Wednesday, May 23, 2007

The Definition Of Insanity...

...Is doing the same thing over and over and expecting different results.
- Benjamin Franklin

As I alluded to in my last post, I had another run last night with basically the same group who wrecked my spirit in Steam Vault the night before. This time it was Botanica, which is a long and gruelling instance at the best of times. With them, it proved torturous. We had:

*A Warlock who used to lead CD. Likes to be in charge, set pulls, and then steal one of the targets and kite them to death whilst the rest of the group kills the others.

*A Druid who's specced for a mixture of shapeshift combat and healing on main healing.

*Another Druid, similarly specced but slightly better-geared who didn't want to step on the other Druid's toes by asking to be main healer.

*A Rogue, who I have no real complaints about, save for the fact that a Rogue's Crowd Control and Paladin Tank's Pulling moves are pretty much mutually incompatible.

Most of the pulls were the same story. The Warlock would grab one mob and take it for a walk, I'd be forced to try and quickly get aggro on the remaining mobs before they ran to the healer who, by dint of having to keep me, the Warlock and the two meleers alive would be throwing out massive heals from the word go and generating massive threat. More often or not I failed, the healer died and the rest soon followed.

It's sad, because they're people who I consider friends, and ones whose company I reasonably enjoy, but I'm getting to the stage where I never want to group with either of them again. It'll take a better tank than me to hold them together.

Ah well on the plus side, I got Ulu a couple of shineys; new shoulders and a belt, so his tanking gear's pretty much state of the art now.

And tonight sees the dawning of Patch 2.1.0, which introduces some new high end content I won't see for months if at all, a few changes in the way raiding works that might make it easier to get to said content and some changes to the Paladin Tanking toolset.

I'll comment on the latter tomorrow, probably.

2 comments:

Nibuca said...

Can you convince the group to let you have some quality "me time" with the mobs?

In Pugs lately I've been asking them to hold back on dps until after they see the second hammer drop.

Holy Shield, Seal of Crusader, body pull all the rest of the mobs except for the sapped one, Judgement of Crusader on one of the mobs, Put up Seal of Righteousness, walk the mobs back from the sapped mob until you can consecrate/Avenger's Shield, Judge Righteousness.

By the time the second hammer drops you should have a good basis of threat on the mobs so the DPSers can start. Unless it's a boss the 8-10 seconds of "me-time" shouldn't hurt you too much.. and it should stick the mobs to -you- helping out the healer.

Peter said...

Another way to overcome the sap problem is if the group lets you be sane about pulls. Sap, have the rogue (or some other non-stealthed class) pull with a low damage ability, let the tank get the aggro from the puller. Same as any hunter pull in pre-Misdirect era.

Faerie fire is an ideal pull, since it's single target, low threat and does no damage.