Saturday, December 19, 2009

Preliminary ICC Thoughts

From a tank healing perspective, it's the same old, same old. I mean, there are only so many things to change up when you're healing a tank.

The raid healing isn't satisfying yet, to be honest. Now, this is the first four bosses, so it's not quite fair to make a judgement on the instance yet (it'd be like judging all Ulduar on Flame Leviathan, Razorscale, XT, and Ignis... though those are more interesting to heal. Hrm). But, for the most part, the healing is very whack-a-mole with slow damage intake. A slight disappointment, but, again, these are the first four fights. In longer instances fights get progressively harder as you move through the instance, so I'm not too concerned yet.

+ Marrowgar has bone spikes as the main source of raid damage, then covering for fire and WW failures. This is fine, as it is supposed to be the gear/coordination check of the instance, and gear checks often center around DPS requirements, and tank + tank healing ability.
+ Lady Deathwhisper has some light AoE once you get to p2, but the amount of AoE there was similar to healing Thorim hard mode without Thorim present if your raid can control the fight well enough (and not have too many ghost fails). The P1 AoE could get heavy, but it was nothing intense (random whack-a-mole shadowbolts and Death and Decay ticks).
+ Gunship Battle is pretty much all on your tank healers again with some light raid damage, especially if your raid is good at moving out of targeting radicals.
+ Deathbringer Saurfang has some intense single target raid healing involved, but not too many multi-target effects (I pretty much heal the entire fight with Flash Heal and PoM, EXCITEMENT). Basically, controlled whack-a-mole on steroids (our healing lead is joking that his Heroic strat is going to be five holy paladins and a holy priest).

Now, I know that from what I've seen of the next quarter the healing is going to become a bit more dynamic, or at least heavier on full raid damage. I will say that while these fights are in the "hurr whack-a-mole" sector of raid healing, I can see the potential for the hard modes to by more dynamic than the disappointing ToGC model of "lol it hits harder."

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