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Grimsprocket

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  1. Force Kick is one of the best abilities you have! If you're not using it, you should be. That little blueish bar that fills up under a boss/champion is their cast bar. You should be force kicking them when they are casting stuff. It makes living through the fight a whole lot easier. Crippling Throw and Leg Slash are pvp abilities. Slows and healing debuffs are always good in PvP. Riposte is a good ability since it can't be parried, etc and always hits.
  2. It's not difficult. For regular targets, I usually don't bother with the fancy stuff, but for the elites or bosses, make sure to start with your burn abilities first (aka damage over time) and then your longer cooldown, high damage abilities, then go to your slash/strike rotation until your long cooldown abilities are close to ready and start the process over again. Just be sure to have enough focus to use those long cooldown abilities. If my centering is built up before the fight, I usually pop Zen when I'm ready to start my slash/strike rotation and just slash until Zen is up (Shii-cho form) and then start building focus again.
  3. So long as bosses don't have enrage timers that require the group's dps to meet a minimum requirement, then I'm ok with no damage meters. If they do then we need some way of knowing who isn't pulling their weight. I've seen some terrible players in WoW raids and by terrible I mean 30% of average dps terrible. Some of them were even in my own guild and not being able to identify those players ensures a long, painful wipefest on bosses with dps requirements. Not wanting dps meters is really cutting your nose off in spite of your face though because the vast majority of addons have nothing to do with raid performance; they enhance gameplay. Mail, map, gathering, crafting and auction house addons have huge impacts on making the game much more enjoyable. At the current state of the default UI, I'd rather have addons.
  4. Thanks for the feedback. "Boring and basic" is kinda what I'm looking for at this point so that's good news for me.
  5. One big determining factor for me on whether or not I will participate in end game operations is if the bosses are "dance" based or "skill" based. Those who are familiar with WoW's raiding should be familiar with what I mean by dance but for those who aren't, the "dance" is when the boss fight is broken into multiple stages that are heavily movement based. I can get more detailed if needed. So, what's the end game design like, based on the "dance" or based on gear progression and knowing how to play one's class efficiently? Maybe a combination of the two?
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