Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

12.29.2007

Healing Opera: Figaro!

I had a really funny pic to go along with this post. But Bloggers picture thingies was down and then I lost the link.

Sad panda.

Anywho!

I know it's a long time coming(in fact, this has been in drafts for a loooong time now. Since October 17th to be exact...) Here be my experiences with the awesome Opera event in Karazhan.

Now, what's nifty about this event is that it has three different types of bosses. All three are big fairy tale rip offs, but that makes them even more amusing.
The three events you can get are The Big Bad Wolf (BBW), Romulo and Julianne (R&J) or Oz. All three have their quirks and this is by far, one of my most favorite fights in the instance.

So, I'll start with the "easiest" fight.

Big Bad Wolf

Firstly, about a minute before the fight starts, Fear Ward the tank. This way you have anout a minute into your cooldown into the fight and you might get another ward off during the fight.

Usually our MT tanks Wolfie in a corner, and all your ranged DPS is going to be grouped in another corner. You're going to want to start, as always, with your handy dandy Frisbee, and sometimes, BBW will start the fight with a Little Red and a Fear, so be on your toes. The Little Red Riding Hood Debuff he does is SO. MUCH. FUN. Srsly. I luff's it. You turn into this cute little gnome in red clothing, your armor is reduced to zero, but your running speed gets a boost. When the debuff happens and its not you, prepare to shield/frisbee/heal the bejesus outta the Little Red.

Depending on how many hit points the victim is and how well their "OMG I'M THE GNOME!" running technique is, they may need it. Also, while there's not much of an aggro table while he's running after Red, keep in mind that he resumes normal aggro after the debuff wears off. The debuff lasts about and a half runs around the stage or until Red gets clobbered. So still, watch your aggro. And re Frisbee the tank as soon as you can.

Otherwise, it's just your standard fair of Frisbee/Renew/GHeal on the tank. Due to the new fear rules, if you miss out on a Fear during the fight, don't worry too much, just make sure your Renew is still going since, well, you can't heal when you're running around like a chicken with your head cut off for 3 seconds.

Oh and btw, when YOU get to be little Red, don't panic. Just Shield while running, slap a Renew on yourself juuuuuust in case, and make sure you hug the wall. Don't take any short cuts while you're running along the wall, because Wolfie will catch up to you (he cheats.)
And once the bugger is dead, he'll have a nice cloak waiting for you (RIGHT?!)
Red Riding Hood's Cloak


Romulo and Julianne

This fight is pretty gimmicky, but it's also fairly simple to heal. We've always done this fight with two tanks, though I've heard one tank can do it too. There are two bosses and the idea is this:

The fight starts with Julianne and she has some fairly standard abilities: she heals, she has a holy DoT she'll randomly toss on people and she's got a buff on her that makes her cast faster.

Usually you put whatever spell interrupters you can on her, because that heal is annoying and possibly fight breaking (you'll see why in a sec.) During this part, if you're assigned to heal this tank, it's pretty smooth sailing with your Renew/Frisbee combo, though be prepared to toss a Renew out to your raid members since that DoT does a good chunk of initial damage and DoT.

Once she's kissing floor board, Romulo spawns. (Keep in mind, these guys are UNTAUNTABLE, so try to time your Renew if possible. Romulo one shots clothies T.T)
So ok, once you've stopped giggling at how flaming Rom sounds, just keep in mind he's all melee. He has a buff that makes him attack faster, he'll fling any DPS that's directly behind him waaay across the room and he has a Poison that stacks on the tank that decreases their stats by a %.
That poison is nasty, and hopefully you have a Druid/Shammy/Pally to get rid of it. Not much we priesty types can do about poison. This tank will be getting hit a bit harder because Rom's all... muscle... (we guess XD) but he also dies fairly quickly and simply.

Now the fun part. Once Rom's down, Julianne rises from the dead (again) and rez's Rom.
Now you have both up and here's the kicker: they both have to die within ten seconds from each other, or else the living one rez's the other. Here's where Juli's heal becomes extremely annoying. But otherwise, it's a repeat of healing techniques, just watch out for the raid since Juli's going to be DoTing away at her hearts content at them. If you have the interrupts, you could see if they could use one or two on those DoTs, but priority goes to killing her heal. Also, the Buffs (Devotion on Juli, Daring on Rom) can be spell stolen and Dispel'd. So if it's needed, you can dispel those buffs so that they aren't going all super speedy.

It's a bonus, swarz.
And once they're both in eternal slumber, you can hope to nab the Masquerade Gown from Julianne (Rom's got nothing for healy types.)

Oz

By far, the most awesome and fun of the three events in Opera. Few things of note:
Dorothee's aggro table is random - she just shoots frost bolts at whoever and she's usually the first to die.
Tito spawns mid fight and is a tank and spank. Just make sure Dorothee's dead before you kill him or else she enrages and things get ugly.
Strawman does an AoE fear/stun but he can be pretty much solo'd by a lock/firemage/flaming shammy. Fire spells keep him confused and do uber damage to him. And no, Holy Fire doesn't count T.T (I tried).
Roar hits pretty hard, but he can be kept feared by either a lock, your Psychic scream, or a hunter's Fear Beast and it lasts a bit longer than normal, because he's weak to fear. He's usually the third to go down after Dorothee and Tito.
Tinhead hits like a truck and is usually given to the MT to kite around the room. You see, after like 15 seconds, he starts getting this debuff called Rust and it slows him down. So as long as the tank has his attention, he's pretty much the last one to die in the melee (before Crone.)
The Crone doesn't spawn until all the others are dead. She does a chain lightening, doesn't hit all that hard, and separate from here there's a Cyclone whizzing around on stage. Just avoid it, otherwise it knocks you into the air (you can still cast instant spells, like Levitate ^.^) and then you fall to the ground and take a bunch of falling damage if you happen to be out of Light Feathers >.>

Try and have an OT tank Tito, Roar and Strawman, and watch the raid's health with Dorothee's crazy frost bolts. Renew is probably going to be the biggest thing you do in the fight. Though, when Tinhead comes into the fray and your MT picks him up, toss a few Frisbee's the MT's way to solidify his aggro on him. Otherwise, watch your butt around Strawman (that aoe fear thing sucks) and keep everyone healed.

Don't worry too much about going low on mana if you do: if you keep Tinhead till last and you have a pally in the group /cheer. Have them toss up a Judgement of Wisdom? (the one to get mana back) and just level your weapon skill. Tinhead has a lot of HP, and make sure ranged and melee don't attack him during this. It's a great way to refresh the raids mana pool for the Crone.
Once she spawns, MT picks up, watch out for the Cyclone, and stay behind and away from her. That Chain Lightening isn't a pleasant feeling. Frisbee/Renew/GHeal and then... LEWT!
The biggest thing for the healy priesty here is the Blue Diamond Witchwand. Rejoice in your lewtness! ^.^

Ok, there was one item that can potentially drop from all three fights that I skipped and thats the Ribbon of Sacrifice. I have it. I've used it before in Kara... but I find it lacking. The use trinkets really aren't all that optimal for priest types because a lot of our heal strategy is based on burst/planned healing. Renew and the Frisbee are really good maintainers, but we don't spam GHeal or FHeal unless we want to go OOM very quickly. It's a good OH SH!T button, but from what I've heard it's a better for 25 mans... I'll try and get back to you guys on that, but for now, I've just stuck with my Scarab of the Infinite Cycle and (Pre Gruul) Bangle of Endless Blessings.

10.10.2007

Aggro - I'z Squishy! Nooo! /splat

So yea, Fio went ahead and made a nifty post about Aggro.

It's great fodder to think about, and he gives good math for DPS Pew Pew'rs, but where does this help you my squishy bantam?

Ok, basics. Aggro is the term used to describe a mob's attention. You want your meatshield to have it, because they are the best equipped to handle it. That's why they are your meatshield. DPS can follow Fio's advice and hold off while your tank is getting all that lovely aggro... but you're the healer! To get aggro, your tanky is taking damage, and as soon as you pop that Renew/Flash Heal/Greater Heal... BOOM! You haz aggro!

But the mob doesn't come running right away (if your tank is worth their salt in plate, they better not) because you ticked it off by association (though honestly, I'm surprised healers don't generate more aggro... I know they piss me off in BGs... /grumble). No, if you're doing the smart thing and staying back as far as possible, that's one aggro mitigation. I'm not a number cruncher, but from what I do understand, there is some mechanic that deals with range aggro: the closer to the mob you are, it generates a little bit of aggro. All your healing spells are going to generate aggro in some way, shape or form on all mobs in the brawl. Some spells generate more than others. But if you're using a Threat Meter (like Omen or KLH Threat Meter) you can see just how much aggro every one in your party is generating.

Oh and another term for aggro is threat. Just what kind of threat should you be generating? Let's face it, no matter what the situation, your going to be generating threat from the beginning of the fight. Tanks can tell DPS to wait for however many sunders/lacerates before they can start whaling away creating their own threat, but you don't have that option.

So what do you do?

There a few things in combat we can do to mitigate what threat we generate and then there's some out of combat things we can do.

In combat, The Frisbee is your Friend. "But Squeekie! What about before Level 68?!" I don't know how I got along with out the Frisbee, but here's a bone to the pre-68 healers. Renew is usually the first thing you want up, because for a little mana it goes a long way. And it's a slow aggro gain. Which is fine, cause while you may generate 100 pts of aggro, your tank should have doubled or tripled his/her aggro with the mob, which makes your "little" heal not look so enraging. Squishy butt saved. But if you have a Frisbee, ho ho! Things change. That first hit and your tank will probably heal it all back with the Frisbee spell. And all that healing aggro? It's the tanks. It counts as healing s/he did, and so they get the threat. It's a beautiful thing. This is why you want to start a few seconds before the fight with a Frisbee, and then when your CD is up, toss another one. It pretty much solidifies your tanks aggro way ahead of yours. Now you can get down to business.

Frisbee's done, refresh your Renew every 15 secs, but if you see your tank getting hit harder and faster, don't hesitate to GHeal when s/he's at 50%. As long as the mob isn't doing 25%+ damage every second, your 2.5 sec cast should be enough to get out of OH SH!T territory. But now, you've just done a major heal, and that gets lots of threat. If you see yourself passing the tank in threat, Fade. Its only a temporary threat fix, but I usually save Fade after big heals like 2 consecutive GHeals or a Prayer of Healing. That usually gives the tank enough to get aggro back. If you happen to be in the OH FOR THE LOVE OF GOD and your tank needs that heal 2 seconds ago, Flash Heal. Yes, it's horribly mana inefficient to use FHeal, but a FHeal followed by a GHeal usually saves the day. Oh and then Fade ^.^

Don't just use Fade because the CD is up. Doing that isn't efficent aggro reduction. Really, you should just be using it when either you've passed (or are about to pass) the tank in threat, or when you've just finished a Big Heal. Because remember, Fade is a spell, and casting it means you're just another second away from the 5SR we all love and adore. /snuggle

Out of combat, priests have a second tier Discipline talent called Silent Resolve. Max'd out at 5 pts, that's 20% threat reduction on holy and discipline spells, as well as a 20% chance that your spells won't be dispelled. That last part is awesome for PvP, but the reduction in threat to your healing spells is a must have for the holy healer. Trust me, you can afford the 10 pts into it. Also, as of this patch, a Subtlety to Cloak enchant is available from the Honor Hold/Thrallmar Quartermaster if you're Exalted with said faction. (Btw, I hates Shattered Halls... so I don't have it yet T.T)

Now that you have a little bit of an idea of why mobs are coming to hit you even though you aren't DPSing, here's a way to have fun/strategically help out the group in case the damage coming in is greater than the healing you can produce.

I'm standing at max range, and the tank has 3 guys on him. My group is pretty good in watching out for me, teh squishi, because they love healz. Tank is getting hit extra hard and all Crowd Control that can be deployed has been, so what do I do? GHeal, GHeal, and no Fade. I've peeled off two mobs and they're making a bee line for me. One of two things can happen. I let them come running to within 5 - 10 yrds of me and either 1) Fade, which will send them running back at the tank. Congrats, thats enough time to get off another GHeal and lessen the load of damage tank has taken, or, if there's room you can 2) Psychic Scream and then Fade. The Scream generates some aggro too, but the Fade after gives you and your group time to get things under control. Also, if you happen to have a mage in your group, then the peeled mobs can be Frost Nova'd into place, and since no one's beating on them to break it immediately, well, it's yet another breather for you and your meatshield.

Now, don't do the above if you think it'll tick off your tank. Some tanks don't like people intentionally pulling off them unless it's the hunter for their trap. So make sure your group is cool with your unconventional Crowd Control ^.^

Any one else had some fun tricks with their Priestly Aggro? Lemme know ^.^ I always like hearing new tricks.

The DragonSlayer has been Slain!

Commence celebration! /dance

So yea, as Kitty has probably made clear, AC took out Gruul on Monday. Skin of our freakin' TEETH! At 3% We had our 5 rogues Evasion tanking since all three tanks were down. It was a big rush. ^.^

I have a vid up on Youtube, but sorry working people. I've realized a bit late that by linking the uploadable version to my website (also our guilds site) I'm close to going over my bandwidth usage T.T

So will have to deal with crappy Youtube until I can find a place to put the 64MB file. Any suggestions?

My initial thoughts on Gruul... well, our group make up was as follows: 3 tanks (MT, OT/Hurtful strike soaker and 3rd Oh SHIT tank), 6 healers (pretty much who ever we could get to log in) consisting of myself and another holy priest /cheer, 2 pallies, a shammy and a tree, and the rest DPS (tons of rogues, a smattering of casters and hunters).

Now, all you Gruul's vets are probably having heart attacks over the numerous melee guys. Well, couldn't be helped, unfortunately. But our rogues did a super job. We had very little in Shatter casualties once some of the new people to the fight got used to it, and Cave ins on the melee were rough... but having 6 healers there (with a pally dps/Off healing) helps.

But yea, back to my initial thoughts: I think the next time I go, I'm going to equip my DPS staff for the first part of the fight. If you see the video, there are many things I had to cut out for length, but I was Wanding/Smiting/Mind Blasting initially in the fight. The two pallie healers and the Tree were assigned to the tanks, with the Shammy, myself and Val spot healing the raid. So initially, Snow, Val and I didn't have much to do other than DPS. Which is where I noticed... damn it, I'm getting resisted a lot! T.T So yea, going to try that next time. It probably will be such a small contribution as to not matter, but I'm going to try anyway (stubborn, moi?)

I could really afford to cast DPS there too. Since the 5SR and I were getting lots of action together, well, mana wasn't an issue. I'm kinda relieved there, too. I thought Mana was going to be my biggest prob. Thankfully, it isn't. I am, however, sorely missing not having any +hit... /grumble...

Oh and our illustrious Raid Leader is jealous of my Ground Slam hiding nook. I luff's it. I don't get tossed half way across the screen ^.^


So yea, this is a little mini summary of my advice on Gruul. I'll post soon on a healing guide to King Maulgar soon, but first, something I've been inspired to write due to my husband of the Boom. Oh and a revised Addon post is upcoming. I've got some new ones since the 2.2 patch.

8.23.2007

And Aran, Aran So Far Away...


So, twice I've seen this guy kiss dirt. Both times was a nightmare! But if you want heart pumping, edge of your seat excitement.... yea, this fight will give you this.

The Shade of Aran is a fun fight. He's a whore, he has NO aggro list, so heal to your hearts content, but be careful. He loves to target people with low HP so he can finish them off with his Arcane Missiles of DEATH or Fireball of FOOSH. He also has three special abilities:



Blizzard - covers half the room, slows people down and damages them (ranged only really)
Arcane Explosion - he pulls the entire raid into the middle of the room, casts SLOW, then has 10secs of casting of an Explosion that does about 10K on plate... so yea, RUN.
Flame Wreath - DON'T MOVE! I'M SERIOUS! This is cast around three people in the raid, if they or anyone in the raid even TURNS SIDEWAYS... then the entire raid gets hit for about 4K worth of fire damage.

So yea, three different schools of magic. During the entire fight, he's casting something from each: Fireball, Frost Bolt, or Arcane Missiles. You have your raid interrupting 2 out of the three schools so he doesn't run out of mana too quickly... because... if he does... (this is funny) he Mass Polymorphs your raid, creates some water and sits to have a drink, getting his mana back up to full. Then, after he's had a nice cool refreshing mana drink, he does a PYROBLAST VOLLEY to the entire raid. It hits me for about 7K, and I usually die. Also, as if this guy didn't have enough annoying abilities, at 40% health, he summons 4 water elementals. They last for 90seconds or until your raid can kill them and not die while Aran is merrily casting away on anyone who strikes his fancy.

The Strat:

THIS IS A HEALING NIGHTMARE! But it's fun too.

This fight tests how on your toes you can be. Your normal routine of Frisbee, Renew, GHeal, lather rinse repeat on your MT is thrown right out the window, into the pool, to stew for a little bit.

Instead, you're healing anyone who needs it. This could be the other healer, the DPS, yourself, ANYONE. Renew helps, but if you need that Oh Sh!t heal, go with a shield on your target and be ready. If you have a pally backing you up in this fight, awesome. Also!

(I need to switch PCs.... so yea, I will finish this soon!)

Ahhh! Posting while at work! Anyway! Also! Aran's has about a 10 yard Counterspell Aura around him, so you don't want to be standing near him (if you noticed in the video... I was standing in the CS aura... bad Stephi. But I lucked out because I was casting in the middle of his cool down for it... Yes for living dangerously!)

Also, you'll notice in the video too, if your interrupters for the fight happen to miss a beat and block all three of his schools... he starts running around punching people. This is bad! When he's in the center of the room, you can pretty much gage where his CS aura is. When he's running around batshit crazy, not so easy to tell where the aura is.

Depending on your DPS, and how well your raid has done the interrupts, either Aran runs down to 20% mana (Polymorph time) or 40% health (Elementals). Hopefully not both at the same time. If so, you may want to tell your DPS to hold up, so that the polymorph comes, you get a little time to recover and then you can deal with the elementals.

During the elemental stage, your MT and OT will be tanking elementals while the raid burns them down. Here you can sorta get back into your normal swing of things, just be aware of what major spell is coming (hopefully not Flame Wreath since those stupid elementals do ranged T.T) and also I hope you have a warlock in your raid. There are 4 elementals, so the lock can Fear one and Banish another, while your raid takes out the other two.

There is very little time in this fight to chat with the 5sec rule... which makes me a sad panda, but my best advice here is pot often, and pot EARLY. And most of all... have fun! Cross your fingers for the Boots of the Incorrupt, Aran's Soothing Sapphire to replace your Signet of Unshakable Faith from Moroes, or Formula: Enchant Weapon - Sunfire if you're an enchanter ^.^ (which Doom, the sweetie, let me take on our last run!)

Toodles for now!

~Cay

8.08.2007

Terestian Illhoof : Feral Druids Wetdream


It's been a week or two, but this fight was an interesting one. Illhoof is an optional boss in Karazhan. He's behind the "Conspicuous Bookcase" right outside the Shade of Aran's room, and, really, unless you have a warlock in your party, just skip him.
(Your ferals will probably whimper though, since they really want Terestrian's Stranglestaff.)

Here's the group layout we had to take him down, and I'll tell ya, healing during this mofo .... ZOMG. We had our tanks (Prot Warrior and Feral), a DCoE Shammy and myself healing, and our DPS was 2 Boomkin, 1 Rogue, 1 Kitty, and 2 Locks.

Illhoof isn't alone by the way. He's got a little imp pet that he keeps around, and needs to be tanked. The bonus to the little guy is, if you kill him, Illhoof suffers from a "Broken Pact" debuff, and is taking 20% more dmg for 30secs. The suck thing is, his little buddy comes running back from the Void once the 30 secs is up. Little shithead won't stay DEAD! -.- Illhoof also likes to portal in cubic butt tons of mini imps, and while they're easier to kill, there's so many! They can put a Debuff on you that's non dispel-able that makes you take tons more dmg from fire spells too. And as always WoW Wiki has an awesome break down of his fight.


The Strat:

You need to split your healing job practically 4 ways in this fight. First, the lock(s) will be "tanking" all the little bitches. If you only have one lock, well, all the power to him/her. This is a tough job. The lock is going to be tossing a Seed of Corruption up on Illhoof, and then doing their cute little lock AoE to kill the buggers.

You have 4 different heals going on. You have your lock(s), your MT, your OT, and then the Sacrifice (more on that in a sec).

Assign one healer to your MT/OT and the other to the lock. Who ever has lock duty should also take care of the Sacrifice. The MT/OT are really not taking the brunt of the damage in this fight. Illhoof doesn't hit that hard and his little guy is laughable. You can leave a renew on the OT and forget about him. Healing your usual suspects in this fight is a cake walk compared to the rest.

If you get Lock/Sacrifice duty, you're in for a much more intense experience. Once the little imp invasion starts, your lock is going to need your tender lovin' heals. Btw, that Fel Armor? /molest
It increasing the amount of healing you do to them, so that makes things slightly nicer. Tossing a PWS on them is not a frownable act in my opinion too, if they're cutting it close.

Now, to the Sacrifice. I don't care if you're .1 second from finishing that heal on your other target, STOP whatever you're doing and start with a FHeal on the Sacrificed victim. It took us 4 tries to kill Illhoof because the first two times, I didn't stop my healing ASAP to start healing the Sacrifice. Here's what happens: Illhoof nabs one of your raid, and puts them in the oggy circle in the middle, killing 1.5K HP per second. This drain also heals him of stupid amounts of HP, so not only do you need to keep that person alive to get rid of what he just healed, your raid needs to be prepared to take down the chains holding the sacrifice. Because those chains can be killed, and your friend free'd to pwn some more Illhoof face.

Did I mention Tab Targeting the Demon Chains holding your raidmate is retardedly impossible because of all the farking imps? Yea, so make sure your DPS has a macro that targets those chains AS SOON as they're up.


This fight is VERY mana intensive, on all sides. You will have little to no time for your loveable 5SR. I know, it'll be mad that you didn't call, and probably pissed that you prank call it a few times in the fight, but those times are few and far between. Even with two locks, bring lots of mana pots to this fight. Your fiend will do best on Illhoof, but if you don't have time to click him, don't worry, just tab target something and let your cutie eat an imp or two (spam the Pet Attack button if it's eating imps, you don't want him sitting with a thumb up his butt when you need MANA damn it!)

Otherwise, enjoy the fight guys! It's crazy fun and you have the Cincture of Will/Mender's Heart Ring to secretly lust for while your Ferals cry that the staff is a no show ;)

7.19.2007

W00+! 70! ... now what?


mars506 said...

Hi there. I just reached 70 recently on my priest, and was wondering what I should do next?

I'm completely in a daze as to which instances I should run to get rep for heroic keys, or even which keys I should be getting for which instances and which heroic instances drop good gear.

All help would be greatly appreciated. :)


Woot! 70! The new level of endgame! If you're thinking like Mars506 and not sure what to do next, you should ask yourself one simple question:

To melt face or not to melt face?

If you always planned on being a healer for endgame, this won't be that hard of a decision for you. But if you're liking the DPS that comes with being Shadow Spec, that is also a viable raid spec to stay at.

However, this is a blog about being a healer, so I'll just go with you having decided to make some love, not some pain. For how to specialize in the pain, I direct you to the DCoE's lovely blog of Shadow Priesty-ness.

On to the love!

For a good idea on where you should get good endgame healer gear Pre-Karazhan, I recommend WoW Loot. I've used this site to map out my gear needs since before I hit 70. They give a good run down on other priestly spec's as well, and have links to where you can get all the gear they show.

From experience, you should definitely run as much as you can to get your heroic keys, since there is a sweet healing off hand you can purchase with Heroic badges. But here are some highlights:

- Get Honor Hold/Thrallmar, Cenarion Expedition, Lower City, Sha'tar, and Keepers of Time rep to Revered for your keys. At Revered, you will get access to a nice healing helm, the [Watcher's Cowl], from CE. Though while it's good stat wise... it's uglier than sin and doesn't match anything you would be wearing at the time. :P At Honor Hold, you can get a nice ring, [Ring of Convalescence], a very good healing ring. Then there's the [Lower City Prayerbook], a nice trinket from Lower City that you can get two of in case your dungeon runs aren't being kind. The Sha'tar and KoT don't really have anything at Revered other than keys, however, you are definitely going to want to get at least the Sha'tar to Exalted, for the [Gavel of Pure Light], and if you can get KoT to Exalted, the [Bindings of the Timewalker] are pretty sweet for bracers.

To get all this rep, you're going to need to run Shattered Halls (Honor Hold/Thrallmar), SteamVaults (CE), Shadow Labyrinth (LC), Black Morass/Old Hillsbrad (KoT) and Mechanar/Arcatraz/Botanica (Sha'tar). Botanica nets you the most out of rep for the Sha'tar, but also takes longer (about 1.5 hours to 2 hours). All of these are great dungeons to run in, because they have pretty good drops. Check WoW Loot for the best ones.

Now, something else to consider. If you're a tailor, and going healer, I strongly (read: gun to your head) suggest you go Primal Mooncloth. Not only can you make nifty 20 slot bags, but you get 2 Primal Mooncloths for the price of one, and the Primal Mooncloth set is a MUST HAVE as your core healing set. I will still be using this set well into Karazhan. That's how core they are.

Also, if you go Primal Mooncloth, when you get Warp Splinter in Botanica and Delilah the Doomsayer in Arcatraz to drop the Whitemend patterns, you'll crow with joy. The Whitemend set compliments the Primal Mooncloth set quite nicely. PMC takes up a chest/shoulder/belt slot, while the Whitemend is helm/pants. Very good combo. In fact, it is the combo of LOVE AND PEACE!

The only catch to the Whitemend patterns, you need a primal nether to craft them (as well as 5 primal mights and 10 Primal Mooncloth), so you'll need to get lucky with one of the last bosses in the lvl 70 instances. I've seen Murmur, the Mechanar guy and Warp Splinter in Bot all drop nethers in normal, so it is possible. But realize, if you get the Whitemend patterns... don't tell me. I will kneecap you. :P

So, I hope this answers your questions Mars506 ^.^

Time for me to go to work. XD

~Cay