I’ve now played each of the new 5 mans in patch 4.3 a few times and they are very reasonable; however the player base and loot mechanics are still problematic.
From a pace and visual style the new instances is excellent. The tasks needed are obvious enough that you get the idea quickly, the mechanics are not difficult to follow, but they need to be addressed properly (interrupts, fire on ground, proximity, special kill orders feature strongly). All in all, good stuff. Worth waiting for, and certainly feature rich in terms of game lore that the characters get to participate in.
However the two same aspects of running randoms remain frustrating, and they are related. Morons and rude mongrels still populate the queues just as frequently as average players. Great players are still rare. I’m an average player overall, and I have a sixth sense in detecting when somebody is a mongrel, which of the handful of runs so far I’ve seen a typical spread of douche-bags. Continue reading →
I played the first of the new 5 mans last night – End Time. It’s ok. For the first attempts at these instances I’ve decided to join as dps, so that I can at least not have full pressure for the runs. As dps the job is no different than before: kill, interrupt, avoid.
The trash was actually sometimes harder than the bosses, especially the initial shadow panther things. They just keep spawning till you get to the light – I like that.
Boss mechanics are straight forward (avoid bad, move on special, interrupt when casting X) and not so stacked together that we suffered. I think our wipes were more to do with having a group with no CC, an arrogant tank, and a sluggish healer, than the mechanics.
I enjoyed it, and am looking forward to the next one in the series.
I’m not sure how I feel about patch 4.3 being here so much sooner than I expected. It certainly has not been quick for some players, but I expected it to drop next week.
Knife and fork is all that is needed now. Yummy.
Overall its not the end of the world that it is a week earlier than I planned, except I have dinner plans for Wednesday night – which means I can’t raid. Phooey.
I am looking forward to the change of pace, and while I didn’t get enough exposure to Firelands due to my (non) raid schedule, it is an exciting time in terms of Cataclysm for all raiders. This is it, lets make the big black mongrel pay for roasting half the world.
In character I’m tempted to go back and get a few of the odds and sods from the Twilight instances, and beat Deathwing to death with them.
There are some small tweaks to the Ptr notes for patch 4.3. From a Death Knight perspective there are no changes of any significance, but Druids, Warriors, Rogues, Paladins and Hunters will want to read them. Continue reading →
I’m not sure I like how quiet the news on Death Knights has been. The PTR built has seen chatter and changes for most of the other classes, set bonuses, and some spell affects, the odd tweak and change; but the DKs seem to be silent. The initial batch of information on changes was OK, and while I think the t13 bonuses were lackluster, they were posted.
Now if I was a Paladin (getting reworked) I might be happier if it was quiet, as it could be a good thing. Perhaps DKs are functioning on PTR as intended, and we’re just pending the best art design ever for the T13 Death Knight armor model (a guy can hope).
No updates, no t13 armor graphic models, no extra notes; it just feels too quiet for us at the moment. I hate waiting.
The first set of patch notes for 4.3 have been released, and there are some interesting things for Death Knights (source,mmo). A lot of things will likely change between now and the release.
Healing from Death Strike is automatic, and the damage is subject to a successful hit.
Abom’s Might has the melee attack power increased, all other affects are the same.
Blade Barrier is a base % damage soak reduction, which is a change away from being dependent on rune usage.
Howling Blast’s base damage has increased, while the scaling from attack power has been slight reduced.
Veteran of the Third War now also reduces the cooldown on Outbreak by 30 seconds.
For DK Tanks this is a change toward a more consistent inbound damage, a reduction on replacing our diseases. The change in Abom’s might will be reflected elsewhere in identical buffs, so that melee dps is bumped. I am not sure if the HB change will increase or decrease the damage. Overall its good, I feel that we’ll be less spikey.
In other news:
A few enchants for Tanks are slightly increased, not overly huge change, but welcome.
You’ll be able to dethrone an inactive GM, so play nice.