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16 hours, 27 minutes, and 10 seconds until Sunday Night Raid!
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Fun with Heroics
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5/29/07 11:24am
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Well, I finally did a heroic instance yesterday - Shadow Labyrinth. It was a lot like my first run through Shadow Labs, inasmuch as it was just about as difficult, even with the extra experience and much better gear I had this time through. Wipes tended to be in the same places (accidentally getting a patrol in the pull in the room before Ambassador Hellmaw, those big pulls before Blackheart the Inciter, the fight with Grandmaster Vorpil, one pull in the hall with Murmur, and on Murmur himself). Blackheart was actually easier than usual, although, with him, that could just be luck.
We had a few breaks, as people had to do chores, or take off. Replacing our 5th the second time was rough, as we couldn't find anyone with the key, and Floquemar ended up helping Keirbooze get his last 400 rep while the rest of us took down the respawning patrols (we could almost two man them, but it was really chancy). We did manage to clear the place, which I thought was pretty nifty. Overall it was surprisingly easy, but I rather suspect that it was due to the fine company I had (in addition to the above, Samalla was tanking, and Tialla was on dps; we also went through Oreth and Magemcgee before getting Keirbooze).
The hardest mob by far were the shadow priests. In addition to being able to dot up the entire party with Shadow Word: Pain (I swear, they cannot have a cooldown on that spell), the amount of damage they could pump out with Mind Flay was almost exactly what I could heal, and as they came as part of 5-6 pulls, this put a real strain on healing (mobs with two shadow priests were exceptionally lethal).
Murmur had some amusing moments, as a result of his extra heroic abilities. A couple of times people failed to get out of the sonic boom and then, slowed, could not get back in fast enough, and were cut down by his thundering storm. Well, amusing in a "Wow, that's an effective combination" sort of way. |
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