I went through this duty as AST and I found the DPS check surprisingly tight--especially considering how quickly the first part of the encounter went, before we play the WoL. I hit 87 or 89% on the meter and thought to myself, "holy cow this would be hard if I wasn't already geared."
I'm not like crazy good at AST or anything, but I'm pretty good at spamming Malefic without clipping the GCD. So I don't remember if I entered the orb phase with a card to play or a Lord, but I feel pretty confident that I spent the entire time casting, and still came uncomfortably close to failing. I watched my husband play this duty as WAR and he finished the orb phase at 60% or something close to it, and finish the encounter in about half the time it took me. It made me wish I had just brought anything but a healer. That's totally broken.
So when people say healers need more damage, I don't think they are talking about abilities and self-buffs, they are suggesting that they (WHM especially) need some more baked-in potencies because in solo duties, bringing a healer makes the duty boring and unnecessarily long, as well as even dangerous/more difficult because it takes so long. This is bad design. Healers should have a toolkit and enough potency to do mandatory content, full stop.
And as part of the ongoing conversation that we're having as 5.0 approaches, WHM needs this the most. And while we've got a lot of WHM in this thread saying "yeah well, I did it no problem" but that doesn't make it fun, and that doesn't make it playable for the WHMs who aren't raid geared or well optimized. If a mediocre DRG can complete this duty, a mediocre WHM should be able to, as well.

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