Day 1 Raid Scout 'Shadows' from prestige lines are parsing zero damage in "Zek, the Scourge Wastes: The Siege [Raid]" Losing such an end-line for raiding is pretty rough. Kreelit, Caller of Hounds melted. Fergul the Protector melted slightly slower but with a strict script. Durtung, the Arm of War script is highly punitive and on very strict 'rails.' Having script elements not be a hard pass/fail (live/die) would be preferable. Script elements with multiple paths to success and 'failing' isn't 1 degree short of wiping outright are much more interesting. Sacrificer Goortuk More or less read Durtung, script on tight rails with problem only having 1 solution and deviating from those rails at all result in a wipe or extremely close to it. These type of WoW, linear scripts are fine some times but it needs to be mixed up with more free form fights where there are multiple solutions to a problem, maybe even ones the designer hasn't thought of. "Pirate Kings" was an excellent example of this. Lag was pretty much non-existent, YAY! I'm assuming thats due to less procs, especially with proc on the ToT signature ring being removed and converted into raw stats. Would love to see some other stuff from ToT like Furious Barrage and the various Tactics procs get the same treatment. Resolve Most of the time we were short by quite a bit of resolve to meet the raid mobs 'Detect Weakness' resolve amount but it also didn't pose much of a problem. This might be different for other guilds not as far in progression and haven't been farming ToT as long. Even though it was not a large issue, being in full ToT raid gear had us falling 10-30 resolve short. IIRC it was stated meeting the suggested amounts for this GU with ToT gear would be a non-issue, this is not the case. Resolve class buffs are pretty surprising. Although its obvious with what classes got what amounts (swashbucklers getting more than brigs, wizards more than warlocks, clerics more than shamans, etc.) and that they don't stack that some sort of class balancing/desirability is trying to be accomplished with resolve which is a very bad idea. Especially if there is to be any hope of properly balancing encounters vs raids with Resolve. All it does is force class diversity for the sake of class diversity which is just a ugly, heavy handed way to go about it. Raids will resent hauling around classes that aren't otherwise desirable (or in some cases not fun to play) just because they have a high resolve buff. At best it turns these unwanted classes into the most terribly designed utility classes imaginable. Heartbound was pretty surprising. I mean this went from 'thats a neat little feature' to P2W QUICK. I say "pay 2 win" because between its 30 minute duration, online requirement for two separate GOLD accounts and the 30 FERVOR anyone serious about performance will want/need it. The only way to efficiently keep it up is to just pay for 2 subscriptions and keep the 'dummy' account by the house item hitting 'Rekindle' every 30 minutes. I'd say make the duration more like 2 hours or more, and function fully even if one person is offline while still requiring both accounts to be "gold." Since all classes got a flat 30 fervor boost with Heartbound, and fervor only boosting ability damage, mages got quite the relative boost in damage output. It turned our enchanters into T1-T0 DPS pretty nicely thanks to mimicry. The Storyline/Lore is pretty interesting so far, I love that its all taking place in an existing area that has advanced with the times. Much better than a vaguely upscaled 'Fabled' dungeon with no new lore/NPC's. Art is GREAT. Even though its a desolate, violent place and uses more 'drab' colors it still manages to stand out and look good. I especially love how the 'old' orcs were mixed in, not just for story but for that clear contrast that these new orcs are WAY more of a problem than the old ones.