This one’s going to be a short and quick post because I daresay the point that I’m trying to drive home will not take long to figure out. Several days ago, a prominent Guild on Ner’Zhul disbanded due to lack of attendance and other factors that kill Guilds (hmm, a good blogging topic). Needless to say, we signed several of their players in the hopes that it might solve a few of our attendance problems. Summer’s now over, everyone should be back to a fairly stable schedule right?
Wrong. One of our Feral druid gets hit with an evening shift. Our Paladin suddenly has a life. One of our Rogues mysteriously vanishes (Go figure). Getting those extra players helped a lot. By the way, in other Guild news, Dinosaur disbands and joins Dissonance (both top 20 Guilds on NZ, I think).
Tonight was Serpentshrine Cavern. Since we were shorthanded a player, we opted for Lurker first. Two wipes later, we trekked back to Hydross. A colleague over at Priestly Endeavors published his own suggested requirements for raiding in terms of individual player stats. At first I disagreed with him at the amount of gear and such that was required. But something happened in our attempts against Hydross that made me think twice. For those who are unfamiliar with the fight, Hydross has an attack called Water Tomb in which he encases a player in a bubble of water which does approximately 4500 damage over 5 seconds. Furthermore, players within a certain radius around him will also get entombed but thankfully that spell does not chain past the second player. In addition, Hydross applies a stacking debuff where all players within the raid will periodically take increasingly more punishing frost damage (Water tomb hurts more). One of the new Priests we picked up today just died within the first minute or so of the encounter. His health was approximately 7400ish fully raid buffed. It looks as if he had 5800 base health.
Back to Kirk, it appears as if he is correct to a certain extent. The amount of HP he recommends for his level of raiding is a little more generous. There’s no possible way to sacrifice healing and MP5 gear for a little more stamina. You really don’t need over 7000ish base health in Kara. It’s true there are certain encounters where you will take a lot of damage (For instance, Aran’s Poly-Pyro, or Illhoof’s sacrifice). But for the most part, you just need above 7.2k using whatever buffs you can slap on yourself. You also need to pray your tanks are able to do their job and hold their aggro. That’s not a problem in a 10 man instance like Karazhan because there isn’t a whole lot of pressure or damage being applied to you (the priest) or to your raid. But once you get to an instance like SSC, it definitely is a whole new ball game. Maybe the only person who might’ve been able to save our poor Priest was a player with reflexes equal to that of Martin Brodeur. But I applied my method of raid healing and was not able to restore his health quick enough.
A lot of Priests emphasize the importance of +healing and MP5. Don’t get me wrong, I do too. After that incident today, the second stat I would take a long hard look at is stamina. It’s one of the reasons why I spent DKP on my [item]Crystalheart Pulse-Staff[/item]. Strangely enough, that item dropped again last week and no healer took it so it became sharded. How unfortunate. I guess players really want to go after their Light’s Justice/Aran’s Sapphire combination instead of spending their DKP to get loot that will help them.
It’s midnight, but before I go to bed, just think about this:
What’s the point of having all that healing and all that MP5 if you’re not alive to utilize it? I know I would get more healing if I stayed with an LJ/Aran’s Sapphire duo, but I would not be of any use to my Guild if I was dead half the encounter.