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  1. #1901
    Ridill
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    3 healers, 2 tanks, releasing 3 drakes off the start.

    It's a pretty intense exercise in triage for healers, and you need good enough gear on everyone to not run out of mana. But otherwise it's not that bad.

  2. #1902
    Nidhogg
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    Quote Originally Posted by poct View Post
    Has anyone done H Halfus on 10 man? Just wondering how hard it was and what set up you used. Keep getting a bunch of different answers and I really don't trust the wow forums.
    Quote Originally Posted by aurik View Post
    3 healers, 2 tanks, releasing 3 drakes off the start.

    It's a pretty intense exercise in triage for healers, and you need good enough gear on everyone to not run out of mana. But otherwise it's not that bad.
    There's no right or wrong way to do it, the correct answer is it depends on your group. If you have strong DPS, you can do 3tanks, 3healers, 4dps or 2tanks, 4healers, 4dps. If you have strong healers, you can do 3 healers, 2 tanks, 5dps.

    We've always done it 4healers, 2 tanks, 4 DPS, but we have strong dps...play to your strengths though (or try to combat your weaknesses).

    In any case, BoP/DS clear MS stacks, make sure you use that, it's the single biggest tip for the fight. If you have 2 pallies, do it once on each tank and really try to avoid extra transitions (and tanks tanking even drakes) with the MS effect up. Best way to me, regardless of setup, seems to be release Storm Rider, Whelps, and Nether Scion at the start. Release Time Warden once you feel you've killed enough of the first setup to comfortably deal with him being active.

  3. #1903
    Ksandra Needs To Post Tits
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    Quote Originally Posted by aurik View Post
    3 healers, 2 tanks, releasing 3 drakes off the start.

    It's a pretty intense exercise in triage for healers, and you need good enough gear on everyone to not run out of mana. But otherwise it's not that bad.


    Edit I read 3 tanks, I'm an idiot. Do what he said.

  4. #1904
    New Merits
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    We did 3 heals 3 tanks, released welps nether + wind, after welps were down pulled time warden. You need to have HoP to help make your tanks last longer vs mortal strike. All drakes are fought stacked on the boss so you can cleave him as your working them down, by the time the last drake is dead he's at 75 percent, then it's burn time.

    Good fight for disc/holy pally as two of your healers.

  5. #1905
    Hyperion Cross
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    Season 10 PvP gear seems all to be mainly reskins

    (for DKs, Warriors and Paladin at least, the 2 I play most, i dunno about the rest)

  6. #1906
    Pandemonium
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    Cho'gall

    Quote Originally Posted by aurik View Post
    3 healers, 2 tanks, releasing 3 drakes off the start.

    It's a pretty intense exercise in triage for healers, and you need good enough gear on everyone to not run out of mana. But otherwise it's not that bad.
    Pretty much this. Speaking from a healer's perspective, the most damage by far comes right at the start, so don't be afraid to blow everything. The second phase has so little damage going out (and its mostly on the tank) that even if you're almost OOM you should be able to survive it

  7. #1907
    Ridill
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    Quote Originally Posted by The Stig View Post
    Season 10 PvP gear seems all to be mainly reskins

    (for DKs, Warriors and Paladin at least, the 2 I play most, i dunno about the rest)
    dk horns are like 12 feet tall instead of 10 now >.>

    also, why are there 3 s10 sets? I thought vicious would go to honor and there'd be the new cq and the new 2200 cq.

  8. #1908
    Hyperion Cross
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    Oh yeh, 3 sets for DK!

    And oops, I never noticed the horns, because I didn't buy the hat, I use the goggles

  9. #1909
    Banned.

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    LETS NERF EFFLORESCENCE! FUCKING niggers....


    User was infracted for this post.

  10. #1910
    Hyperion Cross
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    What's with all the mage buffs, arcane specifically

    (is that even a popular tree? no idea on mages except in pvp i get frozen back and forth)

  11. #1911
    Viq
    Viq is offline
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    Arcane is decent single target if they can plant their feet in one place for 5 minutes. Otherwise, it loses out pretty bad to Fire.

  12. #1912
    Ridill
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    Quote Originally Posted by Tajin View Post
    LETS NERF EFFLORESCENCE! FUCKING niggers....
    4.1 is a buff for efflo in a big way, not a nerf.

  13. #1913
    YOU ARE SEARED
    Dungeon Master of the House of Weave

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    Kilrogg

    Auto-triage is nice, but dropping it to 12% of swiftmend value?

  14. #1914
    Ridill
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    Per second, increased by haste, as opposed to 30% of swiftmend value per 7 seconds, not increased by haste.

    3 * 12% * 9 ticks (2004 haste) = 324% of swiftmend value
    versus
    6 * 30% = 180% of swiftmend value

    It's strictly a HPS buff. (Especially since it will be a lot easier hitting 3 targets, it will tend not to overheal, and it doesn't require a 3 point investment in the terrible Living Seed talent)

  15. #1915
    YOU ARE SEARED
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    Kilrogg

    Wow I can't believe I failed at reading that so hard xD

    Thanks, puts it in perspective.

  16. #1916
    E. Body
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    Quote Originally Posted by The Stig View Post
    What's with all the mage buffs, arcane specifically

    (is that even a popular tree? no idea on mages except in pvp i get frozen back and forth)
    Mages need a good single target less RNG spec, with the Arcane buffs we might finally have one. Right now arcane is basically on par with fire for straight sit there and shoot fights like Chimaeron but they are still pretty terrible.

    Edit: Not to mention we have gotten like the least updates of any class since Cataclysm was released, shit's depressing going to MMO-champ every day and never seeing any blue posts on mage for 3 months.

  17. #1917
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    Quote Originally Posted by aurik View Post
    Per second, increased by haste, as opposed to 30% of swiftmend value per 7 seconds, not increased by haste.
    3 * 12% * 9 ticks (2004 haste) = 324% of swiftmend value
    versus
    6 * 30% = 180% of swiftmend value
    It's strictly a HPS buff. (Especially since it will be a lot easier hitting 3 targets, it will tend not to overheal, and it doesn't require a 3 point investment in the terrible Living Seed talent)
    But "to the three most injured targets within 8 yards, every 1 second for 7 seconds." so its basically a prettier chain heal; unless current efflo work the same, I thought it healed everyone inside the patch zone, including those not in your party.

  18. #1918
    Ridill
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    It does heal everyone inside of the AoE currently. But after 6 targets, the heal gets split among the targets (so, if you had 12 people they would only be getting 50% of the calculated healing amount). That means if you have 6 injured people and 1 full person in the zone, efflo heals for less than if that full person would step out of the AoE, because they are diverting 1/7th of that healing to overheal.

    Plus, why would you rather target everyone with an insignificant heal (like 700 hp per 1s) versus targeting the more gravely injured people with bigger chunks of healing (like 2k per 0.85s)

    Efflo change is flat out hands-down a buff. Increases HPS in all real-world situations, and increases the effectiveness of the healing done by smart targeting.

  19. #1919
    Hyperion Cross
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    HURRAY for weekly VP change (via daily heroics)

    Being able to blitz through 7 heroics in maybe 3 hours in 1 day means I get time to do other stuff (or not play)!

    Sometimes when I get home I late I feel pressured/a loss if I cannot do heroic for VP. Now I can kinda accumulate it all for the weekend!

    EDIT: seems like a lot of people are upset over it. Fuck them, how is 7 heroics in 1 day and 1 heroic each day for 7 days any different lol.

  20. #1920
    Pandemonium
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    Cho'gall

    Dunno why anyone would care. Does it make it easier to accumlate VP? Sure. Does it let you get more VP than anyone else? No. Big whoop.

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