Looking Forward: Challenge Mode Instances
Basically I just want to open the floor to a little talking about Challenge Mode Instances in MoP. This is basically the main thing I'm looking forward in MoP.
So here are my opening thoughts on it.
1) Pulling Fast
Basically the longest part of an instance is trash. Most classes can gain several times their normal dps when attacking several mobs at the same time. Therefore the general idea is for the tank to grab a mob, gain aggro on it, and move on to the next pack with the dps barely even hitting the mobs.
The ideal set up I can see is
Warrior + Priest + Balance Druid + ? Lock + Fire Mage
The reasoning being:
Warrior: Movement cooldowns, War Banner (AoE damage reduction).
Priest: Prevents damage while buffing movement speed, has 2 (can spec 3) tank save abilites, the ability to some level of dps while healing. Also the ability to stack PW:S + SS for large damage prevention while pulling / kiting
Balance Druid: Battle Rez, Spell Haste, Stamp roar (AoE run speed cooldown), DoT class with the ability to AoE while moving
Warlock: I'm not sure on Spec really, strong AoE preferably but I don't know warlocks that well. Demonic Gate Way simply feels to big to pass up (that and party summons within an instance), if back tracking is needed in any instance you will bring a warlock. Also magic damage.
Mage: Invis, blink, and sheep. the ability to get a head of a tank and pre-pull. Also brings heroism affect to the table. Also the DoT based damage in AoE combined with combustion is to large to pass up.
So what do you think?
[Today 06:48 PM] Ion:swimming in a natural body of water ISN'T acceptable...it's momentarily tolerable