Tag Archives: Raiding

Nerves

Tonight is my first main raid on my hunter, and I’m super excited! I’m also kind of nervous though. I’ve been playing my hunter in my guild’s alt raid for a bit and I’ve been doing pretty well there, but it’s a bit different than joining our main raiders who outgear me by 25 ilvls. I just don’t want to be bad!

I know my Druid like the back of my hand and I’m very confident (maybe even arrogant) about my abilities. Don’t get too many gear upgrades? Wearing the ‘wrong’ non-tier piece? Forget to switch to the optimal talent before a fight? Whatevs, my healing still be awesome.

DPS doesn’t work like that though, it’s a whole different mindset. Gear can most definitely hold me back as a hunter. Even if I play perfectly, I’m still not going to be able to touch the other dps until my gear catches up a bit more. I’m going to need to worry about optimal talents and the best spec for each fight. Also, the fact that it looks like BM is parsing above the other specs is upsetting. I haven’t liked that spec since… well, ever. Anything but Beast Master! Currently I personally do better as Survival, so I guess that means I need to practice as BM some more. I also have almost 100k less health than everyone else right now, meaning I’ll have to be extra proactive about damage mitigation. That’s something I’m pretty good at, but the more I use Deterrence, the worse my damage, so that’s something to think about too.

Anyway, I’m excited for tonight! Let’s hope I don’t carry my weapon (or should I say no weapon) curse into raid with me. I’m also open to any hunter tips for Siege. Wish me luck.

The Seven Year Itch

I started playing World of Warcraft on June 18, 2006. That very first day of playing I created Jasyla, the Night Elf Druid. For over 7 years, she’s been my main – the character I most relate and am attached to. She’s healed in everything from Zul’Gurub to heroic Lei Shen and everything in between.  I always said I would quit the game before I ever changed this.

But I guess I was wrong.

In 5.4 I’m going to be switching to playing my Hunter in raids. I’ve raided on my hunter before, as an alt, in tiers 4-6, and 8-10. I’ve found myself less and less interested in healing on my Druid recently and decided it was time for a change to reinvigorate the game for me. Unfortunately, our healing roster isn’t quite set for me to change today, but I should be officially making the switch in time for next week’s raid. On the bright side, I finally got a bow upgrade last night (I had been using one from Terrace forever) so I my dps shouldn’t be that of a total scrub when I start raiding.

There are a few reasons I’ve lost interest in healing. My biggest issue with healing is smart heals. Healing used to be something I found challenging and engaging, but with 7000 smart heals flying around all the time, being a smart healer matters a whole lot less and I don’t like it.  So it’s time for a change. I’m going to leave the healing to my excellent team of Apotheosis medics and join the ranks of the dps. I do really miss competing for ranks and seeing big numbers. 

What does this mean for the blog?

I’ll probably play my Druid in my guild’s alt run, but since I won’t be putting a ton of effort into the class anymore, I won’t be writing a lot of Druid related posts or guides.  I’ll probably start writing about hunters again though, and I’m looking forward to that.

Good hunting.

Who Are You? (who who who who)

I spend a lot of time writing about my guild, my raid, my Druid, my healing habits on this blog. Now, I want to hear more about you! I want to know who is reading and what you’d like to see more of.

I went a bit poll-crazy here (that’s what she said), so please indulge me and let me know more about you and your guild.

Now tell me what you want (what you really, really want).

Thanks everyone! Feel free to tell me more in the comments.

The Best and Worst of Tier 14

Today I wanted to take a look at boss mechanics in Tier 14 – not bosses, but individual mechanics. Overall, I’ve been very pleased with this tier of raid content. I’ve thoroughly enjoyed most fights overall, but some mechanics tickle my fancy more than others and some just make me mad. I asked on Twitter what other people thought, and they were full of opinions!

Twitter on boss mechanics

I may be writing this a little prematurely, as Tier 14 isn’t quite over and there are heroic fights I haven’t seen yet, so feel free to tell me if you think I’ve left something out.

The Worst Boss Mechanics

In this list, “worst” can mean a few different things. Some are mechanics that I think are poorly designed and don’t work very well. Some are things I just find to be an excessive pain in the ass.

1. Elegon – Energy Vortex line of sight (Heroic only)

I actually enjoy the Heroic Elegon fight for the most part, but line of sight is just not a fun thing to deal with. If the line of sight mechanic worked seamlessly, it might be okay, but it doesn’t. There are a ton of issues that cause this to be much more of a burden than it should be. Step out of the inner ring to heal up someone stunned by Destabilizing Energies and it takes the game a second or two longer than it should to recognize that you should be able to heal them. Same when you go back in. I’ve run into problems when trying to rez people who die right on the border many times, usually having to reposition myself half a dozen times before I can actually cast on them (and the console in the room provides an extra barrier). I’m sure that not being able to damage Elegon while resetting stacks or running out with an add isn’t much fun for the dps either.

2. Stone Guard – Jasper Chains

These are just a major pain in the ass. Melee isn’t a fun place to be on this fight in the first place, and forcing healers and ranged to run in there to collapse chains makes it even worse. The variable nature of this fight can make Chains a piece of cake or a raid wiper. If you don’t get a Jasper Petrification cast that will allow you to break chains, you can find yourself in a situation where almost your whole raid is stacked up on top of each other. Trying to avoid all the Mines and Puddles that will inevitably spawn right on top of the stack of people, all while trying to not get too far away from your Chain partner gets a bit ridiculous. Also, the fact that 10-mans don’t have to deal with Jasper Chains 25% of the time is BS.

3. Amber Shaper – Mutated Construct

People generally aren’t fans of vehicle fights. They want to play their character and use the abilities they’re familiar with. For me, I don’t mind so much becoming a construct in phase 2. I interrupt a few things, get dps’d down, then go back about my healing. But in phase 3 it gets annoying and boring. Press 1 on cooldown, interrupt yourself with 2 every 10 seconds or so, eat a puddle occasionally. I’d really rather be helping to keep my raid alive.

4. Lei Shi – Hide

I have yet to participate in a Lei Shi fight where I don’t hear a handful of dps moan about Lei Shi hiding right after they’ve popped their cooldowns. Phases that occur in random order can make fights dynamic, but in this case it mostly just frustrates people. I also don’t find the way of getting her to reappear (hitting her a certain amount of times with AoE spells) very interesting.

5. Wind Lord – Wind Bombs

Usually I enjoy fights with many “stay out of the bad” mechanics, but I find Wind Bombs too punishing. Insta-wipe mechanics suck. Having one person’s mistake kill half of the raid is pretty brutal. I’d be good with a Wind-Bomb one-shotting the person that hit it (or even killing the people within a certain radius), but potentially killing everyone? Blech.

6. Blade Lord Ta’yak – Unseen Strike

This mechanic is more of a pain in the butt than it should be and is easy to screw up. It sounds simple enough – damage gets shared in a 15 yard cone around the target. But in practice, determining where the cone of effect will be is not so straightforward. With a bit of lag, where the target is standing on your screen can be quite different than where they are on their screen. Plus, the knock-back doesn’t always send you in the direction you think you’re going to go, and getting punted into tornadoes is no fun. A small change like making the Strike hit anyone within 5 yards of the target (in any direction, not just behind them) would be a big improvement.

7. Sha of Fear – Everything on the main platform

I love long boss fights, but not when it just means doing the same thing for 15 minutes. I guess the shrine bit of this fight is okay, but everything on the main platform is super dull. Are you a tank? Here, stand in this light circle. Healer? Stand around and be bored until the boss gets to about 20% and there’s a bit of healing to do. Strafe out of circles occasionally. Dps? Well, you guys at least have some movement to do, going between the backs of the adds and the safe zone (but honestly that sounds more annoying than interesting). This is not the epic, end of tier boss you’re looking for. Move along.

The Best Boss Mechanics

 The best mechanics are not just the ones I enjoy the most, but also the ones I found most innovative and creative. A lot of them are new ideas that we haven’t really seen in raids before.

1. Blade Lord Ta’yak – Storm Unleashed

Based on the feedback I’ve seen this isn’t a popular choice, but I think this mechanic is great fun. I think it’s especially fun as a healer, as we’re not just concerned about getting to the end of the hall as fast as possible, but also have to continue to heal all the way along. I like mechanics that make people focus on survival and quick movement. Storm Unleashed is also one of the few places where I find Demonic Gateways useful and not an annoyance.

2. Garalon – Pheromones

Another one that doesn’t seem to be a popular choice. I like this because it gives some of the dps (and sometimes healers) extra responsibility. I like the coordination required to get a good kiter rotation going and the fairly strict positioning requirements. The consequence of messing up passing the Pheromones is punishing, but not overly harsh. As a healer, I like occasionally having a target other than the tank who requires focused healing.

3. Feng – Stolen Essences of Stone

Fights in tier 12 and 13, with a few notable exceptions, didn’t challenge tanks a whole lot. Feng was a huge change of pace. Though I have spent a raid night or two cursing Feng’s existence, now that my raid has this fight down I really like the mechanics of it. Shroud of Reversal requires very good timing. Nullification Barrier requires both good timing and proper positioning. And while using these new abilities the tanks have to do all their normal tanking stuff too.

4. Elegon – Touch of the Titans/Overcharged

This is a mechanic (or combination of mechanics, really) that emphasizes personal responsibility. You want to always have that 50% damage and healing taken buff, but you also don’t want to get your damage taken debuff so high that the healers start screaming or you can get one-shot. The mechanic could have been made even more interesting if the damage done buff and the damage taken debuff increased together.

5. Will of the Emperor – Devastating Combo / Opportunistic Strike

The Devastating Combo puts a lot of emphasis on positioning and fast reaction time. What I like most about it is that it gives a real incentive for avoiding all the strikes. Not only do you get to avoid damage (important, but not exciting), but if you successfully avoid all of them you get rewarded with a big damage ability (big numbers, woo!) This is an ability that mostly affects the tanks and melee, but even the healers can get in on the action too.

6. Grand Empress Shek’zeer – Dissonance Field

This is another one that emphasizes personal responsibility. When you get Cry of Terror, you need to go into once of the Dissonance Fields. You can still take damage while you’re in there, but cannot be healed at all. Stay in there the whole time and you’re likely to die when the Field expires and explodes. But spend too much time outside the Field and Cry of Terror will be really hurting your raid group and the Field won’t go down quick enough. I like this mechanic because it forces the DPS to pay a little more attention to their health than normal. It also makes the healers pay close attention so that when the person in the field steps out, they get a heal quickly so they can go back in.

What mechanics in Tier 14 have stood out the most for you?

A Bad Raider

What makes someone a good raider?

There is a lot that goes into it. There’s performance – using the right spells at the right time, not standing in bad, doing well on meters, having good reaction time. There’s preparation – knowing the boss fights ahead of time, having proper enchants and consumables, having the best gear possible. There’s personality, which may be more of a concern to some people than others – people who are pleasant to be in a raid/on Mumble with generally make for a better raiding experience, and people who can constructively problem solve when things go wrong are appreciated.

There has been a lot of discussion through this expansion about how much should be expected of raiders. There was the debate about effort vs. reward for 300 stat food. There has been debate on the requirement of doing LFR. There’s been debate about dailies, rep grinds and valor capping.

Today I read a post by my friend Stormy, who was talking about how annoyed he was by the continual daily and rep grinds. Here’s the quote that inspired my post (which is specifically addressing mandatory faction grinds) :

If you’re in a raiding guild and you’re not doing the most you can to maximize your gear, enchants, valor points, etc., you are not pulling your weight. You can call them “optional” all you want, but if you’re a raider and you’re not doing them, you’re bad and you should feel bad.

(Note: This actually wasn’t the main point of his post, and my quoting it is not an invitation for you to go tell him he’s wrong if you disagree).

Confession time!

Dailies and rep have not been a priority for me this expansion. I just got exalted with Shadow Pan this week. I’ve only been exalted with Golden Lotus for a few weeks, and I’m not even Revered with August Celestials yet. Operation Shieldwall? I think I just hit honored. The first two reps I got exalted with were Tillers and Cloud Serpents, the two factions that give me nothing to assist me in raiding, but whose dailies I found the most fun. And this from someone who considers themselves, above all, a raider.

Maybe this makes me bad, but honestly, I don’t feel bad at all. In fact, not burning myself out doing things I consider chores in a game that’s supposed to entertain me makes me feel pretty good.

I do think personal experience (and luck) had something to do with my apathy towards dailies. Sha and Garalon were very good to me. So were raid bosses. A week or two into raiding I think I had 2 pieces of gear that could be upgraded by rep rewards. For those two pieces I would rather wait and hope for boss drops than spend an hour (likely more since I’m a healer who is terrible at killing quest mobs) every day for a few weeks doing something I didn’t enjoy. I also have a bit of a mental block about buying gear – I want to tear my spoils from the claws of an enemy I’ve vanquished, not purchase them from a cuddly panda vendor. But that’s another story.

So I return to the original question. What makes a good raider?

To me, gear is the last thing on the list of what makes a good raider – within reason of course, someone in greens would not likely be of much help to their raid team on heroic boss progression – and the thing I’m least concerned about (not unconcerned, just least concerned).

The performance someone puts into the actual raid is what I consider most important. I try to stand in as few fires as I can, I try to keep everyone alive, and when I heal a raid I strive to make everyone else’s job easier. The best gear in the world isn’t going to help me if I have no skill. Of course I’m not perfect – sometimes I heal x when I should heal y, or I stand in front of Garalon’s swipe because I’m trying to be in range of the kiter and the rest of the raid so I can heal all the things. I think my energy is better spent trying to improve on those things than a piece or two of gear.

If I ever felt that I (or my raid) was being held back by this view, I would change my tune. But I think I’m doing just fine (truth? a symptom of me suffering from high self esteem? who knows!) I’m pretty sure no one in my raid has ever thought to themselves (or said to me) “Gee, I wish Jasyla had better gear, she needs all the help she can get.”

The fact is, there are only so many hours in the day. And despite much evidence to the contrary, WoW is not a job (at least not until someone starts paying me). I put a lot of time and effort into this game. I raid 9 hours a week, I’m GM of a guild, I’m a healing lead, I write raider reviews, I do log dives of my own performance, I interview potential recruits, I do guild bank stuff, I spend a lot of time trying to optimize my healing, I write guides on this blog that I hope are helpful to other players… Plus, sometimes I like to just play and do things in game that have nothing to do with raid prep or guild management. 

Some people can do it all, but for others, the question of effort vs. reward arises.

I have a choice (really, it is a choice). I can cram dailies and valor capping – things I do not enjoy – into my schedule and slowly but surely become burnt out and start hating the game. Or I can just not do them if I don’t feel like it. I can accept that being 2 ilvls lower than I could be or getting the extra socket in my Sha-Touched weapon 2 weeks later that most is an acceptable trade-off for maintaining my sanity and desire to play. I also suspect people perform better when they actually want to be in a raid than they do when they’re sick of the game. Seems like a pretty easy decision to me.

Does this make me a bad raider? Well, maybe. But I’m cool with that.

Heroic Yor’sahj (25)

Heroic Yor’sahj is my favourite encounter to heal in Dragon Soul so far. It has some random elements, so you need to be on your toes. It has periods where everyone takes damage and you need to spam heal your bark off, and it has periods where you need to heal smartly, lest you blow up the raid.

Yor'sahj the Unsleeping

Heroic Yor’sahj was also the first fight I had to help coordinate as the new healing lead for Apotheosis. At first keeping track of everyone’s cooldowns and doing callouts while trying to figure out how to heal the fight myself made my head explode a little, but after a night or two or attempts we had a pretty good grasp on the healing. Here’s how we handled healing assignments and cooldowns, along with some specific tips for healing this fight as a resto Druid.

The Oozes

In heroic mode, you will always have 3 oozes up at a time. Here’s what they do:

Purple – Gives everyone (except pets) Deep Corruption. Every time someone is healed, they get a stack. If they reach 5 stacks they explode, doing massive damage to the raid.

Red – Yor’sahj will cast Searing Blood on 8 random raid members, doing more damage the further away they are.

Green – Yor’sahj will cast Digestive Acid, which does moderate damage to random targets which will splash to everyone within 4 yards of them.

Yellow – Gives Yor’sahj Glowing Blood of Shu’ma which makes him attack 50% faster and use his abilities twice as often.

Blue – Creates a mana void. This will drain everyone’s entire mana pool. When it is killed it will explode and return the mana to everyone within 30 yards.

Black – Spawns small adds which will focus on random targets and use Psychic Slice.

Which Oozes do you kill?

There are only 6 possible combinations of oozes that will spawn.

1. BlackBlueGreenPurple
Kill Black

2. BlackBlueGreenRed
Kill Green

3. BlackBluePurpleYellow
Kill Yellow

4. BlackGreenRed - Yellow
Kill Green

5. BlackPurpleRedYellow
Kill Yellow

6. Blue – GreenPurpleYellow
Kill Yellow if no adds are up. If adds are up kill Green.

Healing assignments

The groups were set up like so:

Group 1 – 2 tanks, 3 healers
Group 2 – 5 melee
Group 3 – 1 healer, 4 ranged/melee dps
Group 4 – 1 healer, 4 ranged dps
Group 5 – 1 healer, 4 ranged dps

We had a holy pally and disc priest (in group 1) on the tanks. A second holy pally healed groups 1 and 2. Then we had the other 3 healers (some combination of 2 resto druids/1 holy priest/1 resto shaman) responsible for the group they were in. These healing assignments were very strict for any phase with the purple ooze active. When there was no purple ooze, there was a lot of cross-healing.

COoldowns

There are 6 possible combinations of active oozes you will have to deal with. From most hurty to least hurty, they are:

BlackRedYellow
BlackBlueRed
BlackPurpleRed
BlackBluePurple
Blue – GreenPurple
Blue – PurpleYellow

I set up two separate cooldowns orders based on how much damage was going out and whether or not the purple ooze was active. To make things easier for everyone else, I would track the cooldowns and call for them as they were needed over Mumble.

Black – RedYellow
Black – BlueRed

These are the most hurty combos. Throughput cooldowns are great here, but mitigation helps as well. Good cooldowns for these combos.

  • Aura Mastery
  • Divine Hymn
  • Tranquility
  • Frenzied Regeneration (with 4-set bonus)
  • Vampiric Blood (with 4-set bonus)

For BlackRedYellow the cooldowns had to be chained. For BlackBlueRed the damage is not so intense so they can be spread out more.

BlackPurpleRed
BlackBluePurple

These combos don’t hurt quite so much, but they are difficult because the purple ooze means that AoE healing can’t be used. Here mitigation cooldowns that don’t cause stacks are the way to go:

  • Divine Guardian
  • Shield Wall (with 4-set bonus)
  • Power Word: Barrier
  • Spirit Link Totem

For BlackPurpleRed the cooldowns are chained. For BlackBluePurple you generally will only need 1 or two for the whole phase.

BlueGreenPurple
BluePurpleYellow

No cooldowns are needed.

How to Deal with each Ooze Combo

BlackRedYellow

With this combo you’ve got adds beating on random raid members, and a huge amount of damage coming from the Searing Blood, which is hitting twice as often as normal due to the presence of the yellow ooze. On the bright side, everyone can stack up in the boss’s hit box and you can make the most of group/ground heals.

Cooldowns will be needed with this combination. The cooldowns we use here are:

  • Aura Mastery (we usually have 2 in a row)
  • Tranquility
  • Divine Hymn

We’d use four cooldowns, back-to-back.

Tree tips: Heal all the things! Keep up your maximum throughput rotation: use Swiftmend and Wild Growth on cooldown, keep a LB rolling and fill in the gaps with Rejuv and Regrowth. Use Barkskin.

BlackBlueRed

This combo has damage from adds, searing blood and the raid’s mana gets drained. The damage during this is significant, but not nearly as bad as Black – Red – Yellow above. We use the same types of cooldowns (AM, Tranq, Hymn), but spread them out more. Generally we can get through this phase using only one or two of the cooldowns.

Tree tips: This is a good combo to use Tree of Life on. You can get out a lot of Lifeblooms and Regrowths on OoC procs while your mana is low, and the 15% extra healing helps too. I generally do not use my Innervate on the first blue phase. I will save it for an emergency (like not being close enough to mana void when it dies).

BlackPurpleRed

This combo has pretty heavy damage from the red and black, plus the healers have to be careful because of the purple. Everyone must only heal their assigned groups.

On this combo we use cooldowns which prevent damage and don’t cause stacks:

  • Divine Guardian
  • Power Word: Barrier
  • Spirit Link Totem

We’d generally need to use all 3 cooldowns during this phase. I found Spirit Link to be especially awesome. It was so nice seeing people close to death being brought up to safe levels of health without getting extra Deep Corruption stacks.

Tree tips: When you first encounter the purple ooze it can be a little freaky. You don’t want to be the one who heals too much and blows up the raid. But I have to say: Don’t be afraid to heal (as long as you stick to your assignment). The Deep Corruption debuff only lasts 25 seconds, meaning it will reset midway through the phase. With this combo I will cast a Wild Growth and get an Efflorescence on the ground just before the oozes reach the boss. Once the oozes hit then you need to start being careful. I will generally cast a Rejuv on those in my group who are being targeted by an add and use Regrowth as a spot heal. I will also use Swiftmend when it’s available as Efflorescence causes no stacks. If you want to be really cautious you can cast Rejuv/SM on a pet so you get the benefit on the Efflo without causing stacks on anyone, but I never found this was necessary. Do not use Wild Growth here.

BlackBluePurple

This combo has damage from adds, a mana drain and Deep Corruption. The damage isn’t too bad, but using one or two mitigation cooldowns can be useful. Everyone stays grouped up and healers must stick to their assignments.

Tree tips: This is a fairly easy combo to heal. The tips from Black – Purple – Red above apply here as well.

BlueGreenPurple

This combo is the only one the raid needs to be spread out for. I find the hardest part about this combo is making sure you’re in range of the mana void when it dies while still being 4 yards apart from everyone to avoid splash damage. Other than that, this phase isn’t too tough. Healers must stick to their assignments.

Tree tips: This is a fairly easy combo to heal. I will generally cast a Rejuv on anyone taking damage in my group and use Regrowth if anyone’s health gets too low. Swiftmend is also useful, though usually only one person will benefit from the Efflorescence.

BluePurpleYellow

This isn’t a combo we saw often. It only happened when Blue – Green – Purple – Yellow spawned and there were still adds up from a previous phase. We would kill Green rather than Yellow so that we could stack up to finish off the adds. This isn’t a healing-intensive combo.

Tree tips: This is a fairly easy combo to heal. The tips from Black – Purple – Red above apply here as well.

The Tough Parts

How do you handle mana voids?

When we get a mana void for the first time in the fight, we use all the group mana returns (Hymn of Hope, Mana Tide Totem) after it drains our mana. Then we have 2 hunters work on bringing it down, but don’t kill it until the next time a mana void spawns and drains our mana. This way we get our mana back almost immediately for the second and subsequent blue oozes. Be sure you are in range of the mana void (30 yards) when it is killed, or you get nothing.

Who heals the non-active tank?

We have both our tank healers on the active tank. However, the non-active tank is still taking significant damage from the Void Bolt DoT and any other raid damage going on during the phase. We found the best way to deal with this was to have our raid-healing paladin look after this tank. They have a lot of tricks to use (Beacon, Word of Glory) that don’t cause any stacks.

What happens when the next wave of oozes spawn and there are still adds up?

Run after the dps as they head towards the ooze. Continue to heal the people in your group who are being attacked or they’re going to die.

What happens when you’re out of cooldowns?

This sometimes happens. I have certain cooldowns assigned to more than one ooze combo each. We have, for example, seen a BlackRedYellow, used all of our output cooldowns, then had a BlackBlueRed immediately afterwards. When this happens, you need to improvise. I’d start calling for the damage mitigation cooldowns in this case, then mentally plan ahead for what we’d need and what would be off cooldown for the next hurty phase. A cooldown monitor (like the one in ORA3) is extremely helpful.

What I Want for Valentine’s Day

I want a Dark Intent. Give me that delicious haste and extra periodic healing effect. Of course, you know what I need before I can get a DI of my very own? Warlocks in my raid! (I’d probably need lots of warlocks in my raid because our Shadow Priests totally steal all the DIs with bribery).

Where have all the warlocks gone? Are you a warlock? Do you know of one currently in hiding that wants to come out and play? You should check out Apotheosis.

Apotheosis is an Alliance 25-man raiding guild. We’re currently 2/8 HM in Dragon Soul, with a server-first Heroic Hagara kill and server-first Fangs of the Father. We raid 3 days a week – Tuesday, Thursday and Sunday – from 9pm ET until 12am. We’re currently working on heroic Yor’sajh and should have that jerk down this coming raid week.

We are currently recruiting:

  • 2 warlocks
  • 1 retribution paladin
  • 1 resto shaman
  • 1 enhancement shaman
  • 2 other ranged dps (including a mage, warlocks beyond what we’re seeking, even another hunter or shadow priest)

If you are awesome and want to be part of a great 25-man raiding guild come put in an app.