Showing posts from March, 2017

It goes to 11 (or 10)

Mythic+ This weeks' combination of Sanguine and Overflowing was about as easy a combination as we could ask for. The frustration came from our keys continuing to upgrade to the same dungeon, Vault of the Wardens. You could say I've spent some quality time with Cordona last week.  The highest our group has done is plus 9, and we decided to make our push for plus 10. Since we had gotten so much practice on Vault, that was key we chose. Our other option was Halls of Valor which I've only done on Mythic0.  The run didn't start out well. My mic cut out right before we started. I managed to get it fixed, but it cut out again after the first boss. I could still hear, but my team could no longer hear me. Towards the end of the night, it died completely. I've only had the thing about 3 months. It was a Logictech, and I've always had great luck with their products. I guess I finally got a dud. We knew were pushing the limits our group. Plus 10 gives the bos

Necrotic and the Paladin Tank

My crew took on Black Rook Hold+9 with the prefixes of Necrotic and Teeming. Necrotic meant that every mob put a stacking Damage over Time debuff on me that reduced the effectiveness of healing. It stacked quickly, especially on the larger pulls, and pretty soon my Light of the Protector was healing for single digits. The way Necrotic is generally handled is with coordinated group stuns and kiting. I'm Stunned -- actualy I'm not One of the problems I ran into is that Paladins lack an AoE stun. Sure, we have Blinding Light, but it's a disorient, and it breaks on any non-Holy damage. It's great when you are soloing, but unless you run with all Paladin group, the disorient is going to break in about a millisecond. Other tanks have true AoE stuns that do not break on damage. They can assist with the stun rotation. I can't. Consecrated Ground / Divine Steed helped a little bit with kiting, but I still was wishing for a true stun like other tanks have. Phenomenal