We did 12/12 in 11-12 hours. We had almost zero ptr experience.
11-12 hours is not a 2-day raid schedule....unless you raid in 6 hour chunks?
Hey! In our four year history, we've never added a fourth night or extra hour for raiding!!!1
I'm skeptical =p
Most 3 night guilds add a day or maybe 2 throughout a tier. Last tier it seemed reasonable to add a day or two, I'm not sure I see any reason to add any this tier with the exception of *maybe* H-Lei Shen.
But doing it with no throttle and then throwing in the most time consuming and difficult trash that I've ever seen in a WoW raid
I feel if we have these types of instances that some form of gating would be help prevent guilds with a limited schedule from becoming too discouraged
What would you suggest be a suitable amount of time to be spent on trash in between each boss? Would a TotC model be better?
Should the amount of time between each bosses be the same, or should the time spent be staggered?
you want it to be easier? or do you want less content OP?
I think there's just far too much trash, like the trash in Durumu's room.....what's the point exactly showing the same mechanic....3? or 4 times in a row, then 6 times in a row. Such a waste of time. It's even worse past his room, which is silly.
03/13/2013 11:01 PMPosted by ArpandadayNo see, that is GOOD trash.
That is the type of trash that needs to stay.
Never said it wasn't, but seeing the maze add multiple times (when you can just stop DPS on the thing in the middle,) won't help you beat it. Same with the stupid headlight fog add things.
03/13/2013 11:06 PMPosted by NaumuJust curious, did you do his trash?
and after Durumu you might think otherwise. It's literally a waste of time that Blizzard added. Not by what the trash is, but by how much of it there is. And yes, I know trash is there so it's not another ToC....but cmon.
But it will help lower end guilds get a better understanding on how the boss works before pulling it without having to look at external sources, and is great to use in combination with the dungeon journal. It is exactly what the more casual raiding community has wanted (in-game teaching tools), and is just generally good game design to begin with.
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