sparkindarkness (
sparkindarkness) wrote2007-11-09 12:34 pm
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WoW has done the impossible - it made me pray for Saimhain to come and go as soon as possible.
Because I am sick to the back teeth of the bloody headless bloody horseman. My druid took one look at the loot tables and announces “screw you too” before writing yet another angry letter to blizzard reminding them that feral druids do exist, oh, and that doesn’t mean we can just wear crappy rogue gear, ok? My Mage looked, sniffed and announced he had better. My shammy went on 2 runs, got all the rings he needed and was happy.
Exceeeept, druid is tank and shammy is healer
Oops: side rant time: To the nice Resto Druid who smugly pointed out how high he was up the healing meter {did I mention how much I hated damage meters and all their ilk?}he was last Karazan. Yes, you were. But I had an Earth Shield on the tank at all times that heals him of 750 health every time he’s hit, a healing stream totem out that heals the whole party of 120 health every 2 seconds {and that’s not including bonus from your tree of life aura) and a stoneskin totem out that reduces all damage taken by 43. And you know what’s fun? I do all this healing without the tiniest blip on any threat generator! The healing meter is baaad at recording these things, but screw the meters. Besides, every time anyone lost so much as a millimetre of health you dropped a lifebloom on them. I have no instant cast heals and I’m not going to drop a lesser healing wave on someone who has lost a small amount of health and has 3 lifeblooms ticking away. Sure I’d climb the meter, but I’d also be wasting mana and overhealing. And while we’re at it, when we’re in the same group as 2 tanks and a rogue and we’re having NO problem healing I’m, going to drop a Grace of Air totem, NOT a Wrath of Air totem to give us more unnecessary healing power, ‘kay thanks. Both tanks having an extra 79 agility will benefit us anyway.
Anyway, as I was saying, I have a tank and a healer in a guild (hells, a server) that lacks both. Which means every fury warrior (in fact, every warrior), rogue, caster et al in the guild has been dragging me along for their uber drops - especially that bloody helmet. After killing him 2 dozen times it grows raaaather tiresome.
And everyone has a debuff saying they’ve been trick-or-treated which I waste hours on in raids trying to cure (it’s instinctive, see debuff, try to dispel) and everyone looks very similar because they’ve all got stupid pumpkin heads and hey, at least the debuffs aren’t wasted because they’re ALL throwing up from damn tricky treats. Oh and every now and then some guildies with the snese of humour of a sick toad on prozac will use a damn costume on me stopping me from fight/healing. The broomsticks are the only saving grace and that’s only because if I’ve got an idiot whizzing over my head and I can always say “I always knew you wanted to sit down on a long firm rod” and watch the spluttering horror. Childish, yes. But sometimes childish is fun.
Exceeeept, druid is tank and shammy is healer
Oops: side rant time: To the nice Resto Druid who smugly pointed out how high he was up the healing meter {did I mention how much I hated damage meters and all their ilk?}he was last Karazan. Yes, you were. But I had an Earth Shield on the tank at all times that heals him of 750 health every time he’s hit, a healing stream totem out that heals the whole party of 120 health every 2 seconds {and that’s not including bonus from your tree of life aura) and a stoneskin totem out that reduces all damage taken by 43. And you know what’s fun? I do all this healing without the tiniest blip on any threat generator! The healing meter is baaad at recording these things, but screw the meters. Besides, every time anyone lost so much as a millimetre of health you dropped a lifebloom on them. I have no instant cast heals and I’m not going to drop a lesser healing wave on someone who has lost a small amount of health and has 3 lifeblooms ticking away. Sure I’d climb the meter, but I’d also be wasting mana and overhealing. And while we’re at it, when we’re in the same group as 2 tanks and a rogue and we’re having NO problem healing I’m, going to drop a Grace of Air totem, NOT a Wrath of Air totem to give us more unnecessary healing power, ‘kay thanks. Both tanks having an extra 79 agility will benefit us anyway.
Anyway, as I was saying, I have a tank and a healer in a guild (hells, a server) that lacks both. Which means every fury warrior (in fact, every warrior), rogue, caster et al in the guild has been dragging me along for their uber drops - especially that bloody helmet. After killing him 2 dozen times it grows raaaather tiresome.
And everyone has a debuff saying they’ve been trick-or-treated which I waste hours on in raids trying to cure (it’s instinctive, see debuff, try to dispel) and everyone looks very similar because they’ve all got stupid pumpkin heads and hey, at least the debuffs aren’t wasted because they’re ALL throwing up from damn tricky treats. Oh and every now and then some guildies with the snese of humour of a sick toad on prozac will use a damn costume on me stopping me from fight/healing. The broomsticks are the only saving grace and that’s only because if I’ve got an idiot whizzing over my head and I can always say “I always knew you wanted to sit down on a long firm rod” and watch the spluttering horror. Childish, yes. But sometimes childish is fun.
no subject
Tank: as you said, holds agro like your voidwalker does. They have to be able to gather a lot of threat so the monsters stay on them AND they have to be extremely tough (lots of health/armour/shield block/dodge/defence etc) so the mobs don't hurt them. In instances there are mobs that can and will one shot non-tanks so tanks ahve to make sure they are never hit. Feral Druids, Protection Paladins and Protection Warriors are tanks.
Healer: as it says on the tin. They keep the tank (and the rest of the group if they get hit) alive. Essential and vital. Restoration Druids, Restoration Shamans, Holy Paladins and Holy/Discipline Priests are healers.
DPS: Means "damage per second." Basically these classes do a LOT of damage. While the tank holds the mobs in place and the healer keeps them alive, these are the ones who bring it down and kill it quickly (tanks and healers usually do very little damage). Just about every class has a dps specification. Some classes are pure dps: Mages, warlocks, rogues, hunters
Other important ones (in my book) are:
Crowd control: classes (usually dps classes) that can also hold one of the monsters still so they can sit the battle out. They turn a nasty 6 man pull into a fun and easy 3 man pull. Rogues, Mages and hunters are great at CC. Priests and Warlocks are against certain mobs.
Hybrid: Usually a dps class you can rely upon to switch out and fill a gap -like heal when the healer is dead/stunned/overwhelmed or offtank when there are too many mobs. Nicely flexible as secondaries when there's a problem and can stop a mistake turning into a wipe: druids, paladins, shamans. fury warriors and shadowpriests to a degree.
Enhancement: classes that have some really amazing buffs for the whole party and make the party 3 times as good as it would have been, really nice to bring along not just for themselves but for what they do for everyone else. Shamans, Paladins. To a degree Shadow Priests. It's generally a good idea if you have a very mixed party anyway so you can have 101 buffs
Most of these really only come into play with instances and raids when you need balanced groups working together.