LoH on a tankadin

Infusion of Light now causes your Flash of Light to heal the target for an additional 50/100% over 12 sec.


Hand of Protection, Divine Shield, Divine Protection have been modified to include Lay on Hands.

Hand of Reckoning now deals damage if the target is tauntable.

Icecrown Radiance

For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid’s main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.

Why are we doing this?

The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more “spiky” than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn’t avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.

We’ve been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There’s a limit to what we can do, however. So to give us a bit of breathing room we’ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again.

We’ll have this on the PTR soon so players can see the effects inside Icecrown Raid.

I don’t see that much of an issue. The damage will be less spiky, so you will get a nice steady stream of damage.

I wouldn’t make any changes to your gearing strategy just yet but with getting hit more, Reckoning is looking more attractive.

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