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Posted: 5-Mar-2010 - 6 comment(s) [ Comment ] - 0 trackback(s) [ Trackback ]

Healing during Burning Crusade wow gold During the transition from vanilla to expansion, guild rosters had to essentially bdimogg cut their forces in half. After all, raids were down to 25-man instead of 40-man. Healing rosters varied in size from 5 to 8. It became easier to logistically set up healing assignments. There was increased emphasis on cross healing with other healers on the same target instead of having 1 or 2 healers on a dedicated tank. 2 tanks could be kept alive with 3 healers with one on each and the third switching between the two as necessary. The skills and capabilities of healers became further magnified. Players who were thought as excellent merely became mediocre without other healers to duck behind. Spells had changed. Now it was possible to stack more than one Renew on a single player. It actually took me a while before I came to that conclusion. I had grown accustomed to seeing my Renews getting overridden in the past or just failing to apply. Downranking was still in the game so my bars became full of 4 ranks of Flash Heal or 3 ranks of Greater Heal. Stories and games go hand in hand. Duh what about wow gold Tetris? Yes. There are exceptions smart ass, but the majority of games wow gold attempt to tell a story. How the plot is presented has been a popular discussion amongst the gaming community for both developers and consumers. Reading various articles from Gamasutra.com, and to a lesser extent sites wow gold like Kotaku, IGN, and 1UP, I’ve seen two popular sides emerge. On one end of the table is the traditional cut-scene. These usually occur wow gold before or after a major event in the story or level. The player loses control of their character(s), and the game swings into a presentation that mimics film. These scenes are often enhanced with improved wow gold graphics, and scenarios that can not be experienced through normal gameplay. Examples of games with cut scenes are numerous: Ninja Gaiden, God of War, Halo, Red Alert, Final Fantasy, Star Wars: The Force Unleashed, Mario, Zelda—the list goes on and on. Sitting on the opposite end of the table are those in favor of in-game-story-telling. This method delivers all dialogue and major wow gold events in game. The player usually has some control of their character(s) the entire time. A popular example of this mechanic is Half-Life 2. Other games that employ this technique are Bioshock, Prince of Persia: Sands of Time, L4D, COD: Modern Warfare, and Splinter Cell. Raid encounters grew increasingly technical and every phase of a fight had to be planned out in advance. I remember doing suicidal wipes in Serpentshrine Cavern just to make sure that on our real attempts, our players were in the right positions. As the healing lead in the guild, I slowly created a routine on progression fights: Determine what the gimmicks were, who needed the heals the most, and use the healers I had accordingly. If it worked, great. If it didn't, it was back to the drawing board. In some cases, there were no win situations against bosses. I cursed every time my main tank got parry hasted when we were working on Archimonde. It resulted in an instant death because he died way too fast for anyone to react. Raid encounters became even more stressing on healers. You'd go into Eredar Twins with 8 healers (half of which would be the resto shaman alts of your guild members) before cutting the healer count down to 5 for Mu'ru. There was a lack of healing consistency throughout this expansion. Some encounters called for a lot more than others. It didn't feel quite as balanced then as it is today. ≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡ Related Article:aion gold aion gold aion gold aion gold aion gold  

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