Archive for April, 2010
That last post did not have funny enough pictures so here is a reposted one.
I started writing a post about multi pulls, the fine art of doing ‘gogogo’ tanking the right way. As I started the post I realized I should do a whole separate introductory one just covering this concept. I realized this concept was so critical to both tanking and healing that I decided to tag it to both our series.
What I am about to talk about any good healer knows by gut feel or by detailed mental charts and graphs. I figure adding more charts and graphs will help us all understand it better. Here is the concept: The rate of incoming damage is key to surviving a fight.
Let’s take a look at a couple fight ‘profiles’:
This first one is a standard fight. We round up 4 monsters and kill them one after another. The red line represents how much damage the tank is taking at each moment in time higher means more damage. Time is the bottom scale of the chart so the start of the fight is where the two black lines come together. Time processes to the right. Notice the damage ramps up fast as the fight starts. Notice that after each critter dies the level of incoming damage drops until the fight is over.
Next and AOE heavy fight:
Now to compare here is a fight were everyone using AOEs hard. The incoming damage stays high longer but then drops to nothing as all the critters die at the same moment. Because all the creatures are taking damage at the same time they all die at the same time. But until they all die the damage level the tank is receiving does not change.
Now I am going to add heals per second to the graph. As a healer knows the ‘heals per second’ are not constant and actually spike up and down depending on what you are casting. But, on average there is a maximum rate. All of us healers know that at some point there is simply more damage coming in than we can keep up with. Tanks know when this happens if they look at the health bar. If the bar is going down and does not go back up then they are not getting as much HpS and the incoming DpS.
Here are some heals. The green is the healer’s healing per second. Notice it ramps up and levels off at a maximum level. Up until the second creature dies we are actually not healing all the incoming damage.
Any healer has seen this happen. It is usually when we are under geared but it can also happen when adds show up. We are frantically spamming our stuff but the party is still going down, then suddenly one or two of the enemies die and the damage stabilizes. A moment or two later the damage levels drop more and our heals start bringing everyone back up to full health.
So what does this all mean. Well first off it means that a healer does NOT have to be able to heal the full incoming damage of a particular fight to healer it. As the DPS increases it actually means a healer can heal runs that he/she does not actually have the gear or healing ability to handle. The DPS and tank are carrying the healer. Usually no one but the healer knows. And not one actually cares because unlike a DPS or tank getting ‘carried’ the run is not actually slowed down. At least not from heal rate.
What comes into play after this is mana pool. At some point the healer runs out of mana. There are two ways for the fight to go badly due to not enough DPS. One is when the creatures to not die before tank health drops to zero. You can’t have the incoming damage be higher than the heals for very long. Every moment incoming damage is higher than the heals health bars are dropping. The second way is when the healer goes OOM. This is also a way to get a wipe due to a fight that is too long. But that first threshold is the critical one. An under-geared healer either needs a good tank and hard hitting DPS or the party goes down. This is the point where a smart party starts using extra tricks like CC to lessen the rate of incoming damage.
There are other ways to lessen the damage and extend what you can do with a given party. For example targeting one hard hitting mob first. This is why smart groups primary casters. The casters are usually softer targets that hit extra hard. So killing a caster is a great way to drop that incoming damage fast.
For kicks let’s put that on some graphs.
First off we see the party killing 3 melee enemies and one caster. They start with the melee. Each melee takes 8 seconds to kill and when they die they remove a small chunk of incoming DPS. Finally the caster only takes 4 seconds to kill and removes all a lot of dps, ending the fight.
Now look again when the kill the caster first.
Notice the green healing line? See how we get under that line much sooner? Also notice that the entire fight took the SAME length of time! Why does this matter? It matters because this is why many DPS will not understand WHY they need to go after soft high dps targets first. All they see is the fight taking the same time either way. If the healer can’t keep up that is the healers fault, right?
Now for a fun trick. Calculus! No no no come back! It is really easy. No I mean REALLY easy. You might be shocked how easy. It works like this. If you draw ‘rates’ on a graph the ‘area under the curve’ is the total. What does that mean? That means if you look at the total white space between the red line and then green line you will get how much damage the tank took. That is, you will get how much damage the tank took that did not get healed. See everything UNDER the green line got healed. And everything over adds up to be how far down his health bar went. Let’s do it…
See all that blue area? That is how many hit points the tanks’s HP bar went down. Everything below the green lie got healed back up again. Everything above it caused his bar to go down and stay down.
Now try the other way of doing the fight.
See how much less damage the tank takes? What if the tank’s total health is only 80% as big as that first chart. Everyone say ‘hi’ to the spirit healer when you see her. You have a party where your healer heals that much less than the maximum output of a pack and the tank’s health is smaller than that big area then you HAVE to do other tactics to survive. At this point jerk dps will say “yeah but it is totally the tank and heals fault we died.” Wrong, it is everyone’s fault. The tank for not having better gear, or popping cooldowns, the DPS for not stunning targets, trapping targets or otherwise lessening the incoming damage, the DPS for not following a smart kill order and finally the healer for just being inadequate at healing. Some while it is everyone at fault in various ways there are a lot of things that can be done to make this party work.
Sadly most of the time one or more of the party is too busy blaming someone else for the issue.
Of course there are lots of other factors that can make a group into a fail group. Kill order is just one of them. Hopefull this helped show how what order the DPS kill things in can cause the tank to live or die.
Before I go let’s look at one more.
Here a chart of two parties doing the same fight two different ways. One is the red line and one is the blue. The red group was the FAIL team and they decided to each target a different critter in pack of 4. Each critter was doing 2K dps to the tank. Because all the dps (and the tanks DPS) was evenly balanced everyone in the group dropped their target at the same time. It took them each 8 seconds.
Now observe the blue line. This group had the same damage output but instead the concentrated all on the same target. Because 4 people did 4 times as much damage as 1 person it only took them ¼ the time to kill each target. So each target dies in 2 seconds. Notice that this means the damage start dropping very early. If both groups had a healer that could only heal 5k per second which tank is in trouble? The blue tank took 3k unhealed damage for 2 seconds and 1 K unhealed damage for 2 seconds for a total of 8K unhealed damage. No problem! The red tank took 3K unhealed damage for 8 seconds. This is a total of 24k damage that did not get healed. Ouch! Let’s say we have a poorly geared tank that only had 20K HP. Who is at fault? The tank for being weak, the heals for being weak or the DPS for completely failing to pick targets that anyone else was on.
Now lets say that instead of soloing targets they all threw AOEs.
The dashed red line is the end of the fight using AOEs. This time the fight ended faster than the ‘good kill order’ blue group but the tank STILL took more damage.
I am not using real numbers because I am not a min-maxer or any sort of real theory crafter. The point of all this is to give a ‘feel’ for why various tactics work better. Hopefully the illustrations were useful. Before I go here are a couple more.
In this one the tank popped damage mitigation cooldowns at the start of the fight. See how they added a buffer of ‘virtual heals’ which helped the healer through the critical phase?
Here is that same fight with one critter getting sheeped. Notice how much it helps?
I hope to do more with these concepts in the future. They will be useful for understanding tactical use of cooldowns and also the best way to do ‘multi-pulls’. The point of this post was to get people thinking about and using the concepts of ‘rate of incoming damage’ and ‘heals per second’. You don’t have to be a min-maxer or math wiz to have a working knowledge of these concepts. They are useful for having a ‘gut feel’ about what went wrong in a fight or what needs to be different. They are pretty simple concepts but they have effects all over.
Finally I will throw a couple out there and not explain them. Here are two different healers using different mana conservation strategies. But that is a topic for some other day.
The above statement is wrong. But it is a lot more right than we care to admit. The truth elements in that statement are darn uncomfortable to think about or admit. We humans are really freaking good at coming up with ways that it is someone else’s fault. The more we know the better at it we get. The better we know every class in the game the better we are at seeing what that idiot in the fire is doing wrong. Doing that gives is some nice distractions to keep us from looking at ourselves.
Before attempting to remove the spec from someone’s eye it helps to remove the plank from our own. But dag-nab-it that guy was clearly an idiot!
-He could not hold agro and kept letting me die! Did you iceblock? No, but…
-He could not keep me healed. Did you blow every cooldown and use every damage mitigation trick you know? No, but…
-They ran past me and picked up adds! Did you tell them you were stopping to kill the ones you were on? No, but…
A wipe is like a car accident. Sure that guy who ran the stop sign was dumb, but if you had not been on the cell-phone texting you might have avoided him.
My point is not that you are more at fault than him. My point is that we get so caught up in blaming others we fail to grow and advance as a character. In WOW it is SO easy because we can just armory them, or check up in recount. PRESTO! We instantly can measure that that person is 76.2% dumber than we are. Now we can be satisfied that they were at fault and go away smugly self righteous.
The first trick to improving something is identifying the problems. Since we can only reliably change ourselves we have to start there. At some point we are obligated to point out that spec in the other person’s eye. However even when we hit that point we should still be checking the mirror for planks.
My example of failing at this is Analogue’s L2P post. There were two wipes in that run and they were both MY fault. The first time she blatantly rode into some ambushers. My fault. I did not mention to her I was skirting the edge of the quarry so as to only presence pull one target. The second time those idiots ran past me to the end of the tunnel. It should have been obvious that I was stopping… but EVERYONE knows you never stop. Did I say I was stopping to kill some? No. It is not my fault they were texting instead of driving but it is my fault that I deviated from the ‘rules’ of that road.
I had the idea of doing a post just covering one instance’s tanking. And not even the details of the whole fights. I just want to go end to end and do every pull in the instance. The goal of this post is to explain the thinking and planning that goes into pulling. I am going to just cover how I do these pulls and why. There are way too many ways to cover doing it wrong. I might cover a couple examples of less optimal pulls but if I do I will note them as such. Also this is entirely 100% from memory. So chances are I will get some details wrong. But since I don’t look at guides while I tank so I guess it is appropriate to not give explanations based on more information than what I would have while running the place.
DISCLAIMER: This is not intended to be a comprehensive guide to old kingdom. It is intended to be a illustration to prospective tanks to show them the thinking and planning that goes into doing pulls.
This place has always been one of my favorites. The pulls are varied and interesting and the place has a nice epic feel to it.
Pull 1: Two watchers
At the bottom of the entry ramp are the two watchers. They hit decently hard and I think are pure melee. They might not be linked but they are close enough that it does not matter. I just move right in on these two and face pull. Sometimes it is nice to mark one but the main reason to do that is to test your pug and see if they actually down the marked one first.
Pull 2+: Solo pats
Now already this place gets interesting. Past the watchers is a courtyard and them some stairs on either side of the stairs are two groups. These groups can be left alone. With the groups are two solo patrollers. They are on opposite sides and alternately patrol across in front of the steps. They take long enough to do it that you can pull just one and move your entire party past before the next one patrols. But, depending on how you plan to pull the next group the second patroller might hit you from behind. If you really get things twisted up you can get the second patroller hitting you from behind just when your healer gets blasted for half their health. So unless you know the next pack cold I recommend taking the second patroller out. Naturally you must time the pulls to not agro the packs on the sides.
Pull 3: First shadow-caster pack
Personally I never do that second patroller because I tend to hit the next pack in a very optimal position while moving quickly forward. This next pack is 4 and patrols. It goes down a hall from the top of the steps and back to near another group in the room beyond. The safest place to hit it is right at the top of the steps. The best place to hit it if you are skipping the second patroller is down the short hall, just before you are out in the next room. What makes this group nasty is the shadowcaster. They hit HARD. And they cast so they stay well back. A good healer can heal through caster, even if the caster is shooting them. However, a good tank will never ever force a good healer to do that. The good tank, will mark that caster as primary and take it out fast. My skull raidmark is macroed to my Num-0 over on the number pad. This is a nice big button for fast for hitting while tanking. I tank as a bear so I am going to move straight through the group while hitting swipe and go right for the caster. I might charge to get through the group or I might run to the group and then charge through it to get to the caster. As I said I hit this group right at the end of the hall. Hitting it farther in means you probably pull one or more additional groups. Hitting it way in there will pull two groups at once. If two shadowcasters both shoot you at the same time you might die. If you shadowcasters shoot your healer at the same time they will be so dead the spirit healer will take damage.
Pull 4: Shadow-caster pack 2
This group is in the room the right and back. As you enter the room there are a lot of small things bugs off to your right. They are pathetic so ignore them. To your left is another pack. In this place you can either go right OR left but you don’t need to clear both, I go right so I only care about the group in front of me and to my right. I charge in. As before the caster gets primary and I hit it hard and fast. Lets say this time I am so focued on the caster that one of the others pulls off me. No problem I just go taunt and pick it up after the caster is dead. While I am at it I go toss an AOE at the small bugs in the corner. You can bypass them but they look better dead.
Pull 5: Shadow-caster Pack 3
Past the last group there are some steep stairs. To the right of the bottom of the stairs are some more small trash bugs. I jump over the stair rail and aoe them to death. Those are not a real pull. Next I spin around and wait for the party to catch up. In front of me across the room is a pack and then another pack patrolling around it. The patrol goes from way back in the far right corner all the way to near the bottom of the steps. Hopefully no DPS has already agroed them. This pack is perfect for an LOS pull…
The key here is the healer standing off to your left, by the wall next to the steps. If the healer is out in the open they are likly to get shot by the caster. The steps themselves will block LOS for the pull. I pick the shadow caster and mark it will skull. Then I pick the closest nerubian and feral faerie fire it. Next I move quickly to my left and hide by the steps. The group charges in. With even a little luck the caster will move a few steps forward. The rest of the pack gets here fast and starts attacking. The DPSers all start shooting and hacking at things. Only you care that the caster is your primary target. You throw some AOE to get agro on the three melee mobs and then you move from under cover. I can’t take the risk that the caster will get agro on someone else so I only give it a few steps toward the group, far enough to be away from the other group, and then I charge in. Swipe swipe swipe (with macroed and glyphed Maul) and that group is down. When you know this pull and do it smoothly it is easy. If you botch it you get two groups and dual shadow-casters will likely send someone to visit the land of black&white graphics.
Pull 6: last shadow caster pack
This group is stationary and has a shadow caster. I hit it hard and fast so they stay bunched up when I get to the caster. Once again the caster is primary. They really do hit rather hard.
Pull 7: trash and then the boss
In the next room there is a cluster of patrolling tiny bugs (one fast AOE hit) and then a boss. The boss is an easy pull. Just go hit it. I was not planning to cover boss fights, but for anyone that found this post from google and needs to know: When the purple shield pops up, find the guardian and kill it. Also AOE a lot and tell your healer to stand near you.
Pull 8: Patrol
There is a patrol just outside the other side of the boss room. Ignore it and go to the right down the steps. If anyone agros it kick/ignore them.
Pull 8.5: bug trash
Some tiny bugs patrol up and down the steps on the second flight and landing. AOE = dead.
Pull 9: More LOS
Now you are on a big landing, looking left from where you came down. In front of you is a pack. Of to your left are some giants and other stuff. Some of that pack in front our casters. You don’t want to fight them where the pack stands because that puts your DPS, heals and some patrolling giants and things all behind you and out of your vision. Instead run forward to where there is a little out-jut in the wall to your left. Hit the closest one of that pack with something ranged and then dodge behind the wall to your left. Do it fast, before your party is ready. Most people don’t seem to LOS this group. Most DPS screw it up by shooting them or hitting them before they get to you. You plan for them to do that by first moving fast enough that they aren’t ready to mess you up and second by expecting them to engage in the middle of the LOS pull. So now you are hiding behind the wall, the mobs are half way back to you and someone has just stepped past you and engaged. Since you expected that you jump out of your hiding spot early and engage with them. The group may or may not have gotten spread out by this sequence of events. If they did, watch for the farthest one to pull off you (If you don’t have the built in feature for announcing target changes in combat text turned on then go turn it on now. Seriously, this is majorly handy for tanking.) When it pulls off you taunt it. If you are a bear. Pallies and warriors can just ranged silence and DK can just grip it.
Pull 10: Giests Patrol
Next up there are several groups that patrol around. Two packs of Giests and two giants. The giants do fear. Wait for the first giest pack to get close and hit it with a ranged move. Don’t move toward it, let it come to you and aoe it down.
Pull 11: Giant
Now move forward just enough to engage the first giant. While you are doing it you are watching two things. One is the second giest pack which is patrolling nearby and the second is for any of your party to get feared either into the group on the far left, the other giant or the giest pack). Expect one of those things to happen and be ready for it. Stay well to the right and just plan on agroing the giest pack soon after. This should put you far enough from the group on the left to be safe from the fear.
Pull 12: giest pack
Depending on the patrol timing you might do this pack before the giant. Not likely though. Same as before, engage and aoe them down.
Pull 13: platform pack
Now you are going up the ramp to the right. That other giant should be far away but don’t forget it is there. The group you are after is at the top of the platform. It is mixed with casters and melee. There are two tricky bits, one is that the pylon in the center of the platform blocks line of sight. The other is that the ramp platform lip also blocks those on the ramp. Be sure your healer has caught up before going on to the platform (Or pop cooldowns) and don’t get on the other side of the pylon from your heals. You can use the pylon LOS to move the casters closer to you if you are good. Throw around plenty of agro as this spread out group is likely to get pulled off you.
Pull 14 and 15: Giant and platform
You might do the other platform next or the other giant. They both work like the first platform and giant. When doing the giant watch out for fearing into that group that is still down there.
Pull 16: Prince vampire
He is annoying but super easy. As you go up the ramp to him watch that your dps does not agro that other pack. Then move in and engage. Every now and then he vampires someone. If it is the healer, and there is a fire orb up, pop a cooldown.
Pull 17: Now it gets interesting
If anyone in your group is extra dumb, over eager and does not listen, now is the time to votekick. You go past the boss, down the ramp and come out on a raised area overlooking a lot of packs. This place use to be very tricky but now that they dumb it down… it is just as bad because now people do it even worse.
Here is what not to do… don’t’ leave the platform.
Directly in front of the platform there is a group patrolling left and right. Past that group to the right side is another group. Off the far right and left ends of the platform are two more groups. Time the patrolling group until it is just to the left of the center of its patrol path. This means it is not near any other group. Shoot at it or throw something ranged. Now STEP BACK! The top of the steps will LOS the casters. If you don’t do that some helpful DPS will run down the steps to engage the caster. It they do, taunt what they are fighting and back up even more. The big risk in this area is agroing extra groups.
Pull 18: Front right camp
Don’t leave the platform! Do something to shoot the group the front and right and then back up again. Can you skip this group? Kinda. Can you wipe if you skip it and mess up? Yeah. Don’t bother skipping it. Don’t forget to back up after you agro them and double check that no patrol was near them.
If you run down there and fight where they stand you run a good chance of getting the group behind them too.
Pull 19: far left camp
We are going for the tree boss so we now go down the far left end of the steps and engage the group there. Alternately, do be safer, you can pull them up to your spot on the platform and kill them the same as the last two.
Pull 20: Shambler 1
It is a single patrolling target, kill it. Do it fast-ish because there is another one patrolling back there.
Pull 21-22: more shamblers
There is another one down around the ramp. Kill it. There is one straight ahead after that. You theoretically can skip it but if you have some run to melee a ‘shroom while you are on the boss they might agro it. Pull and kill it before the boss.
Pull 23: Boss
These days you can kill it without doing the mushrooms. If you want to though you can go kill a healthy mushroom to get the debuff off you. Kill the boss.
Pull 24: Pack by the fire
Leave the dead boss and go back up the to the courtyard area. There are two ways to the second to last boss, one is right in front of you. Move in and engage the group by the bonfire. They might have someone ranged but if you move if fast and fight where they stand you are fine.
Pull 25: Elementals
Dead ahead and just before the stairs are some elementals. Some are ranged and they hit fairly hard. I just charge I and kill them where they stand.
Pull 26: Groupies
At the top of the steps is a platform area with lots of worshipers. Soon as they are all dead the boss will come down. If you want a tiny breather you can do just half of them, rest a second, and then do the other half so there is less to deal with as a part of the boss pull.
Pull 27: Bossette
She pulls herself the instant the last worshiper dies. Just pick her up as she comes down.
Be ready to drop the add fast when it starts going toward the circle. If you don’t get it down before it gets there blow any and all tanking cooldowns as boss returns. She will be hitting very hard and might take the healer by surprise.
After the boss be sure to go back around via the side you cleared. If you have a particularly oblivious DPSer they might start going back via the side that was NOT cleared. It happens more often than you might think so expect it. But don’t wait around on the platform. As soon as the boss drops start moving toward the cleared side and hope the others take the hint.
Pull 28: pack under the tent
There is still the pack to the right end of the steps (left if you are on the way back from the boss) (I mean the steps we fought several groups at the top of). To avoid the groups to the far left (the other approach to the bossette) I will go back up the steps, across to the far end of the platform and then jump down behind them. Then I will start engaging the group from behind so they move slightly toward me and away from the other packs. I COULD have done this group before we went down to the tree boss. In fact I should have but was being lazy. (there use to be a patrol that made tanking this group on top of the stairs a vastly better idea)
Pull 29: first faceless one
So now we go up the big ramp to the final area. Dead ahead is a narrow area and then the first faceless one. I engage him close to where he is standing. Just a little back from there to avoid the patrolling ones but not so far back as to get him in the really narrow spot. These faceless throw a slow moving purple missile. It hits hard but is easy to dodge. Tanking him close to where he stood gives the DPS more room to dodge the missile. Most DPS don’t even know you can dodge it so they just stand there and get hit.
Pull 30: Second faceless
Here you have two patrols. If you wait for one and then fight him roughly where he is you are likely to get the second one agroed from your side. Instead I run past their patrol line off to the left and pull the left one over away from where he was patting. This has the double bonus of leaving me looking straight at the second one just in case an extra intelligent ranged dps decides to stand over near where he patrols.
Pull 31: last faceless
Nothing special for this one. Move in and take him when he is to the right (closer to the entrance) so you are not near the boss.
Pull 32: Boss
Kill him… By the way. If you are a rage using tank remember to kill your healer first. If you don’t you will get rage starved when the healer is the only one left. If you don’t know what I am talking about, you will wahahahaa.
That is it. All of Old Kingdom pull by pull. I went a bit fast but I hope it helped illustrate some of the decision making that goes into doing various types of pulls. If you are confused by anything please please ask in the comments. Keep in mind I might have forgotten something. I did this purely from memory to illustrate that a decent tank needs to be able to remember every pull in an instance and how they are unique. Happy tanking.
I feel a little epic these days now that I have enough current raid experience to actually have informed opinions on them. I’m not elite or hardcore but I’m making personal progress in ICC whenever we can get in there and I fully intend to take down Arthas. Never been in this position in a raid cycle before. I’ve even got a couple pieces that are BiS!
Anyway I’ve been thinking about this post for a while now but the Cataclysm raid change announcements made it timely. Personally? I think I like it a lot. I’m going to have to strategize going into Cataclysm to make sure I’m positioned to actually see content as it comes out, but I think between the 10 and 25 man raids dropping the same gear, and the tweak to the gear buying system with points instead of badges, I’ll be able to stay geared enough without having to commit to a hardcore raid.
I hear some doom and gloom from 25 man raider and joy from 10 man raiders, and while I’m not 100% sure things will work out the way the consensus seems to be, put me on the happy 10 man side. I love 10 mans. When it comes to raids, I’m a healer. DPSing raids just doesn’t seem that fun to me. Give me Vuhdo and a bunch of health bars and I’m happy. But as a resto druid, I find 10 mans way more fun than 25 at least right now. In 25 mans it’s – “Analogue, you Rejuv groups 4 and 5, Othertree do 2 and 3”. And that’s it. That’s my job. If I cast anything else except maybe a Swiftmend or WG, I get yelled at. Don’t brez without orders, don’t innervate anyone else without orders, don’t look too closely at the tanks’ health bars because you can’t do anything about it…
But in 10 mans, the other healer(s) and I work together as a real team. I have to know what the heals on the tanks are going to look like so I know when to intervene. I need to watch my partner’s mana just in case he needs my Innervate more than I do. We cover each other’s back – in a lot of ways it’s like the synthesis between healer and tank in a 5 man. In 10 mans I have to actually think beyond just “don’t stand in the fire, run to that side, avoid the deep breaths”. No I need to know things like “The second mark will be going out any second, I’m going to have to cover that one so the pally can keep up the tank and the first mark, so save the Swiftmend cd for him, oh, and that guy has Boiling Blood so make sure there’s no one around him who needs heals.” And that’s one of the more straightforward healing fights as far as I’m concerned.
So yeah, I’m excited, providing I can get into a fairly regular ten man in Catacylsm. Reversion and I are thinking about that sort of thing now – we’re hoping to establish a regular pseudo-pug for ICC right now. Our pug this weekend was really awesome and several of the members expressed interest in running again. We’d like to build up a raid from outside our guild, since we’re in the position of non-raiding members of a raiding guild that we don’t want to leave.
The 25 mans feel really epic and fun. But the 10 mans feel like I can do a lot more to actually affect the outcome of the raid. And I like that. The idea of having access to the best gear in the raid style I prefer? Pure win.