Dragon Soul Retrospective

Hello Monday morning. Time for some delicious QQ to start the week off right!

I really liked Cataclysm a great deal, and I cared deeply about having some compelling raid encounters to finish off what has become my favorite WOW expansion so far. I especially wanted to kill Deathwing dead considering he’s been making a big nuisance of himself for the last 18 months or so. I was ready for an epic finish! So I’m going to give you my thoughts, one by one, on each of the bosses of Dragon Soul and T13. We’ll all be staring at these encounters until Mists of Pandaria, after all, so let’s chat.

H Morchok

You know, I realize that the devs know a lot more than I do about the psychology of gaming and what gamers find fun, what makes us start playing and keep playing once we’re hooked on this crack of a game. I have to imagine that encounters along the line of Morchok (and Shannox in Firelands, and half of ICC H) are part of this decision making process. They’re easy for a reason. The devs probably think, “The first encounter in the zone needs to be easy. That way once a guild starts in on heroic modes, they get that gratifying boss-dead feeling right away. Even if that guild proceeds to get stuck on the next one, at least they’ll get one dead, and feel good.”

That’s not my fun. I think it’s kind of insulting when the first heroic boss is much easier than the final normal encounter. But I’m not the target audience for Morchok. It kind of sucks to write off a boss every tier though.

H Yorsahj & Zonozz

To be honest, they were two of my favorite fights that I’ve ever worked on. They had all the things that I like in a fight. They had moving parts. They had strategies that could differ from guild to guild depending on how you chose to do them. They both had add phases that required off-boss time combined with an enrage timer that guilds were likely to see while they worked on the fight. They each had positioning checks and failure checks that would wipe you when you fucked them up. The only thing I didn’t like about these fights is that Moshne always marks me for Zonozz and sometimes stealth marks me after the fight has begun, which makes it really embarrassing when I lose count of how many black phases we’ve been through and go off and kill adds like a retard.

Some of my fondest memories of this tier involved our work on both these bosses. The early work on Yorsahj, talking through as a raid which ooze to kill on every combination, and then changing our minds as the fight got cleaner and we decided to focus more DPS on the boss. Sitting in melee chat on Zonozz talking through interrupts on the eye stalks or discussing how many adds to kill that week. Knowing that I had to move efficiently, DPS efficiently, use cooldowns smartly and use personal survivability cooldowns too. I know these were early fights, which was a shame, but I thought they were both pretty cool.

H Hagara

I actually got a sneak peak at Hagara before it went into Dragon Soul, and I was very impressed at all the moving parts that had been put into this fight. I thought it looked so very cool, and so promising on heroic! Different phases, positioning requirements that changed based on phase and a great deal of organization required before going in… it looked like a lot of fun. I thought of it as the flagship encounter for the tier, and of all the fights we would see I was most looking forward to seeing it. But it ended up being, surprise, the second easiest fight on 25. It was the Staghelm of DS. Why? Tuning. All the interesting mechanics in the world won’t save a fight when they don’t matter.

Those Hagara mechanics were a joke. They could be fucked up, healed through, cheated, and otherwise ignored even in last tier’s gear. What if the whole raid actually had to DO ice phase? What if tombs or Ice Lance really had to be handled perfectly? What if she had come with a harsh enrage timer so you had to be damn precise about how quickly each phase went? None of these things were true. She took messy and imprecise play and rewarded it after about 50% effort with a kill. She was my least favorite encounter in DS, and that’s a shame, because I thought she looked so very impressive. Instead, the best that can be said about Hagara is that she has annoying mechanics. Not hard. Annoying. And what irks me so much about Hagara is that that didn’t have to be true.

H Ultraxion

I loved this encounter. I’m not going to lie. I thought it was amazing. Sometimes there is something really compelling about a rock bottom simple encounter with one serious performance check: the enrage timer. Ultraxion was just super fun. Maybe it’s because I was DPS for the first time this tier and I loved the challenge of just being a DPS. Maybe it’s because there were little things that were not difficult, Fading Light, but that rewarded you more and more for being as precise as you could be. Maybe it’s because ret paladins were just OP here. Well, I thought it was awesome. I don’t want all my encounters to be simple but it’s really nice to always have one. And there were some moving parts on Ultrax; fading light meant you had to pay attention, and it rewarded you more and more for being more precise (and immediately punished you with death and embarrassment if you cut it too close). I even got to be in a cooldown rotation, too. I just liked it from start to finish. But I’m a DPS, and more than that, a ret paladin; Ultrax was our fight. It was our house, and we weren’t sharing with anyone but the fire mages. Blizz hadn’t nerfed Gurth yet, either. Geez, no wonder I liked it.

H Blackhorn

I remember doing this fight and immediately thinking of it as The Redemption of Gunship. I liked this fight. Which is funny, because this fight was the least melee friendly fight we did. It was very annoying to get in melee range of everything I needed to deeps, especially those drakes, and also to soak puddles. If I wasn’t extremely careful I might find myself spending half of the time in phase 1 just running around like an idiot from add to add, or standing out of range. But I respected it for that same reason. Ret had a couple really friendly fights; it’s totally ok to have a couple that aren’t so good for us. Any idiot ret can faceroll out 75% of Simcrafted dps on Ultraxion and feel like a superstar because they’re still on the top of their meter. But you actually need to have some care and precision to do well on Blackhorn as melee, precision in movement and in really paying attention to where you are. In some ways that’s almost more fun. I didn’t always succeed, but I always felt challenged. Anyways, I liked it a ton, I thought it was a pretty fun fight to do.

The bad part about Blackhorn was that it was the first of three buggy encounters. Fake fire all over the place. Invisible boss romping around killing your raid if you wiped and someone feign-deathed. Ugh.

H Spine

You can’t talk about H Spine without talking about The Nerf, so let’s discuss it. I don’t know how I feel about it. On one hand, I HATE seeing fights nerfed before we see them. I bitched and moaned so much when it was nerfed, and nerfed so hard. On the other hand, this fight was broken. The 18 second tendon burn mechanic is one of the stupidest mechanics that Blizzard has ever seen fit to place into an encounter. Blizzard doesn’t balance DPS classes around 18 second burns, they just don’t, and then they toss a fight in there that requires six burns for success? So incredibly dumb.

For the record, our kill was February 10th, the second week post nerf. We had to work hard for it, very hard but it’s almost pathetic how little work we had to put into it compared to the guilds that had slaved for hundreds of wipes before us.

We fall into a strange category because of the fact that we are hardcore in attitude yet in some ways aggressively casual about limiting the time that we pump into the game. That’s the point of raiding three nights a week– and there are other guilds like us. If you sort 3 night guilds on WOW Progress, you’ll find that not a single 3 night guild killed Spine pre-nerf. Several were close. Three of those guilds killed it immediately, on their first raid night post nerf. But no one had it before. We put three weeks of work into it, and we were the sixth US 3 night guild to take it down.

I have to wonder… Could we have done it pre nerf, without altering our roster, without alts? We raid with 4 mages, 2 rets, 3 rogues, 2 shadow priests. I think we’re all strong players who would have been precise, who would have come to put out 95%-100% of what was effectively possible. Maybe we could have done it. Maybe not.

We will never know, because Blizzard gutted the fight when they nerfed tendons by 15% and the whole thing 5% at the same time. It became doable without alt stacking at all. Basically Blizzard turned a 400 pull fight into a two-to-three week fight for a normal, reasonably serious raiding guild.

“Fixed?” “Gutted?” I’ve heard both adjectives applied to it. I’ve fought the argument on both sides. I think both are true.

Regardless of what you thought of The Nerf, I think we can all agree that Spine was a shitty fucking encounter. It was a glorified trash gauntlet with a brief, stupid, broken burn mechanic. That does not an interesting fight make. I don’t think it’s the worst encounter in DS, but it’s certainly not very compelling.

I’ll admit that I, personally, enjoy doing that fight. I get a job to do, and I generally love fights where I have a special task, and I get to kill bloods and count them and pay attention to where they are, and adjust my cleave carefully – and I can wipe the raid if I cleave retardedly, and I get to bitch and moan at anyone doing any more cleave than me. So I like it. But that doesn’t make the fight not suck.

H Madness

Frankly I don’t remember a whole lot about this encounter. Some might say that’s not a surprise because there was nothing really all that memorable about it (they’d be right, it was pretty boring). Others might remind me that our Madness kill video features yours truly running into an explosion in true Retardadin form, and then Lay On Handsing herself back to full in panic mode. I don’t know what those people are talking about. That totally never happened. I have blocked it out of my memory.

I remember one thing about Madness: Thrall dropping people. Over and over and over. That was, by far, the hardest mechanic.

We spent more time theorycrafting how precisely to jump from platform to platform to avoid losing someone on the jump than we did working on any other mechanic in this boring encounter.

Opinions varied. My raid leader was adamant that stopping (to reset your position), and then strafing was the way to go, but he admitted to us that that was just his guess. We also experimented with jumping in the middle of the platform, or jumping in specific places. We made sure we didn’t use any abilities that gave us speed boosts, supposedly those contributed to the problem. In the end, we never really came up with a system that effectively put everyone on their desired platform without inexplicably falling to their deaths. Geez, it’s too bad Blizzard didn’t put a backup plan in there, like “if the game can’t figure out where you are, default to your old platform,” eh?

As for the rest, it was pretty boring. Platforms 1, 2, and 3 were yawn. I hate encounters that are boring for 10 minutes. Why does Blizz do this? So an encounter that starts off boring is compelling design? Is that supposed to make the fight feel epic? Whatever. Platform 4 at least had a couple different failure points where you could fairly effectively wipe the raid with a mistake, and then a DPS check on the end that was there to ensure that everyone was alive. That was about it. The joke is that once you’ve killed Spine, grats on your Madness kill.

It wasn’t really the way I wanted to remember the end of my raiding experience in Cataclysm.

Conclusion: A big dragon does not an epic encounter make.

Looking back on the last 18 months of World of Warcraft, I suppose I really was looking forward to the end. The big bad boss. The final encounter. Deathwing had killed us all over Azeroth and I was ready to kill his ass dead. I was definitely, definitely ready to cap off an expansion with my favorite group of people. And to have that epic encounter consist of Spine and Madness was simply disappointing in the extreme.

Even if I liked some of the encounters in DS – even if I enjoyed doing about half of it – those last two fights were just… depressing.  Even if you count them together as one long encounter in two parts, they suck. There are no redeeming features about them. They were designed as boring fights – on paper, they’re just not that interesting. I can’t understand how Madness in particular made it past the design phase. They’re just long and repetitive. The execution was incredibly poor, too – the broken nature of Spine, the bugs that continue to plague Madness. To have these fights represent what we were working towards since Deathwing split the world wide open was just plain sad.

Recently I was reading a Wow-Insider DS Retrospective and couldn’t believe how heavily I disagreed with it. I honestly didn’t think we were raiding the same instance.

I challenge you to find one heroic mode raider who can tell you with a straight face that they thought Spine and Madness were epic. Go ahead on down to the comments and disagree if you are one of these people – I’d love to hear that someone else was less disappointed than I was. In the end, they sucked.

So the grade I’d give DS as a whole is: Mediocre.

Just mediocre. Not very memorable, with an extremely disappointing finish.

Now tell me what you thought.Did you like any of the fights in DS? Did you find that the whole thing was a disappointment like I did?  What did you think?

This entry was posted in Design, Encounters, From Ana's Inbox. Bookmark the permalink.

23 Responses to Dragon Soul Retrospective

  1. I think Madness was more challenging than you give it credit for. For mages trying to beat those mini dps checks every minute or so, it could be really stressful and we had a LOT of close calls.

    But the fight still sucks, and I agree it was probably the worst one in the tier.

    I thought we worked on Spine for two weeks prior to the nerf (or 1 week plus one night), and then killed it at the end of the first week post-nerf. Maybe my memory just sucks though.

    In all though, I also was very disappointed in this entire tier. Such a letdown after heroic Ragnaros. DS feels more like the Halion of Cata instead of the LK of it, if that makes any sense.

    • anafielle says:

      Madness was a little more boring for melee (so was Spine, honestly) because ranged had to seriously precision target switch to shit we didn’t have to worry about. You guys also have precise positioning requirements that melee do not have. Madness… I just thought the first three platforms were snoozeworthy boring. DPS thing, DPS another thing, don’t get exploded on by parasite, DPS another thing. There were no DPS checks on the first three platforms because we couldn’t beat the 3rd impale (we are only now beating it) and we weren’t beating that 2nd parasite, as we have discovered. I don’t even get to cleave bloods because ret Spellweave is worthless. It’s just DPS arm for a while, then DPS tentacle for a while but lol we’re not beating that parasite, then back to the arm. Boring.

      There is one interesting moment and that is platform 4. I admit that did take precision from everyone to execute, including for myself, cooldowning correctly to burn that parasite, cooldowning myself in case it exploded, a couple little DPS checks, and bubbling myself. The arm was definitely a DPS check there. I like fights that make me use pally tools and make me pay attention to how long I spend on each target & target switching. And platform 5, we did have some fun strategizing what order to burn things down in. But I guess I just can’t forgive the fight for how mind numbingly awful the first 3 platforms are.

  2. Omega says:

    honestly, DS and firelands both were let downs. Neither one lived up to T11, which was probably one of the most amazing launch tiers they ever did. Not only was T11 a bunch of bosses, but they had a clear and defined path that was literally like a staircase going up. It wasn’t 6 faceroll bosses then one giant frigging leap like firelands was, or like DS, where the bosses were hard only because they were broken (ie bosses 6 7 and 8). T11 was a very smooth and had very nice progression feel. each boss got progressively harder and each boss kill was a milestone. I don’t even think T11 had a morchok type boss at all. chimereon was agreed upon as the first kill for most guilds, but even that, being the easiest, could be quite unforgiving and was quite a fight to learn for healers.

    Perhaps that’s part of the problem though. When you launch so successful like that the only direction you can go is down hill? Other part of the problem too was quite frankly, blizz took on cataclysm too boldly, they had dreams of doing so much more but not enough time to do it, they also decided halfway into cata that they were gonna scrap some raids and content in favor of more rapid expansion releases. At first I was like “yeah i’ll believe it when i see it”, but considering how well MoP beta is progressing, maybe they will pull that off now. But when you say deathwing doesn’t feel like a last boss, it’s because quite frankly, he wasn’t supposed to be, and at the time he was concepulized, they had plans for more. Eventually they had to change those plans, but not enough time to really give it any grandure, instead stuff whatever story they could into short stories and 5 mans and call it an expansion. I really would have liked to have seen N’zoth and the true end boss and how that would have come out. Could it have lived up to an encounter like Yogg 0 or H lick king? we’ll never know now.

    • anafielle says:

      You know I’m totally in agreement with you on both topics. T11 WAS an amazing instance. And I know T13 wasn’t meant to be the final boss, and it sure didn’t feel like it at all.

      I get that they sacrificed some raid content for better expansion releases. I don’t think that’s a bad trade honestly. I will believe that our sacrifice was worth it as soon as MOP comes out soon. :)

  3. Theck says:

    I have to admit that I don’t completely agree with you about Spine/Madness. It may be different seeing those fights downed at the 15% level, I guess, but I still found each to be a fairly fun fight.

    I can imagine I’d hate Spine at 0% and pre-tendon nerf, but mostly because the tendon burn mechanic is ludicrous at those health levels. We were consistently getting the tendon down to ~40% on the first burn phase on our kill this week, but last week we had a few pulls where we had trouble hitting the DPS mark on the tendons. As a tank, add pick-up is fairly entertaining, though I’d imagine that the amalgamation tank has a less interesting job. The only real downside to the fight is that it starts off pretty slow, and the third tank is probably bored as hell for the first 2 plates since they don’t need to do much. The ending is pretty epic though, it’s an incredible number of bloods that I ended up kiting. I was definitely on the edge of my seat for the kill, trying whatever tricks I could think of to pick spare adds off healers and DPS while continuing to kite (note: position-able Cons would be amazing for that boss). Maybe I’ll get tired of it as the weeks drag on, but certainly the first kill was pretty exciting.

    Madness was about right. I really didn’t want another heroic Rag to cap off the expansion, I wanted a fight that had very little randomness (or at least, very little that couldn’t be easily adjusted for). Something like Kael’thas, where it just requires a reasonable execution threshold but is fairly reliable and repeatable once you hit that performance mark. Madness delivered in that department. Maybe my viewpoint is skewed, because I sort of wanted to be “finished” more than I wanted to learn another challenging boss. We killed it in 13 pulls, which is low for an end-boss, but that has more to do with the DPS check tuning IMO. All 12 of our wipes were execution issues – which cooldowns to use when, where to position parasites, who DPS’s what, and so on. Once we mastered the execution, we got the kill. If the DPS checks had been tighter (and obviously they would have been with a lower percent nerf), it would have taken more pulls for sure.

    Either way, I think that heroic Madness makes the first 3 platforms a lot more tolerable than normal mode, because there’s finally enough mechanics to make each platform feel challenging and worthwhile. I’m sure that will change as we farm it weekly, just like normal mode did. But at the very least, the first kill was a nice break from the monotony of napping through the first three platforms on normal mode.

  4. Kerriodos says:

    You know my thoughts on this tier. We’ve discussed this extensively. I am particularly amused by how a lot of your retrospective differs in tone from what you were saying during progress. I wonder if that’s an effect of farming the content for two months now, or if you were more generous towards it during progress because I was so down on it, being so burnt out.

    I still don’t think this tier was good, though having DPS’d it on my rogue and done the 10 man tank-DPS swap on my druid, I find it mildly less boring. But I do enjoy that while you’re gotten tougher on it, I’ve eased up a bit on my haetmachine.

    I guess it’s the same with T11, though. I enjoyed it, but I think I’m enjoying it a lot more in retrospect than I did 5 months into progression.

    • anafielle says:

      I tend to be more cheerful about things when we’re doing them because I plain like raiding, so while we are progressing, I’m generally happier. Also I know my opinion was VERY colored while doing it by being DPS for the first time… now I’m looking back with a clearer opinion being able to judge in retrospect how it was.

      I did like Spine more than it seems. I liked *doing* spine, but I knew that was because I had a fun job. Looking back, and especially looking at those 3 night guild progression numbers, I can tell what a crappy fight it was. The 18 second burn was a silly mechanic. But you and I talked it out, we had exactly the same time frame experience on Spine.

      I would have forgiven Spine if Madness had been any good. I will never forgive Madness for disappointing me so much. :(

  5. I wrote off Rossi’s opinions on raiding when he argued that T13 had too many bosses in it.

    • anafielle says:

      He….. he….. WHAT?

      • http://wow.joystiq.com/2012/03/30/the-dragon-soul-a-post-mortem/

        “If I am going to be honest, I frankly feel like there are too many encounters before we get to see Deathwing. I probably would have skipped one of the two Faceless Ones (probably Zon’ozz), and I might have considered a way to put Hagara and Warmaster together to consolidate the raid down to six encounters, two of which are Deathwing.”

        • Theck says:

          There are no words. Actually, there are words – 8 bosses is already too short, and he wants to reduce it to SIX? MADNESS!

          That said, consider his take on Spine/Madness:
          “As lukewarm as I am on some of the encounters, I am hardly that when it comes to the Spine and Madness of Deathwing fights. Not only do I find them well executed, well tuned, and interesting with unique mechanics, those mechanics serve a function beyond simply being unique. Zon’ozz’s pong ball mechanic is a unique one, but the Spine mechanics serve to immerse you in the idea that not only are you striding on the back of a colossal dragon, but that dragon is so hideously warped and corrupted that his very blood and sinew will rise up to attack you. Once you conclude the fight and descend to the edge of the Maelstrom itself, the Madness encounter succeeds in giving you a fight that is both frenetic and representative of the capstone event of the expansion.

          This is it: the final fight against Deathwing, and the only options are victory or death (to quote the Horde), and it feels like that. These two fights are well executed, well designed, both satisfying to play through and defeat and satisfying as lore moments. Quite frankly, I view these two encounters taken together as the best raid design in this entire expansion and on par with any fight I’ve experienced. (You could argue for Sinestra and heroic Ragnaros being in this league as well. I hate heroic Cho’gall and found heroic Nef and Al’Akir fiddly.)”

          As much as I agree wih the thematic assessment of Spine/Madness, they are by no means the “best raid design in this entire expansion.” The heroic versions were enjoyable for me, but certainly not standout fights. The normal modes were really lacking. All I can say is that if he thinks those two fights are even *good* design, let alone the best in the expansion, and he’d rather cut excellent fights like Zon’ozz and Yor’sahj, It’s a damn good thing he’s not designing encounters.

          • Gorbag says:

            I haven’t done either on HM, but I really enjoyed both spine and madness. Spine less so now, better gear and the progressive nerf have made it a loot piñata, but madness is still challenging for my group.

          • It’s like he took an original “artist’s concept” of both fights along with the designer’s original concept notes and spun them into a fantastic vision of how the two encounters would end up in the game. But then he never actually played them, or talked to players who had. His perception of the fights is stuck back in spring 2011 when they were being drafted.

            On Spine, there is not freeking “collossal dragon”. It’s just a poorly animated non-articulated platform with two things that vaguely resemble “wings” flapping off in your peripheral vision. The “rolls” are laughable, and the only thing that actually tells you he is “rolling” is the raid warning text and then a few seconds later a bunch of mobs get ejected into the air. Blood and Sinew don’t rise up and attack me. No, there are some barely-sentient red oozes shuffling around and some red writhing tentacles that annoy the shit out of you every half minute or so.

            I have nothing good to say about Madness on heroic mode at all, except that I’m somewhat happy we didn’t have to slug it through weeks of torture trying to beat it. I seriously might have considered quitting the game over that. My perspective might not be so negative if I didn’t spend a good portion of our pulls (along with many of our compatriots) looking at Deathwing’s imcomplete geometry under the water while we try and figure out what we did to cause Thrall to “drop” us to our death yet again. It only took us about 30-ish pulls to kill it I think, but two thirds of those were wipes because of people dying while jumping between platforms. It’s pretty sad when the only real hurdle in an encounter is defeating a bug like that. One that was known during beta testing, but the dev team never felt it was important enough to fix. It’s still broken in fact. I did a LFR last night because I hate myself, and we had to complete the second half of the fight with a single tank because the other one fell to his death.

          • keldion says:

            I still die to that lousy bug on occasion. It’s horrid in 10 man runs, where an unrecoverable death squanders 10+ minutes of your raid’s precious time.

  6. Lakh says:

    If you’re just looking at the cinematic effect – the soaring through the air on a dragon’s back progressively stripping him of defenses to ground him, then prising his limbs off the rocks in a progressive crescendo of damage taken & received, before stomping his head into the ground with the threat of the end of the world hovering over you – then I can understand entirely where the Wow Insider guy is coming from.

    I just wouldn’t be looking to wow insider for mechanics commentary ;)

    • anafielle says:

      I know, but hey. I’m bored and I always want to read about WOW, and Wow Insider does have a ton of wow related news! I should have learned long ago never to take seriously their commentary on mechanics. But I do know several very intelligent people who write there, so I don’t just write them off. I always hope. Then I am disappointed and QQ on my blog. :(

  7. Edawan says:

    There is no fight I hated more than Zon’ozz and Yorsahj when we were progressing. It was just a succession of deaths I could do nothing about. (I guess I should blame my healers)
    The progression on Zonozz is the closest I’ve ever been to quitting WoW completely. I was really miserable. The buggy ping-pong game was incredibly annoying.

    These fights did push me to plan my CDs more precisely than I’d ever had to, I have to admit.

  8. keldion says:

    Playing through the non-Deathwing encounters on 10 man gave me a different perspective of the fights past Morchok.

    Yor’sahj is much less hectic than its 25 man counterpart, and can be performed with a single tank and 2 healers. The fight feels like it was tuned for 6 DPS, not 7.
    Zon’ozz punishes 10-man groups who are not range heavy, otherwise was challenging before the Aspects debuff climbed to 10/15%.
    Hagara requires swift, precise positioning to ensure the 8 conductors are lit up in a timely fashion.
    Ultraxion is a fun encounter, but his number check just doesn’t measure up to 25′s standards.
    Blackhorn is challenging, a fight that I loved and loathed simultaneously. It is unfortunate that his encounter is marred by a blatant bias for ranged DPS.

    • anafielle says:

      That all sounds pretty much like the experiences I had & have heard of!

      Zonozz on progression, especially punished 25 that were not ranged heavy too! I think our progression kill had… 2 melee? 3? I imagine those stacking concerns were way worse on 10.

      I agree on Blackhorn. It is so very biased towards ranged, and was very frustrating to learn, but it was such a well done encounter overall imo. We melee have our fights, so I’m ok with ranged getting theirs.

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  10. Emsg says:

    I don’t know about your guild , but our Zon’ozz progression was plagued with buggy void bouncing/movement – it may be that you enjoyed the encounter enough to ignore that or were lucky enough not to experience that particular issue but it really pissed me off.

    On the other hand, getting to play my prot warrior alt for heroic spine was AWESOME. Pretty much the only fight in DS I felt my druid didn’t vastly outpace my warrior when it came to tank mechanics :D

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