Tag Archives: Icecrown Citadel


A 10M restoration BiS popped up on PlusHeal recently and it surprised me it didn’t mention getting 4T10, it has been even implied 4T10 is not worth it for all the crap stats on it (mp5). Let’s see what fights we Chain Heal in 10M.

As you probably don’t remember, I was actually not that big fan of 4T10 for 10M raiding back when the bonuses were announced and I was fairly skeptical as to what use will Chain Heal actually have.

It turned out that I was right and Chain Heal is not really the spam-all spell for 10M healing by default.

However, if you have capable people in raid, Chain Heal gets more and more use over time as people tend to pay attention to maxing out it’s use and well, overgearing and overbuffing content makes you worry less about some mechanics. As well, the more you fall into routine on your kills, the better you can estimate how it will be effective to Chain Heal.

(following also asumes you are stuck on raid heal or heal all duty)

Lord Marrrowgar

At first, I didn’t see any use for Chain Heal on Marrowgar (being often raid healing with paladin on tanks) and I was right. Marrowgar is not really a Chain Heal friendly boss if people are properly spread and all. It’s as well tricky on Bonestorm phase where it’s very tempting to mend the raid with beam, but people are constantly moving so they will most likely be out of range before you finish casting. So there.

Riptide and both healing waves will dominate this fight, even in the high movement phase you can dish out better healing with 2 fast paced LHWs and take few steps between them.

PS: If you happen to be single healing it, Chain heal actually rocks. It saved tanks countless times yesterday.

4T10 feel: worthless

Lady Deatwhisper

Definitely a Chain Heal friendly fight. People may start out spread wide all over the room, but the constant running from left to right through boss will clutter them all in middle over time, spreading only on Death and Decay hits – which for example Grid with debuffs will show before it lands so you have split second to precast and land it on all caught in it while they move away. As for phase two and Frostbolt volleys – it rocks.

Riptide, pre-casted Chain Heals and Cleanse spirit rock this fight.

4T10 feel: relieves a bit of stress after volley, but nothing much

Gunship Battle

Uhm. Well… yeah. Aha. For normal mode? No way you will need that. For hardmode? It might be useful I guess, but I believe the long cast is major drawback to Chain Healing there. Besides, a single paladin can heal this fight alone.

4T10 feel: go dps.


Not a Chain Heal fight. People aren’t standing that far apart, but there is really no need to heal more than one person at a time. So just leave Chain Heal resting there and regaining strength. If you are solo healing it, then the odd Chain Heal through tanks actually does wonders. By default though it’s not really the best Chain Heal fight out there.

Riptides and LHWs all the way here, sorry to burst your bubble. Chain Healing here is waste of resources from mana to casting time.

4T10 feel: worthless, unless you heal solo or tanks.

Stinky and Precious

Pulsing AoE, Decimates. Do I really need to say more? Just make sure you make your raid to clump up for these dogs to make most use of your Chain Heal. Precast. Dominate.

4T10 feel: priceless


Chain Heal use yes and no. It’s priceless for melee healing and keeping up with the damage over time, 4T10 rocks in there. Healing ranged people with Chain Heal is quite waste, as they are standing well apart.

As usual for Chain Heal it’s untamed situational beast half time and worhtless piece of crap rest of the time. Use it wisely and judge your spells properly. The mix will be more biased towards single target healing.

4T10 feel: very solid bonus early into the fight, gives you some breathing room


Before buff and gear I would not say Chain Heal has a use there. You know, the tactic where people actually had to dodge the spit as quickly as possible. I was proven wrong, Chain Heal landing after people got back into positions was great tool and managed me to smooth out the edges.

4T10 feel: gets only better with gear and buff

Professor Putricide

This is very frustrating fight from CH perspective. The only moment you really NEED the spell is when dps slacks on the slime and you need to heal back the shared explosion damage. Yes. When everyone gets tossed all over the room. D’oh. Phase 3 is more CH friendly, as people will have to stack as the slime poodles will push them to it. But still, vast majority of the fight requires high mobility so you don’t really have time – a comparison to FireFighter comes to mind.

4T10 feel: not really a CH friendly fight, so worthless most of the time

Blood Prince Council

On this fight, I usually end up healing both Fire and Shock tank so I go in full LHW mode (glyph and totum) and therefore can’t really say anything for CH use, however I’d estimate it’s use to very situational and good only if you have great raid awareness, know your co-raiders and can predict their movement or lack thereof so it’s not wasted cast.

4T10 feel: can’t really say, but I guess slim use and benefit.

Blood Queen Lanathel

I have to admit, I ignored CH on this fight most of the time as I thought people are too spread for it. And I couldn’t been more wrong. Even people in range are perfectly positioned for Chaining the golden links of awesome and early in the fight is the HoT component priceless. If you for any reason hesitated about CH on Blood Queen, go ahead and try it.

4T10 feel: godsend bonus on CH tailored fight. Gotta love it.

Valithiria Dreamwalker

Well, of course not if you are healing Vali and taking portals. If you are outside though, you will be CHing quite a lot. Sure, you will need some spot-on single target healing too, but with the amount of raid damage coming in left and right and the raid being clumped up in middle around you, CH has it’s place.

As a sidenote – cleansing totem beats healing stream hands down

4T10 feel: I don’t think it is crucial. Sure it does help, but it’s manageable without just fine


Let’s get the facts right. Raid bunched up. Periodical damage on 3 targets and then everyone. Do I have to say more? It¨’s almost a prototype of CH fight. Just look around for other healers getting debuff so you know when to cover on tank. Other than that, CH like you mean it!

4T10 feel: solid bonus. You will be casting CH here a lot and the extra healing it can do through the HoT comes in handy when rushing for cleanest kill possible.

The Lich King

Due to our strategy (spread out in semi-circle) I wasn’t really considering Chain Heal as valid spell, but the truth is you can max out it’s use. You just need to know where is who standing so you don’t kill the bounces on second target and you should do your best to precast for Infest. Throughout the fight the usefulness of Chain Heal declines a bit as you need to heal more mobile, still stays the Infest-precast awesomeness though.

4T10 feel: Not bad thing. I will most likely not help you heal up Infest direct damage, should slow down the Infest DoT damage if you fail to top others on first go.

So, how do you (Chain) heal ICC10N?

Pit of Saron, mon!

Moving on! Yesterday a first instance guide for the Icecrown Citadel was posted here (omigod really???) and by now we reached then end of Forge of Souls and are ready to jump through the pink swirly thing called portal and voila, here you are. Or there.

Pit of Saron

Pit of Saron is open-air instance featuring Saronite mines and Saronite miners, drakes and bosses. The single most important thing about that fact is that you can mount up and stroll around on your pretty mounts. Which as well means that often your tank will be way ahead of you getting himself killed while you still look around and do “ooooh” sounds about the instance. Be prepared! Let’s go with some general tips for the instance:

  1. There is really no need to play any other Water totem than Cleansing. And even if you do, it’s highly advised to use it on the upward slope after Ick and Krick. The mobs do some heavy fire damage and put up diseases, so both counter-totems compete for a Water slot, however from my experience even with lack of other source of fire resistance, the disease hurts more and you want Cleansing there
  2. Speaking about the slope, it’s the part with the highest wipe percentage of the whole place – you start with heavy nuke adds spread around (half of them casters) and the dps usually goes all out and someone often pulls two groups. In such cases, be prepared to loose people or wipe. It’s not your fault. It’s just tough to heal.
  3. There isn’t really much of your non-healing spells to utilize, all dispelling will be done by totem and there really is no need for interrupts or purges, but at times the healing will be pretty intensive. This instance does not test your all-round shaman skills like Forge of Souls, it will test your spot-on healing and judgement. And cooldowns. Don’t forget cooldowns!
  4. Seriously, if you don’t have Nature’s Switftness and Tidal Force macroed together and keybound in convenient place, do so now. For real.

Okay. That’s pretty much it I guess. There are no significant mobs or situations to pay attention to. Well maybe the dragon riders who tend to throw their axes around make them spin and chop. But if you have eyes those shouldn’t pose a threat to your group at all.

Forgemaster Garfrost

Okay, this boss is pretty much retard check. You’d say that the concept of breaking line of sight to clear debuff is quite simple, yet people fail it. Rule of thumb – people with more than 12 stacks don’t deserve heals. Especially if healing them puts the tank in danger. On the other hand, if you let them die, you’ll be called names. Get used to it, it happens.

  • Forgemaster is a Deathknight that will run away to runeforge his weapon to deal more frost damage. It happens at 66% and 33% of his health. You won’t notice the difference on decently geared tank though. He will run away at that point, and two things happen – wise people hide behind boulder, braindead startle after him to dps!
  • The main mechanics of the fight is the Permafrost. A stacking DoT debuff (similar to Keristarzsa in Nexus) that does not break with moving, but by breaking line of sight with boss. You do that by hiding behind Saronite boulders.
  • Time to time, he will happily toss huge Saronite boulder at random party member. It doesn’t do much damage, but it has some AoE knock back effect upon landing, so clear the area or get bounced. When you hide behind the boulder, your Permafrost stacks reset. Mind you, breaking LOS to boss means breaking LOS to tank!
  • Frost resistance is crucial. Do not hesitate to sacrifice the Flametongue spell power to Frost resistance, unless you have another source of Frost resistance present in group. Everything from boss direct attacks to Permafrost ticks deals frost damage here.
  • Oh, using Heroism is advised on this boss, I usually pop it after he gets his first rune weapon. It will fall off before you reach last boss.

Krick and Ick

After clearing all the slime-thing dragging abominations in area, you are facing Krick and Ick. Or, in short, the Ugly thing. By now either your whole party knows how to move out of slime poodles, or you know who is slacker and needs more healing. Make that mental note, it will be needed. This fight is shorter than Garfrost, but the Ugly thing’s abilities make it rather eventful. Get ready for some death blame if people fuck up. Happens here too.

  • As expected, he will spawn poison poodles all over the place. Move out or die, simple as that. The “acceptable” slack time is like two seconds. By that everyone should have spells finished and free to move. That as well means  quick LHWs might be needed to cover this slack.
  • He does this funny Pursuit thing – he will target random party member and start pursuing them (who would’ve guessed), increasing his damage but decreasing his speed. Why is that important to you? I’ve seen tanks taunt him back and tank him through that damage increase.
  • Poison Nova aka “just blame the healer if you are melee” ability. He will stop moving, attacking and everything and start casting Poison Nova. Yeah, your reflex is right. It’s NOVA spell so you get the hell away! It’s pretty much one-shot spell. And if the person caught in it survives by any chance, the following DoT component is bound to kill them. PS: Rogue’s Cloak of Shadow does not cut  it here. Just so you know.
  • The biggest test of your spot healing comes with this ability – Explosive barrage. To illustrate how it looks – he will start spawning growing arcane bubbles under every party member. Those bubbles grow while dealing damage to anyone near them and their only goal in their short lives is to explode and deal some more damage. Yeah. Staying away from those means pretty much constant movement. Fun fact: 8/10 dps personnel is absolutely sure this is healable through just fine and they don’t have to move more than once per two or three bubbles. Remember, you can’t heal stupidity. And even if you do, you will just end up blamed and tired.

Scourgelord Tyrannus

Hooray. After the upward slope pain and rushing through tunnel (seriously, the most entertaining parts of the instance, innit?) you end up on the terrace with Scourgelord Tyrannus flying around on Rimefang (‘scuse me but wtf is dat name?). Again, this is general awareness fight and does not need you to heal like mad. Or it does. The base mechanic of this fight is Overlord’s brand. Link-like spell that either reflects all damage back at the linked person, or heals the boss for amplified amount of your healing. Be ready to save the dps before they realize they got the debuff, but if they keep on going, feel free to let them die.

Correction as submitted by Rades – I am wrong, he is right!

Hi Blueberry, I’m pretty sure that the Overlord’s Brand does not reflect damage back to the Brand target, but rather any damage done by the Branded character gets reflected to Tyrannus’ target (the tank). It’s like the opposite of the Devourer of Souls debuff, except worse I guess – instead of lazy DPS blowing up a random teammate by mistake (Devourer) they instead blow up the tank…which means wipe.

(Really, it’s the same principle though for DPS. Got debuff? STOP ATTACKING! /sigh)

This fight needs quick judgement and reaction from you. If you get the Overlord’s brand, you need to renew ES on tank as quickly as possible and toss a Riptide on them which should cover it for the most part. Resist the urge to top everyone and the tank off during brand, rather think about your spell and target priority once the brand is gone. Same goes for when you are in tomb – if you get targeted, stay clear od others, ES+RT on tank and get tombed. First heal after tomb must always land on you.

  • Forceful Smash – instant melee attack that deals quite a lot damage and knocks the tank back. Is often followed by:
  • Unholy Power a self-buff that increases his damage done by 100% (which can be very lethal). By reaching the boss, you should have rough idea what you and the tank can take. Should either one of you be rather squishy, kiting during this buff is highly advised. And just in case, extreme single target spam should commence.
  • Rimefang, flying above you, will make the fight even more interesting. He will rain down snowballs that will deal damage and snare people in them, so you want to avoid those. He will as well target people to encase them in Ice tomb – those will have a hunter’s mark like icon above them. As far as I know, Ice tomb can be chained, so stay away from people getting in. It’s not really dangerous, a single RT before the impact will most likely do the trick.
  • Go heroism at the start (when he actually jumps down) and kick in fire elemental. Frost resistance is nice to have here, but not crucial. And healing stream totem smooths out the edges.

Congratulations, you just cleared Pit of Saron. I really hope there were no rough bumps along the way and if there were, take them easy. This is probably the first or second instance on the “just blame  it on healer” instance of all times. And don’t worry about lewt – Jaina will just port you to the cave for a while. Get ready to enter the mayhem of Halls of Reflection. Seriously, the place has Lich King and Frostmourne, it’s awesome place to be. Till you try healing it.

Forge of Souls

Right, I decided that after the last rant on the topic, I might as well give it a go and supply fresh restokins with a little piece of advice on these dungeons. So for now, we will let the best advice (Do not go there unless you have good non braindead group) be and let’s focus on the somehow useful info for the three instances.

As a general rule – be prepared to bring your best game. Things can go very messy all of a sudden even for skilled and guilded group, and it may get even worse with PuGs. Be prepared for some quick totem twisting, be ready to interrupt, purge, pre-heal, quickly responsively snipe-heal, be ready for big fluffy pink rabbits to be shooting from cannons at you. Okay, I made the rabbits up. But it may happen! I guess.

As well, for the purpose of this guide, we will assume that at least 2 of 3 dps you run with are either morons or undergeared. Or, in worst case, undergeared morons. Wait, that’s not the worst case. Worst case are undergeared morons who act like they are the single most important thing on Azeroth. And hate pink fluffy bunnies.

Forge of Souls

Forge of Souls is the first of the three dungeons you will encounter.  It’s the one you will really, really need to bring the best out of your situational awareness and support role and abilities. Here are some very basic guidelines what to expect in the instance:

  1. Packs of just two mobs with big kick ass axes tend to cast bubbles on themselves. These bubbles don’t absorb damage, they reflect spells. Your i232 arcane mage is completely able to immediately kill themselves halfway through Arcane Missiles. Whenever you see the shield coming up, quickly pay attention to any spells flying back into the ranged cluster, identify type of spell on the go and bomb that person with RT+LHWs. There is no time to waste.
  2. Packs of 3 or more adds nicely spread around will need your best interrupting possible. Help your tank to round them up, ask which one to bring close if you want to. Tanks will totally appreciate that. And it helps you. Seriously, it’s better if everyone eats the tank than if there is loose mob attacked by and attacking everyone. PS: Those packs are often packed with AoE damage, so feel free to position yourselves to max out the Chain Heal use (I often stand in melee to get the melee lazor heal and spot heal ranged, or the other way round if the party is full of ranged of course).
  3. There are these flying skulls that will aggro random person, follow them, stop and explode. It hurts. You can somehow avoid it by waiting for it to stop and start the explosion while you get away, however not many other people will. It is especially nasty if you get the explosion coupled with some AoE (see point 2), that’s when it gets pretty lethal.
  4. The spirits in the end of the instance are really, really nasty. AoE that hits quite a lot, the damage on tank is heavy as well and there is some decursing to be done. Stand in CH range to at least two people, else you won’t have enough time when it hit the fan.

Now, let’s do the bosses. There is pretty much nothing you can do about those bosses, it all depends on how the rest of the party controls the fight. Be prepared that in average PuG you will loose a person or two on the last boss and it will rarely be your fault. Don’t be dickward if it was your fault, but don’t take the blame for deaths you couldn’t prevent by any means.


First boss in Forge of Souls essentially has two phases. It’s quite easy boss to do especially for a shaman healer, but it can get quite lengthy if the spawn control is not good enough. As well, remember to kick off your fire elemental and heroism in phase two. It won’t be ready for second, final boss, but using it there is suicide anyways.

  • Phase one is quite easy on you – all you have to heal is the damage being inflicted and if you have the global spare then throw a spell at the add to nuke it before it reaches Bronjahm.
  • The add: player with debuff called Corrupt Soul or something like that has to move away from the boss as far as possible and everyone should nuke the Soul when it makes its way back to boss. It will heal him for something like 120K, which is not really nice.
  • For phase two, everyone needs to hug the boss. If there is anyone who doesn’t do it, they deserve to die (as they mostly will even if you healed them like mad). Important is to heal people feared away, because the further from boss into the vortex they will run, the more damage they will take. The phase starts with him at 30% and emoting something, that’s when you come close, pop fire elemental, tremor totem and heroism.
  • A totem twisting is advised here. Flametogue – Earthbind (slows adds) + Tremor (fear for P2) – Healing Stream – Wrath of Air / Windfury depending on party.

Devourer of Souls

This boss can easily wipe your party if your dps left their brain at the door. It does shitloads of damage per se and to add to it, it shares damage with targeted person upon casting. Lucky for you, all these abilities are emoted by Devourer so you have time to prepare and they are as well quite visible not to miss them.

  • Phantom blast is spell cast on tank, can be interrupted and deals some 18Kish damage, shadow damage.
  • Well of Souls is created when the Devourer jumps over at someone and creates a purple poodle under them. The tick of the poodle on heroic is something between 4-5K shadow damage and kills quickly. Often is put under melee without boss being moved, be vocal!
  • Unleashed souls – Devourer spawns heckload of adds that will start munching on party. The best advice is to move away from any purple poodles, refresh Water Shield often and spot-heal everyone else. The only dangerous thing about this ability is that you might start to panic. Don’t, it looks worse than it really is.
  • Wailing souls is nice spell very similar to barrage that Mimiron does. What does it do then? Well the Devourer fixates himself in spot and direction, and starts turning around spraying the area in front of him with heavy shadow damage and knockback spell. Almost impossible to heal through, possible to save someone who is late on moving out.
  • Last but not least, the most important spell – Mirrored Soul. As you might’ve guessed, this is the shared damage spell. And if people don’t stop dps as soon as they see it, the targeted person is in trouble. You have to be really quick in identifying the target and spamming them while keeping up the tank. Oh, pray it isn’t you on the first go. Chances are by the second time he casts it, there is one dps less. In all seriousness, this is the source of dying even with good group or as a geared healer. Be prepared for it, even various bleed effects and dots can give you hard time while ticking on boss with this debuff.

Anyways, hope you will have fun in the place. It’s the least stressful of the three and although it has only two bosses, it’s quite fun. And it’s short. As always, post your comments and stories below and stay tuned for Pit of Saron and Halls of Reflection.

Icecrown buffs… no likey.

Okay. As we all agree, this is pretty much the hugest news of last days and everyone is blogging about it left and right, so I guess I will ride the wave too. We all knew it was coming but I guess we were all caught with our pants down anyways. I don’t really know what the Cataclysm release date is, but I am convinced the buffs started way too soon. From a strict-10 perspective, most of us are still trying to down Sindragosa, who is proving to be the current wall in the path of 10M progress. And we are given the buff that will somehow change all we tried so far, all we came up with for next progress night. And I am not sure I like it.

But it’s just 5%, dude…

And 5% is huge difference. And that’s just starting. The final buff is supposed to be 30% damn percent. But let’s get back to 5%. I read on few forums that 5% is nothing to be thrilled about. Well, think again. I will go from this base assumption:

  • 2 tanks, 50-55K healthpoints each
  • 2 healers, 3K effective hps each
  • 6 dps, averaged to 5K dps per person

Now, let’s apply the little 5% buff. Let’s go to healers first – I believe there is no need to mention that 5% more hitpoints raid wide and 5% more healing output combined do help a lot. It may see as tiny room for error, but if you ever healed, you know what I am talking about. Moving on. 5% more dps, that’s 250dps per person times six. That ups the raid dps by 1500 (which is a lot in 10M), and come on, it will be a lot more. And repeating again, that’s just starting buff. Tanks? Do I really have to get there? That’s 3Kish increase in raw health. Do you know how that affects effective health and survivability? Pffff. Fine. Three small buffs, add them up. Still convinced this is just like, yanno, minor buff and not a flat ICC nerf? Lemme do quick rundown of the 30% buff, and even assuming no gear upgrade comes till that time: 9K raid wide dps, 30% more hitpoints raid wide with 30% more effective healing, meaning way less buttons to push and frikkin 16,5K healtpoints more on tank. Go figure.

The buff mechanics…

So, I can see the upsides of the buff and all, making farm bosses quicker so you have a lot more time for progress bosses, you can opt to turn it off too and weeyay, it increases the number of tries available on heroic mode.

  1. Turning the buff off – you can turn it off, and apparently anyone in your raid can do it. And it seems that once deactivated, it can’t be popped back on in that raid ID. So yeah. Be really careful and think a lot about talking to any NPCs or switching it off.
  2. Heroic version – has the % buff too. That is probably the biggest letdown of all this. I agree that Blizzard makes the ICC accessible to everyone and there is frankly no better way than flat nerfing instance with this flat buff. But – and that’s huge but for me, they are nerfing heroic mode too. What is left for hardcore raiders then? (please take this point with grain of salt, as I’ve yet to set foot in ICC-10-HM, might as well be blogging in few weeks squeeling about how awesome it is to have the buff to kill at least trash in HM:) )
  3. Buff phasing and timing – is quite unfortunate. If we believe Blizzard, there are gonna be 6 ranks of this buff, release plan is one per month. That gives us at least 6 months till Cataclysm. Timing is quite hasted too in my opinion – the hardmode scene for both 10 and 25 raids is still starting to establish.
  4. General community impact – as oldschool competent raider it pains me that by the Cataclysm opening, the competent raider recruitment pool will hardly be existing – people tend to get comfortable with slacking off, which is exactly what this buff is offering. We all can watch the general attitude getting downhill, and making ICC supposedly “faceroll” content won’t help either. I am not saying this is end of raiding scene or hardcore raiding scene, but the community impact scares me.

The buff politics…

Probably the most tricky point – to turn it off or to not turn it off? I believe my raid leaders and guild leaders have their heads spinning around about this – there is pressure from your guild to move on, there is pressure for not falling behind other guilds using the buff in case you don’t want to.

There is this great epeen elitism issue – if we decide to progress it without the buff to actually do the encounter “as intended” and then it leaks out we did it without the buff, we are definitely going to be called names and dragged through trade channel for being elitist epeen no-lifers who have to brag about their pixel achievements. Which is not the cause, but you know, once your precious guild name gets stamped you will never get rid of it.

As for my guild, there is quite heated debate going on since morning about the buff. Let me illustrate by few quotes to see in what mess your guild and raid leaders are at the moment. The quotes are not credited as it’s enough I am ripping off guild forums for blog, let alone I did it with names. First voice goes in with relative progress race concerns. I understand, we are playing a game and we are competitive:

But should we actually gimp ourselves for no reward or recognition of any sort? And gimp our progress relative to other guilds? I mean disabling the buff would just be like not using heroism…or running content without enchants. Surely it’d be harder and the reward for extra difficulty would be the same!

What about switching the buffs?

About the buff, I also wouldn’t mind using it. The faster we get through normal the better. It’s the heroic mode that will matter anyway.
I’d see the buff as a tool to give some freedom on ‘learning’ the fight. After one kill you can switch off the buff for the next time to have a ‘clean’-kill for the record.

Isn’t that taking the most fun part from the game? This is my reply early on. Things have changed since then:

I heavily disagree there. The most fun is in learning the encounter and the feeling you BEAT it with just what you have at hand, no external buffs and help. That’s why, if anything, we are going to use the buff for FARM ONLY, and progress encounters as intended.

ie: I don’t mind using the buff on stuff we learned and is cakewalk, to speed up clear and get more time on progress targets, but as a cane for progress stuff, that’s off limits.

And the debate turning point by lunchtime:

I am cool either way, though nobody will give us a medal for not using the buff. On contrary, if we let it slip, we’ll be called elitist, arrogant, etc. by everybody (or almost everybody).

And lets make no mistake, 5% all around buff is HUGE! DPS itself, assuming you make just 5k…you get 250 extra…to get that kind of improvement on high gear level (that you upgrade from 245 to 251 or just sidegrade around hit) you need 2-3 or more decent upgrades!

But the real difference will come in survivability. HP and healing bonus mean less casts needed, less emergencies, less “Sophie’s choices”, etc. etc. Add to that DPS bonus (adds / spikes / tombs dying faster and thus doing less damage) and it really will scale.

The debate still goes on. But you know what? Totally off topic, no matter how this will be decided, I learned a great deal about people I raid with and they ensured me they are in the guild for all the right reasons.

That’s all folks…

At least for now. As a player with my personality, I am not liking the buff at all; the way it flat applies to everything. As a progression raider I am not against it much, though I think 15% should be full stop there. Maybe only 10%. As a Guild and raid leader responsible for well being of my lemmings, I am cautious. It will help us overcome tough times and move on, but at what price? So what about you? Did you guild had hard time deciding about this buff? And what was your conclusion?
PS: Bear with your leaders through this people; they are busy sorting it out I believe so if there is any discussion open, try to be constructive and mature.

Invincible rant!

So, I just opened my PC and read this about Invincible. Well I believe everyone saw it coming and we can’t really be surprised, but it still pissed me to no end. Why the hell they even try to keep up some 10M progression if they are not really ready to give out “same” rewards? No, I don’t want to have a shot in high budgeted gear. However, I was really looking forward to having this mount. But well:

Q. Is the mount available in both 10 and 25 Heroic?
A. Invincible will only be available in the 25-person Heroic encounter with the Lich King.

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ICC gear sets (version 1-normal) and Totem thoughts.

So, I finally got to making the ICC gearlist of well, Rahana’s BiS at the current moment. I did it using values from Shaman_HEP from our last Icecrown Citadel raid, in which I healed everything from start up to and including Festergut and few tries on Rotface. The results are a bit skimmed, as for the configuration I used some things I didn’t have at that time – especially 2T10 attained just after that run.

Thinking about what to wear is srs business!

All the gear selected for the gearlist (both BiS normal modes and BiS heroic modes) is taken from Wowhead.com. I will not, ever, suggest what trinkets you should be using. It’s mainly because I myself have about… well, many trinkets from various instances that I swap in and out if needed – although being the mana junkie I am… my mp5 trinkets and mana restore trinkets lead the way now.

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It’s alive!

Yeah yeah, I know I slacked very much, and this was cause by various reasons ranging from leading the guild from officer position and trying to recruit enough people for our own raids (over holidays), being ill (over holidays) and the need to hand out with friends and family despite aforementioned (over holidays). I spent quite some time in the game in my bed too, respecced my paladin to protection for faster queves for Saronite farming, adjusted this and that and well, generally did nothing at all that could somehow be classified as “work”. Including this blog, but hey, I really had no topic to write on.

However, there were some interesting things that happened over that AFK period, be it new ICC wing or some very interesting PuGs I got. As well, I have been finally installed into Guild Master position after the start GM being AFK for over month (I am telling you, dealing with guild from officer position without set ranks, guild bank and other stuff is really not fun task to do). And finally I got myself to write something here too. So, where to start?

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