Archive for the 'Raiding' Category

05
Oct
15

Looks Like I’m Done Raiding

Now that the school year is in full swing, my available game time has dropped to an all time low.

Surprisingly, I found myself with a full day this Saturday with nothing to do.  I logged on and jumped into Draenor with hours of available play time.

And yet a full day of gaming later, I found that I never had any desire to queue for LFR.  I also wasn’t motivated to try and navigate the Group Finder to get into a group that might take me with no Normal Mode raid achievements.

Instead, I ran a couple of classic raids looking for pets (got none), did Brewfest on four characters to get the new Toys and Pet (got them), camped a book spawn in Dalaran to finish my Higher Learning achievement (done!), and worked on leveling another alt.

I found this thoroughly enjoyable.  I didn’t miss raiding in LFR at all.  Perhaps Normal raiding might be better, but I’m not sure its worth the effort to find a group.

Is this it?  Am I finally done with raiding for this expansion?  Forever? I’m doubtful that enough of my guildmates will return with Legion to start guild raiding again, so LFR might be my raiding option for as long as I play the game. Once I outgear the drops from there I might just be a full-time non-raider.

29
Mar
15

Is this a failure or just the path of an aging game?

MMO Champion has done some data analysis from the WoW armory and has found that upwards of 60% of all WoW players have done Highmaul at some level, whether LFR, Normal, Heroic, or Mythic.

However, only 36% have done even the first wing of Blackrock Foundry on any difficulty.  That includes LFR, which has been available since February 17th.  The later wings have been done by even fewer people.

I’ll admit, I have only done the first two wings of BRF, and only once each.

What’s the reason for this?

Is WoW hemorrhaging players the way the naysayers have claimed?  I haven’t seen recent subscriber numbers.  In my guild, a lot of our long-time players have stopped logging on.  I don’t think they have unsubbed, but I don’t see them for days at a time.  Why?  There’s nothing in the game that is holding their attention.

Guild raiding seems to be dead unless you’re in a progression guild.  It is easier to get your raiding fix through Group Finder or LFR.  Here’s the downside of that – if your raiding activities are limited to LFR and Group Finder, then you have no personal motivation to upgrade your gear.

In guild raiding, if you run into a roadblock or wipe repeatedly, then you look for ways to improve.  Everyone in the guild has to work to get better otherwise you’ll never succeed.  You grind out opportunities for upgrades, whether in LFR or crafting or the auction house, because you have to run with the same people next week.

In LFR/GroupF inder raids, if your group fails, you can always requeue and find another group.  There is no personal responsibility to gear up or even to be any good at all.

For example, I have not upgraded my crafted gear, even though I have the resources to do so.  There is no personal motivation for me to spend the resources.  LFR is easy and Group Finder is hit or miss, but a patient player can usually find a good group that will succeed.  Why should I push myself and spend gold to raise my iLvL if I am just running LFR?

Because I have no gear grind driving me, I really don’t do many of the raid-related activities in the game.  I do garrison chores and I do LFR to make progress in the legendary questline.  I do pet battles to get closer to my Level 3 Menagerie and fishing to get closer to me Level 3 Fishing Shack.  Once I finish those buildings I doubt I will pet battle or fish any more.  Then it will just be the legendary and achievements keeping my attention.

The solution to this, in my mind, is to revitalize guild raiding.  Incentivize raiding in guilds, somehow.  That, however, is unlikely to happen.  Blizzard has spent the past couple of xpacs crippling guilds in order to promote overall accessibility.  Non-progression guilds are all-but-pointless now other than social constructs.  Without guilds, we lose any personal responsibility.  Instead of increasing raid accessibility, what we are seeing is people unsubscribing and raids are going unplayed.

I’ve heard that PVP stinks right now, too.  What it seems like is that all of Blizzard’s efforts to increase accessibility of the game are falling flat once at max level.  At level 100, the game is mainly engaging for progression raiding guilds. Everyone else – casuals, pvpers, guild raiders – are getting more and more unhappy.

I’m still busy in game, but it is discouraging to log on on a weeknight and see only 2-3 guildies online.  If nothing changes, then I predict a nice spike in activity at patch 6.2, followed by a HUGE drop in players once they burn through that content.  Hopefully Blizzard will add some hook to get our attention in the near future.

17
Oct
14

Mists Raiding Recap

Amid all the talk that Blizzard is dumbing the game down, blah blah blah, I can say with certainty that raiding in Mists kicked our butts more than any raiding since Burning Crusade.

When I say that Mists raids were hard, the typical troll response I get is that my guild is “bad”.  Thing is, we’re the same people that raiding together since BC, and we weren’t bad before.

Just for comparison, here’s our raiding history.  In Burning Crusade we were just learning to raid, so we were way way behind the curve, and I didn’t include that here.  Once Wrath hit, we had a full team and were raiding right from the start.  Here’s how we did (10-man normal modes only – we never do heroic)

Wrath of the Lich King

Naxxramas:  Released October 2008, Cleared January 2009

Obsidian Sanctum:  Released  October 2008, Cleared December 2008

Eye of Eternity:  Released October 2008, Cleared March 2009

Trial of the Crusader:  Released August 2009, Cleared September 2009

Ulduar:  Released September 2009, Cleared March 2010

Icecrown Citadel:   Released December 2009, Cleared April 2010

Summary – for most of Wrath we were on schedule, finishing each tier (10-man) before the next tier was released.  We did get bogged down for a while in Ulduar – specifically on Yogg-Saron, which took us months

Cataclysm

Bastion of Twilight:  Released December 2010 Cleared June 2011

Throne of the Four Winds:  Released December 2010, Cleared June 2011

Blackwing Descent:  Released December 2010, Cleared June 2011

Firelands:  Released June 2011, Cleared December 2011

Dragon Soul:  Released November 2011, Cleared March 2012

Summary – We were just a hair behind in this expansion.  For most raids, we cleared them up to the final boss and got stuck, then killed that boss as soon as the next tier was released and we got some gear upgrades.  We never gave up and never felt defeated.

Mists of Pandaria

Mogu’shan Vaults:  Released October 2012, Cleared February 2013

Heart of Fear:  Released October 2012, Cleared April 2013.  Stuck at Garalon for months.

Terrace of Endless Spring:  Released November 2012, Cleared April 2013

Throne of Thunder:  Released March 2013, Cleared: Never.  We got stuck on Horridon and our raiding collapsed after that.

Siege of Orgrimmar:  Released September 2013, Cleared July 2014 (flex only)

Summary – you can see how we hit a wall in this expansion.  We were way behind, never coming close to finishing a tier before the next tier was released.  We always needed LFR gear from a higher tier to clear the previous tier.

Since the raid team in Mists was essentially the same as the raid team in Wrath and Cata, it looks to me like the raids were just plain harder for us in Mists.  Either that or the particular mechanics in this expansion didn’t play to our playstyle, and we weren’t able to adjust.

I also feel like LFR hurt our raiding mojo.  Players stopped learning boss fight mechanics because in LFR you could ignore them.  There was little personal responsibility for damage avoidance and team play because LFR trained the players to overlook that.  Every time we showed up for a raid, the mechanics and roles had to be re-explained.  This was definitely laziness on the part of our players, but I put much of that on LFR.

I’m not sure if we’ll even be able to field a raid team in WoD.  Mists really left a sour taste with a lot of our players, and I would not be surprised if the “extended breaks” for some of our players at the end of Mists turned into full retirements.

31
Dec
13

Sha-Touched Weapon… good or bad?

When we got our sha-touched weapons back in Throne of Thunder, we were, of course, excited.  The 500 Agility gem made those weapons super-powerful.

That was then.  This is now.

Now I’m a little annoyed.  I mostly run LFR and Flex raids.  The daggers that drop, although a higher iLvL, are not really an upgrade over the sha-touched dagger.  That 500 agility gem is overwhelming.

For this reason, I’m still running with my dagger from the previous tier.  Its a little frustrating to keep raiding without getting upgrades for that item slot.

Looking back, I wish that the sha-touched bonus was something that could be applied to future weapons, much like the capacitive primal diamond that I have for my head slot.

Its always interesting to look back on game features that seemed good when they were new and examine how they age as the game moves on.

10
Nov
13

A return to loot distribution systems?

In Mists, (and even in Cata) my guild got away from using any loot distribution method other than /roll or need/greed.  In 10-man raids, the itemization on gear made it suitable only for two or three specific specs, and as a group of mostly friends we never had any drama.

In Warlords of Draenor, with larger raids due to flexible raid scaling there is bound to be more conflict.  Add to that thee revelation that gear will alter its stats based on the spec of the character that equips it.  That means that a single leather piece can be rolled on by ALL druid specs, ALL monk specs, and any rogues.  Depending on the secondary stats, a single plate drop could be rolled on by ALL paladin specs, ALL death knight specs, and ALL warrior specs.

Will this force us back to a loot distribution system?  I was happy to be rid of that for the past two expansions.  We used EPGP back in the day.  Might have to reconsider it.

20
May
13

Horridon the horrible

In MoP, each raid has had its “roadblock” boss.  Mogu’shan Vaults had Elegon.  Heart of Fear had Garalon.  Terrace… well that didn’t have anything (on normal mode, at least).

Now in Throne of Thunder we are at a dead stop on Horridon.  I feel like this isn’t even the roadblock boss for most people, but it is for us.

I have issues with this fight, and not just because its a rotten fight for rogues.  Its also an annoying fight for just general playing.

(1) Horridon has a big ass.  Seriously.  I can’t tell you how many times my view has been blocked because this huge dinosaur has charged into my screen.  I have to keep adjusting my camera view during the fight to see around it.  Very frustrating.  I ended up playing with my camera zoomed out into the sky, but I really don’t like that perspective.

(2) Targeting is awful when adds are all grouped together.  In many add-based fights, you can simply AoE down a group of adds.  In this fight, that big group of adds has one tougher one in the group that you are trying to focus.  Finding him in that pile is a terrible chore.  Yes, you can write a targeting macro, but I consider that to be an inelegant kludge solution to an encounter design problem.

(3) Frozen Orbs.  Oh, to be a ranged class that can spread out and plink away at the Frozen Warlords without standing in the midst of Frozen Orbs.  Either I’m in the melee zone, dying to Orbs or I’m out of range doing essentially nothing.  This phase stinks for rogues.

I have yet to see past the third door, so I can’t even comment on the rest of the fight.

Maybe something will suddenly click and I’ll find a secret that I’ve been missing.  Until that happens, this fight annoys me more than any other in MoP raiding so far.

 

13
Apr
13

My Opinion: LFR is ruining the game

What does that title mean?  Let me explain.  I’ve said this all before, but seeing GuildOx rankings really slammed the point home for me.

First – understand that I don’t consider LFR to be actual raiding.  Its more like sightseeing.  Yes, I know that LFR is tougher now than it was back in Cata.  However, the increasing Determination buff means that you can continue to screw up and you’ll eventually succeed despite yourself.  Its a nice way for everyone to see the raid encounters without being accountable for their performance.  Its a good thing.  I am not anti-LFR.  I don’t run it myself, but I don’t hate it.  Its an aspect of the game that is available if you want it.

However…

I recently went on GuildOx to see how my guild stacked up against other guilds on my realm.  I was surprised to see that, on Sen’jin which is by no means a dead realm, only 20 or so guilds have completed Tier 14 raids on normal mode.  In fact, my guild *just* killed Amber-Shaper Unsok this week on 10 normal, and we are only the 25th guild on the server to do so.

I’m not even looking at heroic modes.  Just normal.  If you have cleared T14 on normal and done the first boss in T15, then you’re a top twenty guild on my server.

WTF?

What does this tell me?  It tells me that guilds (at least on my realm) aren’t really doing progression raids anymore.  Since raiding is such a large part of the game, I can’t imagine that people aren’t raiding.  The obvious conclusion is that people are getting their raiding fix through LFR, and not so much in guild raids.

I have a problem with this.

In my personal vision of WoW, guilds and interpersonal interaction are the heart and soul of the game.  The need for cooperation to overcome obstacles is what the original raid encounters were built on.  Communication, people doing their job, everyone having a role… these were the skills that set the foundation for the more fun and challenging raid bosses.  LFR doesn’t have much or any of that.

I really, really don’t like this model.  Yes, LFR gets people into raiding, and that is a good thing.  But its being used as an expected part of the gearing path.  People run Thone of Thunder (LFR) in order to gear up for Throne of Thunder (normal).  What is this nonsense?  Run a raid to gear for the same raid?  How is this different than the ToC days in Wrath, when you ran 10 man to gear up for 25 man?

There isn’t even any sense of anticipation or buildup.  A new patch comes out with a new raid.  A week later it opens up on LFR.  Then… Boom!  In a couple of hours of pugging you have cleared the newly available raid content.  It trivializes the time and effort of raid design.

For me (and this is just my approach) I am looking forward to seeing Throne of Thunder.  I’m looking forward to figuring out the encounters one by one and progressing through it.  I’m looking forward to hearing the vocalizations of the bosses and getting to know their story and their personality.  I’ll see it when I get to it, after my guild clears tier 14.  All of that anticipation is lost in LFR raiding.

WoW is a great MMO.  WoW is a mediocre single-player game, and LFR has allowed it to drift into that mode.  LFR as a way into raiding is fine.  LFR as a true alternative to guild raiding is not in the best interests of the game, in my opinion.

(What?  You don’t care about the story and anticipation of raids?  You only care about gear?  This isn’t the blog post you’re looking for.  Move along.  Move along.)

03
Apr
13

Are PvE rogues all the same spec now?

Look up and down the top dps parses for rogues.  Lots of assassination rogues tearing it up.  Nary a combat rogue to be found (no subtlety either, but that’s old news).

Recently my guild has been working on Garalon.  This is the quintessential cleave fight.  You target a leg and get a crit buff for doing so, and your cleave hits the boss.  When the leg dies, its damage is transferred to the boss, so all cleave damage is pure bonus.

At the start of MoP, combat rogues were putting up obscene numbers on this fight.  Patch 5.2 brought the big change – making the cleave do only 40% weapon damage (down from 100%) but affecting more targets.  Sure, it was a needed fix to a balance problem.  However, it has perhaps gone too far.

All the theorycrafters have emphasized that Blade Flurry is still a plus whenever you have two or more targets in proximity (and its effect increases for three or four targets).  Since Garalon has been the Combat Spec Fight in this tier, I completely regemmed and reforged for combat when we got to this boss.

After a number of tries and lots of practice, I was frustrated with my sub-par dps numbers.  So, this week I switched back to assassination.  Immediately, I gained nearly 20k dps without using any cleave.

Currently, I don’t see any reason to spec combat in raids.  Assassination is so far superior its not really even a discussion.  Since subtlety has again fallen out of use in PvE, I guess that means that all raiding rogues are or will be assassination spec.  World of Logs reports bear this out.  While there are still combat rogues out there, it looks like that spec is around 40k dps behind assassination in ToT raids.

Having specs a little unbalanced is routine and almost expected.  If two specs are producing numbers that are 5% apart, then you can justify using either one based on familiarity or gear or just preference.  However, if one spec is 20% ahead, as it is now, then its almost impossible to justify not using the top spec.

Until this is addressed (and it will be), I expect to see just about all raiding rogues in assassination spec.  That’s a shame – especially in a pure dps class.  I look forward to seeing how Blizzard balances things.

12
Mar
13

Rogues in patch 5.2

How patch 5.2 going for everyone?

This is my busiest time of year in my life outside the game.  My son’s baseball season is in full swing.  My work responsibilities are more significant in this part of the year than during other seasons.  I can barely find time to sit at my desk at home.

I’ve logged on enough to do the Isle of Thunder dailies once and have two nights of raiding in MSV and HoF.  That’s all the time I’ve spent in WoW so far since the patch.  I had to figure out a lot of changes by trial and error since I have not had time to keep up with them.

Right away in MSV, I noticed that my Combat spec did less damage than normal on Stone Guard.  That’s because of the change to Blade Flurry in the patch.  It now hits for less damage, but affects more targets.  On Stone Guard, when you’re hitting two or three dogs, you’re not getting the most out of Blade Flurry.  Damage is good, but not as spectacular as it once was.

I also noticed that my single target damage in Assassination spec was a little higher, but not much.  Assassination got buffed a bit in the patch.  I hear that Subtlety got a small buff as well.  I expect Blizzard to keep giving us small buffs until more people play rogues.  For those of us who still play our rogue mains, it just makes us that much more awesome.  However, I will also note that I wasn’t as far ahead on the damage meters as I usually am on some MSV fights, like Elegon.  I suspect that other classes got buffed as well, and maybe more than we did.

I was really surprised when I went to use Ambush as an opener and I teleported to directly behind the target without using Shadowstep.  That’s when I remembered that there were talent changes in the patch.  Preparation was removed as a talent, and now all rogues have it as a baseline ability at level 68.  Instead they added Cloak and Dagger in Prep’s old spot on the talent tree.  It works like Shadowstep built into your stealthed openers.  It essentially gives your openers a 30 yard range.

A change that I noticed while I was fighting Elegon was for Cloak of Shadows.  It now has a shorter cooldown (1 minute), but its no longer reset by Preparation.  That surprised me.  I usually use Cloak-Prep-Cloak to mitigate damage at the end of the fight when we’re burning Elegon down.  Didn’t work this time.

I was, as usual, dismayed when our raid got to Will of the Emperor.  I don’t like that fight.  At some point in that fight, I always end up far from my target with Vanish and Sprint on cooldown.  This time I specced into Shuriken Toss.  This gave combo points and also made my autoattacks into ranged shuriken throws.  I don’t think it was very effective, but it was fun.

Also on the Will of the Emperor fight, when we all grouped up to AoE heal through the Titan Gas phases, I threw down my Smoke Bomb.  It was just given a new ability – reducing incoming damage by 20% on everyone in its range.  I have a defensive raid cooldown!  That felt good.

There’s another talent change that I tried.  Versatility was removed as a top-tier talent and replaced with Marked for Death.  This gives 5 combo points to start with on the fight, so its much like the Premeditation ability on steroids.  A major difference is that when your target dies, Marked for Death resets.  That makes this good for burst damage in target-switching situations, since you can start with 5 CP on each new target.  Its not useful on most boss fight in PvE, but good in fights with a lot of adds that need to be bursted down.  That said, I tried to use it on Garalon’s legs, and the cooldown never reset when a leg died.  Is it because the legs don’t really “die”?  Is this a bug?  (not Garalon himself, but the lack of cooldown reset).

Most of the changes were not very noteworthy, although a lot of rogues are affected by the alterations to the talent tree.  The Smoke Bomb change is nice – I wonder how long it will take everyone to realize that it is there, so that raid leaders call for it at times of high incoming damage.

11
Mar
13

Trash – thumbs up or thumbs down?

Trash_heapA trend that has been taking over WoW since its creation is optimization and efficiency.  We want to find an optimal talent build, optimized reforging, and optimal gear.  We want to find the most efficient gearing path to get us through our raids as efficiently as possible.  In the early days of WoW, this was an ongoing process.  Now, with online tools, optimizing is just a few clicks away.

How much does the game benefit or suffer from this?

This tendency toward optimization has been adopted throughout WoW by Blizzard.  They call it “quality of life” improvements, and they are changes put in to make the game play more smoothly and with fewer frustrations.  Some are awesome, but others can oversimplify the game and (in the minds of some) de-emphasize things that once made the game fun.

What does this have to do with trash (the title of the post)?

This all came to mind when I was reading some other blog posts about trash mobs in raids.  The posts in question had complained about trash pulls in MoP raids.  That got me reminiscing.  Skipping past raiding in vanilla WoW, which everyone agrees was over-the-top, I used to enjoy trash pulls.  As time has gone one, it seems like a lot of people would prefer to get rid of trash.  That, to me, is just another aspect of the optimization trend.  Trash doesn’t drop epics or get you an achievement, so any time spent on trash is time not spent on progression and therefore it is undesirable.  Blizzard has followed these desires by changing trash in raids over time.

Burning Crusade

Karazhan trash was really fun and challenging.  The way the respawn rate on the ghosts before Attumen pushed you to pull quickly.  The mix of elites and non-elites in the packs of dancers before Moroes.  The ghosts that could almost one-shot a careless tank in the hallways outside Nightbane’s area.  The pairs of trash mobs that were immune to CC and would freeze the tank in the hall before Opera.  Exploding ghosts.  Mana drains.  Sometimes a trash pull took as much strategy as a boss fight.  Those were great.  However, they did take a long time.  You couldn’t just nuke them down the way trash is usually done now.  This was in the tail end of the age when raiding was still though of as something for the elite players, although Karazhan did a lot to overcome that mindset.

Later BC raids had a lot of trash (not counting the shorter Gruul and Magtheridon raids), often very challenging and time consuming.  Upper tier raids like Black Temple, Hyjal Summit, and Sunwell were generally only for dedicated raiders, though, and time-intensive trash was considered just an unpleasant part of the raiding process.

Wrath of the Lich King

The raiding model changed a lot during Wrath of the Lich King.  This is when Blizzard took steps to make raiding accessible to all.

Trash in Naxxramas (v.2, in WotLK) was not terribly challenging, although early in the gearing process it could slow you down.  It wasn’t so hard that it was a roadblock, but it took some time and pulls had to be planned.    There was less of it than in Karazhan, and some of the trash packs had unique abilities (I hated the Dark-Touched Warrior in the construct quarter).  It almost seems like the trash was there in quantity similar to prior raids, but undertuned to make it less of an obstacle.

Ulduar – considered by some to be the best raid Blizzard has ever made – had much smaller amounts of trash.  Most trash pulls between bosses were short (except before Freya).  They introduced unique mechanics like the vehicle combat before Flame Leviathan.  Typically, though, there were only 2-3 trash pulls between each boss encounter.  This is less than Naxxramas had and much less than the BC raids.  Ulduar’s boss fights are memorable, but most of the trash is not.

This push for efficiency came to a head in WotLK’s Trial of the Crusader raid, which was all bosses, no trash.  Not only was this a total departure from previous raid models, it also fit very poorly into the storyline (in the middle of a war with the Lich King’s army, lets have a tournament!).  It was received very poorly overall.  So there is a point where too little trash bothers us.

Icecrown Citadel moved back toward Ulduar’s model – a couple of trash packs between each boss.  One aspect I liked about trash in ICC’s was that it sometimes helped prepare you for the boss’ abilities.  In some cases, the trash mobs before a boss would have abilities that mirrored those the boss would use.  This is the concept that Blizzard seemed to like.

Cataclysm

Bastion of Twilight had some interesting trash.   There were a few pitfalls for the unwary if you took them lightly.  That was fun.  There were some areas where the trash was plentiful – at the start of the raid and before Twilight Council and even before Cho’gall.  Most of it was just AoE nuking, though.  In contrast, Blackwing Descent had almost no trash, but Blizzard pulled it off better than they had in previous raids with little trash.

Firelands followed the Bastion of Twilight model, where there were lots of trash pulls, but they were not terribly difficult.  This frustrated some people.  I remember a lot of complaints about all the trash pulls before you could even engage the first boss of the raid.

Cataclysm eventually introduced the Raid Finder, which (in my opinion) was the death knell for interesting trash.  Since you never know what type of player you’re going to get in the random group, the developers can’t expect a raid to have coordination, concentrated dps, or viable crowd control.  Thus, raid trash is now dull and uninteresting.    [As an aside. the trend away from CC had already happened in 5-mans due to the Dungeon Finder.]

In Dragon Soul, the groups before Morchok were just group AoE.  The tentacles before Zon’ozz were easy.  The only trash that carried any kind of unique challenge in DS were the slime packs before Yor’sahj and, for groups with low dps, the dragonlings before Ultraxion.  On top of that, after Ultraxion, there was no trash at all between Ultraxion, Warmaster Blackhorn, Spine, and Madness.

Mists of Pandaria

I’ve only personally done Mogu’shan Vaults and the first boss of Heart of Fear.  MSV trash seems almost like an afterthought.  The AoE trash packs before Stone Guard, the packs of trolls before Gara’jal, then the groups before Spirit Kings are all non-events, there to be nuked down.  Only the last pulls before Elegon have any risk to them.  They seem to be there just because they are expected, not because there is any development behind the trash encounters.

———————————————————————————

My personal opinion is that I liked the trash in Karazhan and in ICC.  The Karazhan trash was interesting and varied.  I’d rather do that than nameless mass AOE trash.  In ICC the trash mobs were not as plentiful but had a definite connection to the boss that followed them.  At times they seemed like part of the story.

What do you like?  The extensive, challenging trash in Karazhan and BC raids?  The plentiful but easy trash in Bastion and Firelands?  The non-existent trash in Trial of the Crusader?




Armory

Classic WoW:
Dinaer - 11 Assassination Rogue
Cepheid - 13 Prot Warrior
Cartho - 11 Elemental Shaman

Retail WoW:
Dinaer - 120 Assassination Rogue (US - Sen'Jin)
Cartho - 120 Elemental Shaman (US - Quel-dorei)
Derence - 120 Prot/Ret Paladin (US - Sen'Jin)
Metius - 120 Shadow Priest (US - Sen'Jin)
Liebnitz - 120 Arcane Mage (US - Sen'Jin)
Darishin - 120 Resto/Balance Druid (US - Sen'Jin)
Fastad - 90 Subtlety Rogue (US - Sen'Jin)
January 2021
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