"Christian Stauffer" <wildcard666@bluewin.ch> wrote in message
news:egl6lu$foh$1@atlas.ip-plus.net...
Quote:
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"Apoptygma" <apoptygma@gmail.com> wrote: How much time can a group spend in those instances before they can "set them on farm status"? How much time until they can savely say they've seen it all, there's no surprise and no challenge anymore? 10 runs? 20 runs? 50 runs? I don't know, but it's another world than 5 man instances. See above, and it applies even more here.
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Yep. Although MC and Ony are fairly straightforward 40-man
instances, with little in the way of special tricks to learn and
unique strategies that take a long time to master. Those two
are more about resistances and basic good cooperation by the
raid. For 'trickiness' difficulty, I'd rank both ZG and AQ20 as
being more difficult to master, than MC or Onyxia. But those
two 40-mans were the originals put into the game, created
before Blizzard decided to make things more, erm, interesting
Our guild spent a lot of time in the past eight months gearing
up and learning the raiding ropes in ZG, and then AQ20. When
we finally started into MC less than two months ago, it was like
"Whoa, we kick ass in here! Panther, Jin'do and Rajaxx were a
lot tougher to master than these MC bosses." On our very first
week in, we put down all the bosses through Shazzrah in two
nights, but hung up on Sulfuron. It only took our guild three
weeks from our first serious foray into MC, to put down Major-
domo.
We haven't put down Ragnaros yet, waiting to get everyone
better FR gear and a good portion of their T1 sets, but he's
in our sights soon. The rest of the MC bosses are easy-mode
farm status for us now. ZG and AQ20 are excellent proving
grounds, for an upcoming guild.
-Marshall