Post by Peter T.I wonder why too as PG has nothing to do with dungeons and raids.
The dps one might not but the healer one is exactly like a 5-man
dungeon (with a chainpulling tank who doesn't let me drink lol), very
useful for practicing with actually, I'll make much more use of it now
it doesn't scale me down and change the feel of playing my character.
Been reading up on holy priests and how they've changed, apparently
glyphed Binding Heal is ideal for 5-mans, and that's one spell I
usually forget exists, so I spent my whole run reminding myself to use
it as much as possible and get that keybind memorised!
I must say that Proving Grounds is unrealistic in one way though: the
NPCs actually move out of the fire without waiting for several ticks
first ;-)
Post by Peter T.I can see only one reason to put this in and that is forcing unskilled
players to learn using interrupts, CCs, silence, stuns etc. which is
pretty vital in heroics atm.
In most heroics you have two options; nuke mobs and bosses (prolly a
fail option) or control the fights. If you decide to use the nuke
strategy you need well-geared peeps with super-high dps and brains as
your healer will either oom asap or struggle with enough healing.
I personally prefer controlling the HC fights with interrupts and CCs.
And if everybody knows how to do this it will be a painless run as the
dps literally wont be a matter here.
Yep, I think they wanted to make heroics a little more challenging
this time, and wanted to gate it in some way that involved proving the
player has some degree of capability of playing their class, so they
don't end up with pugs being wipefests, which is the usual result of
any level of difficulty. I actually don't mind it, the healer one was
alright, made me think a bit, but it was certainly possible enough,
and quite interesting to do.