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Dungeon Finder buff?

Mark (newsgroups)

2/9/2011 5:09:00 PM

I'm hearing reports about a 'buff' to groups entering heroics through
the dungeon finder. Something about a 15% group wide buff if you queue
solo and get put in with other solo players. I don't know what this 15%
buff means, if it's the health or what, but I must say I did find my
daily heroic quite easy today. Got HoO and thought it was just because
we had a good group (actually had good CCers), but trash was very simple
and so were boss fights.

I think it's a pity, there are still many people who haven't started
heroics who now won't experience them as they originally were. That and
add on the fact that JP are easy to come by from normals means that you
can overgear heroics before you even enter them. Combined with the buff
(and some nerfs in the dungeons themselves) and I don't think people
will struggle any more.

I understand these sort of things happen in every expansion but it seems
to soon to me. They should only do it when they add a new tier of more
difficult dungeons.
92 Answers

Catriona R

2/9/2011 5:51:00 PM

0


On Wed, 09 Feb 2011 17:09:07 +0000, "Mark (newsgroups)"
<marknewsgroups@yahoo.com> wrote:

>I'm hearing reports about a 'buff' to groups entering heroics through
>the dungeon finder. Something about a 15% group wide buff if you queue
>solo and get put in with other solo players. I don't know what this 15%
>buff means, if it's the health or what, but I must say I did find my
>daily heroic quite easy today. Got HoO and thought it was just because
>we had a good group (actually had good CCers), but trash was very simple
>and so were boss fights.

It'll be the same as the 5% buff which already existed (only was
bugged so didn't actually do anything since Cataclysm), which was to
health, damage, healing I think.

>I think it's a pity, there are still many people who haven't started
>heroics who now won't experience them as they originally were. That and
>add on the fact that JP are easy to come by from normals means that you
>can overgear heroics before you even enter them. Combined with the buff
>(and some nerfs in the dungeons themselves) and I don't think people
>will struggle any more.

Well anyone who wants to experience them as they were need only find 4
other people to queue up with.

>I understand these sort of things happen in every expansion but it seems
>to soon to me. They should only do it when they add a new tier of more
>difficult dungeons.

Thing is, these *are* difficult in pugs, by all I hear, sure you can
get good ones but there's enough bad ones as well that I can well see
why this was added - so as to make it less painful for pugs, while not
nerfing it too hard for organised groups, who naturally would find
things much easier. Seems a good way of doing it to me, since if you
hate it, you can easily find other people on Trade or whatever to
queue up with instead.
--
EU-Draenor:
Sagart (85 Undead Priest)
Tairbh (85 Tauren Druid)
Balgair (80 Human Rogue)
Buinne (80 Troll Shaman)
Ruire (80 Blood Elf Paladin)

deathsabyss

2/9/2011 5:56:00 PM

0

I think it was "Mark (newsgroups)" <marknewsgroups@yahoo.com> that
wrote something like...

>I'm hearing reports about a 'buff' to groups entering heroics through
>the dungeon finder. Something about a 15% group wide buff if you queue
>solo and get put in with other solo players. I don't know what this 15%
>buff means, if it's the health or what, but I must say I did find my
>daily heroic quite easy today. Got HoO and thought it was just because
>we had a good group (actually had good CCers), but trash was very simple
>and so were boss fights.
>
>I think it's a pity, there are still many people who haven't started
>heroics who now won't experience them as they originally were. That and
>add on the fact that JP are easy to come by from normals means that you
>can overgear heroics before you even enter them. Combined with the buff
>(and some nerfs in the dungeons themselves) and I don't think people
>will struggle any more.
>
>I understand these sort of things happen in every expansion but it seems
>to soon to me. They should only do it when they add a new tier of more
>difficult dungeons.

Well, when the dungeon finder tool first came out, there was a buff
that was increased damage, healing and health I believe it was, if the
group wasn't a pre-formed one. Pretty sure originally everyone in the
group got the buff if there was any "random" person in the group.

Now you mention it, I don't actually remember hearing about it getting
removed. Guess they brought it back to try and encourage tanks to pug
a bit more. ; )

Ashen Shugar
--
The lions sing and the hills take flight.
The moon by day, and the sun by night.
Blind woman, deaf man, jackdaw fool.
Let the Lord of Chaos rule!

Mark (newsgroups)

2/9/2011 6:50:00 PM

0

On 09/02/2011 17:50, Catriona R wrote:
>
> On Wed, 09 Feb 2011 17:09:07 +0000, "Mark (newsgroups)"
> <marknewsgroups@yahoo.com> wrote:
>
>> I'm hearing reports about a 'buff' to groups entering heroics through
>> the dungeon finder. Something about a 15% group wide buff if you queue
>> solo and get put in with other solo players. I don't know what this 15%
>> buff means, if it's the health or what, but I must say I did find my
>> daily heroic quite easy today. Got HoO and thought it was just because
>> we had a good group (actually had good CCers), but trash was very simple
>> and so were boss fights.
>
> It'll be the same as the 5% buff which already existed (only was
> bugged so didn't actually do anything since Cataclysm), which was to
> health, damage, healing I think.

Ok.

>> I think it's a pity, there are still many people who haven't started
>> heroics who now won't experience them as they originally were. That and
>> add on the fact that JP are easy to come by from normals means that you
>> can overgear heroics before you even enter them. Combined with the buff
>> (and some nerfs in the dungeons themselves) and I don't think people
>> will struggle any more.
>
> Well anyone who wants to experience them as they were need only find 4
> other people to queue up with.
>
>> I understand these sort of things happen in every expansion but it seems
>> to soon to me. They should only do it when they add a new tier of more
>> difficult dungeons.
>
> Thing is, these *are* difficult in pugs, by all I hear, sure you can
> get good ones but there's enough bad ones as well that I can well see
> why this was added - so as to make it less painful for pugs, while not
> nerfing it too hard for organised groups, who naturally would find
> things much easier. Seems a good way of doing it to me, since if you
> hate it, you can easily find other people on Trade or whatever to
> queue up with instead.

I've only done a small % of dungeons as dps, so my experience is as a
healer. When I first started doing normals they were tough. As my gear
got better, as people learned them and as I got better at my healing
style, they became mostly easy.

I can say the same about heroics. I only really do one a day now having
got a bit bored and have been leveling my alts. And I almost always PUG.
Sure I get the odd bad group, sure people are still jerks, but I finish
> 80% of the runs.

I admit, I was convinced that Cataclysm heroics were harder than even
TBC heroics at first, but it's simply a matter of gear. Even in raid
level gear (Kara + some T5) the heroics in TBC still required CC. Mobs
would one shot, etc.

I don't want to go back to the WotLK model which basically made
anonymous groups steamrolling through with nary a word spoken. Buffing
players by 15% wasn't the answer imo. I've really missed the days of
planning the pulls, talking beforehand etc. Cataclysm has gone some way
to bringing that back, and nerfing everything so randoms don't need to
learn to play is a bad solution. In my view.

JC

2/10/2011 8:10:00 AM

0

On Feb 9, 12:09 pm, "Mark (newsgroups)" <marknewsgro...@yahoo.com>
wrote:
> I'm hearing reports about a 'buff' to groups entering heroics through
> the dungeon finder. Something about a 15% group wide buff if you queue
> solo and get put in with other solo players. I don't know what this 15%
> buff means, if it's the health or what, but I must say I did find my
> daily heroic quite easy today. Got HoO and thought it was just because
> we had a good group (actually had good CCers), but trash was very simple
> and so were boss fights.
>
> I think it's a pity, there are still many people who haven't started
> heroics who now won't experience them as they originally were. That and
> add on the fact that JP are easy to come by from normals means that you
> can overgear heroics before you even enter them. Combined with the buff
> (and some nerfs in the dungeons themselves) and I don't think people
> will struggle any more.
>
> I understand these sort of things happen in every expansion but it seems
> to soon to me. They should only do it when they add a new tier of more
> difficult dungeons.

Guild and premade heroic runs were fine, but by in large, LFD for
heroics has been a complete and utter toilet - a cesspool. Even above
and beyond the content difficulty, with all the other problems with
LFD (tanks selling queues and bailing, tanks/healers bailing when they
see Stonecore or GB, generally poor attitudes, etc.), this change is
well deserved. Pugs get a slight handicap, to account for the
randomness of group comp, and generally not knowing the rest of their
party, while guild runs can still experience the original difficulty.
Win/Win.

Pug failure should be the exception, not the rule.

steve.kaye

2/10/2011 8:59:00 AM

0

On Thu, 10 Feb 2011 00:10:27 -0800 (PST), JC <jc1k@hotmail.com> wrote:

>On Feb 9, 12:09 pm, "Mark (newsgroups)" <marknewsgro...@yahoo.com>
>wrote:
>> I'm hearing reports about a 'buff' to groups entering heroics through
>> the dungeon finder. Something about a 15% group wide buff if you queue
>> solo and get put in with other solo players. I don't know what this 15%
>> buff means, if it's the health or what, but I must say I did find my
>> daily heroic quite easy today. Got HoO and thought it was just because
>> we had a good group (actually had good CCers), but trash was very simple
>> and so were boss fights.
>>
>> I think it's a pity, there are still many people who haven't started
>> heroics who now won't experience them as they originally were. That and
>> add on the fact that JP are easy to come by from normals means that you
>> can overgear heroics before you even enter them. Combined with the buff
>> (and some nerfs in the dungeons themselves) and I don't think people
>> will struggle any more.
>>
>> I understand these sort of things happen in every expansion but it seems
>> to soon to me. They should only do it when they add a new tier of more
>> difficult dungeons.
>
>Guild and premade heroic runs were fine, but by in large, LFD for
>heroics has been a complete and utter toilet - a cesspool. Even above
>and beyond the content difficulty, with all the other problems with
>LFD (tanks selling queues and bailing, tanks/healers bailing when they
>see Stonecore or GB, generally poor attitudes, etc.), this change is
>well deserved. Pugs get a slight handicap, to account for the
>randomness of group comp, and generally not knowing the rest of their
>party, while guild runs can still experience the original difficulty.
>Win/Win.

PuGs do get a slight disadvantage over pre-mades because of the fact
that they don't know each other so don't coordinate as well. That's a
*slight* disadvantage and should have easily been compensated for by
the old 5% buff.

A 5% buff isn't a slight buff - it's a good buff. It's a buff that
people would snap up for 3 talent points and they're getting three
times that amount just for joining the LFD tool solo. I think that
it's too much.

I think that the major part of the difficulty is more to do with
player quality.

In a PuG, you get anybody and everybody and don't get to pick and
choose who you go with. In a pre-made or a guild run, you do get to
choose who you run with and you're not going to choose to group with a
bad player more than once or twice unless it's a guildie. If it's a
guildie, you'll probably not join a group with them if there is
someone else in the group who you know to be a bad player.

This results in the quality of player in a pre-made being higher than
that of a PuG.


>Pug failure should be the exception, not the rule.

Success/failure should be based upon the skill and gear level of the
group. It shouldn't be based upon how the group entered the instance.
I think that the 5% buff should have been enough to compensate for not
knowing your teammates. 15% seems too much to me - it seems like it
is actually compensating for bad players.


P.S. I read somewhere that the 5% buff wasn't working. I forget where
I read it now... maybe on this group, WoW insider or on a page linked
from one of those places.

steve.kaye
--
Jelan, 85 Priest Clokk, 81 Druid Belugar, 76 Warrior
Kibbs, 83 Paladin Jengu, 81 Death Knight Mingan, 75 Shaman
Miho, 82 Rogue Jaille, 80 Warlock Yopp, 64 Hunter
[ Ravenholdt-EU (Horde) ] Aloola, 62 Mage

Mark (newsgroups)

2/10/2011 11:37:00 AM

0

On 10/02/2011 08:58, Steve Kaye wrote:
> On Thu, 10 Feb 2011 00:10:27 -0800 (PST), JC<jc1k@hotmail.com> wrote:
>
>> On Feb 9, 12:09 pm, "Mark (newsgroups)"<marknewsgro...@yahoo.com>
>> wrote:
>>> I'm hearing reports about a 'buff' to groups entering heroics through
>>> the dungeon finder. Something about a 15% group wide buff if you queue
>>> solo and get put in with other solo players. I don't know what this 15%
>>> buff means, if it's the health or what, but I must say I did find my
>>> daily heroic quite easy today. Got HoO and thought it was just because
>>> we had a good group (actually had good CCers), but trash was very simple
>>> and so were boss fights.
>>>
>>> I think it's a pity, there are still many people who haven't started
>>> heroics who now won't experience them as they originally were. That and
>>> add on the fact that JP are easy to come by from normals means that you
>>> can overgear heroics before you even enter them. Combined with the buff
>>> (and some nerfs in the dungeons themselves) and I don't think people
>>> will struggle any more.
>>>
>>> I understand these sort of things happen in every expansion but it seems
>>> to soon to me. They should only do it when they add a new tier of more
>>> difficult dungeons.
>>
>> Guild and premade heroic runs were fine, but by in large, LFD for
>> heroics has been a complete and utter toilet - a cesspool. Even above
>> and beyond the content difficulty, with all the other problems with
>> LFD (tanks selling queues and bailing, tanks/healers bailing when they
>> see Stonecore or GB, generally poor attitudes, etc.), this change is
>> well deserved. Pugs get a slight handicap, to account for the
>> randomness of group comp, and generally not knowing the rest of their
>> party, while guild runs can still experience the original difficulty.
>> Win/Win.
>
> PuGs do get a slight disadvantage over pre-mades because of the fact
> that they don't know each other so don't coordinate as well. That's a
> *slight* disadvantage and should have easily been compensated for by
> the old 5% buff.
>
> A 5% buff isn't a slight buff - it's a good buff. It's a buff that
> people would snap up for 3 talent points and they're getting three
> times that amount just for joining the LFD tool solo. I think that
> it's too much.
>
> I think that the major part of the difficulty is more to do with
> player quality.
>
> In a PuG, you get anybody and everybody and don't get to pick and
> choose who you go with. In a pre-made or a guild run, you do get to
> choose who you run with and you're not going to choose to group with a
> bad player more than once or twice unless it's a guildie. If it's a
> guildie, you'll probably not join a group with them if there is
> someone else in the group who you know to be a bad player.
>
> This results in the quality of player in a pre-made being higher than
> that of a PuG.

Our guild is a smallish social guild. We have a core raiding team (of
which I am not part) who have played together forever. They generally
run their heroics together. The other players in the guild are all down
to earth people (for the most part) as that is meant to be the ethos of
the guild. However, and this probably isn't something I should say, I
actually prefer running PUGs to running guild runs with some of our
members. Some of them think that because it's a guild run and the guild
is casual they don't have to make an effort to gear up, learn the
fights, CC, etc. Our tanks are all taken, as in they generally run with
the raiding members, and so I have no real incentive to queue up as a
healer with a couple of random DPS from our guild. My queues are no
shorter, in fact they may be longer.

These days, it's very rare for me to go into a heroic PUG and see
players with less than say 8k DPS. However, on a recent guild run, two
of our DPS had 6k DPS. One went afk in the middle of the run with a
"brb" for 10 minutes. The run took far longer than most of my PUGs. As I
mentioned in another post, I very seldom fail in PUGs. I'm not sure if
this is because I am the healer and so have some more ability to
influence the result than just playing a DPS or what.

The horror stories of heroic PUGs were true, and sometimes I still get
terrible groups, but largely these days things are fine (before the patch).

I ask players who are having issues in PUGs, what classes do you play?
Are you DPS? Do you have dispels, interrupts etc? Do you know which mobs
(yes even, or especially trash) you should be interrupting and dispelling?

>> Pug failure should be the exception, not the rule.
>
> Success/failure should be based upon the skill and gear level of the
> group. It shouldn't be based upon how the group entered the instance.
> I think that the 5% buff should have been enough to compensate for not
> knowing your teammates. 15% seems too much to me - it seems like it
> is actually compensating for bad players.

If the buff is only 5% then I am actually more ok with it I guess. Still
don't see that it was totally needed based on my PUG experiences.

Mark (newsgroups)

2/10/2011 12:52:00 PM

0

On 10/02/2011 11:36, Mark (newsgroups) wrote:

[...]

>>> Pug failure should be the exception, not the rule.
>>
>> Success/failure should be based upon the skill and gear level of the
>> group. It shouldn't be based upon how the group entered the instance.
>> I think that the 5% buff should have been enough to compensate for not
>> knowing your teammates. 15% seems too much to me - it seems like it
>> is actually compensating for bad players.
>
> If the buff is only 5% then I am actually more ok with it I guess. Still
> don't see that it was totally needed based on my PUG experiences.

http://eu.battle.net/wow/en/bl...

5% for each random member, up to 15% max.

neithskye

2/10/2011 2:59:00 PM

0

On Feb 9, 12:09 pm, "Mark (newsgroups)" <marknewsgro...@yahoo.com>
wrote:

> I think it's a pity, there are still many people who haven't started
> heroics who now won't experience them as they originally were.

I agree with you. I enjoy the challenge of Heroics. That said, even
the challenge of Heroics isn't the challenge of Heroics anymore. I
solo-queued on my Holy Paladin for a Heroic the other day, and got
TotT with four people from the same guild all sporting "Light of Dawn"
or "Herald of the Titans". Things died so fast/were properly
interrupted that I barely had to heal at all and was completely bored.

> That and
> add on the fact that JP are easy to come by from normals means that you
> can overgear heroics before you even enter them. Combined with the buff
> (and some nerfs in the dungeons themselves) and I don't think people
> will struggle any more.

Is that really a bad thing? My Holy Priest went Shadow because she
doesn't yet feel comfortable with the healing changes. I've been
grinding JPs and rep in regulars. She has an average ilvl of 339,
having never done a Heroic. The only upgrades for her now are in
Heroics, but I'd be mortified to queue her for one since her DPS is so
abysmal on trash (things die too fast for her DoTs to do anything). So
if I want her to stay in regulars obtaining more JPs and rep, while
trying to figure out her rotation, I don't see anything wrong with
that.

--
Jill

JC

2/10/2011 3:01:00 PM

0

On Feb 10, 3:58 am, Steve Kaye <nos...@giddy-kippers.co.uk> wrote:
> On Thu, 10 Feb 2011 00:10:27 -0800 (PST), JC <j...@hotmail.com> wrote:
> >On Feb 9, 12:09 pm, "Mark (newsgroups)" <marknewsgro...@yahoo.com>
> >wrote:
> >> I'm hearing reports about a 'buff' to groups entering heroics through
> >> the dungeon finder. Something about a 15% group wide buff if you queue
> >> solo and get put in with other solo players. I don't know what this 15%
> >> buff means, if it's the health or what, but I must say I did find my
> >> daily heroic quite easy today. Got HoO and thought it was just because
> >> we had a good group (actually had good CCers), but trash was very simple
> >> and so were boss fights.
>
> >> I think it's a pity, there are still many people who haven't started
> >> heroics who now won't experience them as they originally were. That and
> >> add on the fact that JP are easy to come by from normals means that you
> >> can overgear heroics before you even enter them. Combined with the buff
> >> (and some nerfs in the dungeons themselves) and I don't think people
> >> will struggle any more.
>
> >> I understand these sort of things happen in every expansion but it seems
> >> to soon to me. They should only do it when they add a new tier of more
> >> difficult dungeons.
>
> >Guild and premade heroic runs were fine, but by in large, LFD for
> >heroics has been a complete and utter toilet - a cesspool. Even above
> >and beyond the content difficulty, with all the other problems with
> >LFD (tanks selling queues and bailing, tanks/healers bailing when they
> >see Stonecore or GB, generally poor attitudes, etc.), this change is
> >well deserved. Pugs get a slight handicap, to account for the
> >randomness of group comp, and generally not knowing the rest of their
> >party, while guild runs can still experience the original difficulty.
> >Win/Win.
>
> PuGs do get a slight disadvantage over pre-mades because of the fact
> that they don't know each other so don't coordinate as well.  That's a
> *slight* disadvantage and should have easily been compensated for by
> the old 5% buff.  
>
> A 5% buff isn't a slight buff - it's a good buff.  It's a buff that
> people would snap up for 3 talent points and they're getting three
> times that amount just for joining the LFD tool solo.  I think that
> it's too much.

It may be too much, but 5% is too little. 5% is what it was in Wrath,
and we have much more difficult and unforgiving content now, as well
as a whole gamut of new douchey behavior that wasn't there before.
Here's the problem. Things were so bad, that good players were not
using the LFD tool AT ALL. They were relying solely on guild and
premade runs. That leaves people who have to rely on the LFD tool to
progress through anything with very little options, to the point where
they were completely stagnant, and risked canceling their
subscriptions.

The 15% is supposed to either make up for, or be an incentive to
avoid:

- Bad player pool
- Relatively undergeared players
- Players who don't know the encounters
- Odds group compositions
- Players who see dungeon X and immediately bail, asked to be kicked,
or leave the dungeon and herb until they are kicked
- Groups who are stuck because they have already kicked 1 person, and
can't kick another
- Tanks who sit on the floor and refuse to tank, unable to be kicked
- Tanks/healers selling queues and bailing
- Tanks fishing for "dungeons in progress" to get their 70 valor
points faster than others.
- etc.

I have personally seen most of these, and read extensively about all
of them. So, if it was just a matter of bad, undergeared or
inexperienced players coupled with more difficult content, I would
agree with the 5% buff. But it's not. There needs to be more of an
incentive to get 5 random people to complete a dungeon, given all
these new social problems that have arisen.

> P.S. I read somewhere that the 5% buff wasn't working.  I forget where
> I read it now... maybe on this group, WoW insider or on a page linked
> from one of those places.

Yeah, in the patch notes, they mentioned that in implementing the 15%
buff, that actually found that the 5% was not even working.

steve.kaye

2/10/2011 5:19:00 PM

0

On 10/02/2011 15:00, JC wrote:
> On Feb 10, 3:58 am, Steve Kaye<nos...@giddy-kippers.co.uk> wrote:
>> On Thu, 10 Feb 2011 00:10:27 -0800 (PST), JC<j...@hotmail.com> wrote:
>>> On Feb 9, 12:09 pm, "Mark (newsgroups)"<marknewsgro...@yahoo.com>
>>> wrote:
>>>> I'm hearing reports about a 'buff' to groups entering heroics through
>>>> the dungeon finder. Something about a 15% group wide buff if you queue
>>>> solo and get put in with other solo players. I don't know what this 15%
>>>> buff means, if it's the health or what, but I must say I did find my
>>>> daily heroic quite easy today. Got HoO and thought it was just because
>>>> we had a good group (actually had good CCers), but trash was very simple
>>>> and so were boss fights.
>>
>>>> I think it's a pity, there are still many people who haven't started
>>>> heroics who now won't experience them as they originally were. That and
>>>> add on the fact that JP are easy to come by from normals means that you
>>>> can overgear heroics before you even enter them. Combined with the buff
>>>> (and some nerfs in the dungeons themselves) and I don't think people
>>>> will struggle any more.
>>
>>>> I understand these sort of things happen in every expansion but it seems
>>>> to soon to me. They should only do it when they add a new tier of more
>>>> difficult dungeons.
>>
>>> Guild and premade heroic runs were fine, but by in large, LFD for
>>> heroics has been a complete and utter toilet - a cesspool. Even above
>>> and beyond the content difficulty, with all the other problems with
>>> LFD (tanks selling queues and bailing, tanks/healers bailing when they
>>> see Stonecore or GB, generally poor attitudes, etc.), this change is
>>> well deserved. Pugs get a slight handicap, to account for the
>>> randomness of group comp, and generally not knowing the rest of their
>>> party, while guild runs can still experience the original difficulty.
>>> Win/Win.
>>
>> PuGs do get a slight disadvantage over pre-mades because of the fact
>> that they don't know each other so don't coordinate as well. That's a
>> *slight* disadvantage and should have easily been compensated for by
>> the old 5% buff.
>>
>> A 5% buff isn't a slight buff - it's a good buff. It's a buff that
>> people would snap up for 3 talent points and they're getting three
>> times that amount just for joining the LFD tool solo. I think that
>> it's too much.
>
> It may be too much, but 5% is too little. 5% is what it was in Wrath,
> and we have much more difficult and unforgiving content now, as well
> as a whole gamut of new douchey behavior that wasn't there before.
> Here's the problem. Things were so bad, that good players were not
> using the LFD tool AT ALL. They were relying solely on guild and
> premade runs. That leaves people who have to rely on the LFD tool to
> progress through anything with very little options, to the point where
> they were completely stagnant, and risked canceling their
> subscriptions.
>
> The 15% is supposed to either make up for, or be an incentive to
> avoid:
>
> - Bad player pool
> - Relatively undergeared players
> - Players who don't know the encounters
> - Odds group compositions

These shouldn't be fixed by a buff IMO. Bad or under-geared players
shouldn't be able to complete a heroic dungeon. Odd group compositions
should be able to handle things and the 5% buff should have been enough
to compensate for it.

steve.kaye
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Jelan, 85 Priest Clokk, 81 Druid Belugar, 76 Warrior
Kibbs, 83 Paladin Jengu, 81 Death Knight Mingan, 75 Shaman
Miho, 82 Rogue Jaille, 80 Warlock Yopp, 64 Hunter
[ Ravenholdt-EU (Horde) ] Aloola, 62 Mage