Originally Posted by
Charge me Doctor
I believe that one poor guy (playing a shaman, invited to heal), who threw a psychotic tantrum when i (a druid) rolled need on a 2-handed str BoE mace (somewhere from SM) after everyone else (2 warriors and another shaman) also rolled need on it (with intention to sell). I won it, this guy stopped for about 2 minutes and unleashed a dense stream of verbal vomit in my general direction, then left the group and proceeded spaming /1 until he got either banned or kicked or told to shut the fuck up. I've got couple of whispers from strangers, that, basically, asked me what did i do to that guy and what did i "ninjaed" from a fucking SM for him to go into berserk mode. He then proceeded bombing me with ingame main, on one of which i responded with "if you want this mace so hard you can buy it for 80s off AH, i just placed it there". Jesus it was fun experience that will stay with me for my whole life
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I say that it takes a special amount of effort to die in dungeons, one of this special amount - grabbing underleveled and undergeared players. A healing druid with no int whatsoever maybe will handle healing at 20-30 levels, but at 40-60 it's a suicide. Even at 20-30 levels said druid will have to drink after every pack of mobs and you all will die on any accidental pull.
It's not a matter of skill (aka, with current wow, when a group can't manage encounter with all the tools they have), it's lack of tools in the first place. You don't have powerful defensives, healing cooldowns, DPS cooldowns to burst something down or get your group up quickly, it's just literally impossible to heal a tank in SM-lib who pulls a houndmaster with all his fucking dogs with his back and gets crushing blows couple of times, not necessary that thunderclap threat will be enough to hold a single healing spell and doge will run towards your healer. And if you had audacity to put a shield on your tank - he is left with no rage, so the very first batch of heals will make all 4 targets to run towards you.
Most of the time, if you can't do something in a dungeon, it's either because you aren't geared to do it, or underlevelled, or have wrong classes. It's usually not something you can wipe on couple of times and get it, again, unless, someone is literally crazy and keeps charging into 5 mob packs and die from first set of swings. Every. Fucking. Time. So, there is simply no point in staying with a group, because nothing good will come out of it, eventually people will get tired, will break their gear, will have to go back in town, return to dungeon and do it again because thrash has respawned. Not a good perspective to keep in mind when you get into not prepared (again, not geared, not leveled, with wrong classes) group.
So how do you do that then? You just split damage to your group, or use CC until shit gets manageable (aka, dogs die). So you basically have fear and poly as CC options here (unless you brought a druid that is not going to heal and dump all mana into 10 second hibernates instead), but in case you didn't brought any of that - i hope your healer has a lot of mana potions, because he will have to heal multiple people with his heal(rank 3).
Or as an alternative, you invite 35 level players and rush through it like its a modern dungeon, with everyones favorite "gogogo"