Mount Hyjal resources on the Pot

Mount Hyjal is one of the most enjoyable zones in Cataclysm. With the addition of the Firelands daily quest hub, the Firelands raid, and the Elemental Bonds questline, it’s also one of the most active and popular zones.

Here’s a quick summary of the Pot’s resouces for Mount Hyjal:

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2 heal or not 2 heal, that is the question

Thankyouvermuch, I’ll be here all night, try the veal.

Aside from the Firelands Uber-nerf, the big news of the last day has been the discussion brewing over 2-healing raids – is it a valid strategy, a horrible punishment for healers, a way to take the pressure off the DPS?

(For those who don’t know – “2-healing” means healing a 10-man raid with only 2, rather than the usual 3, healers present.)

It all started when The Honourable Gentlemurloc from Murloc Parliament posted a piece entitled You’re Doing So Well That Here’s More Work

“I hate the idea of 2-healing. To me, it feels like a penalty for doing well. We’re finally able to handle the encounter without shitshitshitshitohshit moments, without running oom halfway through, without randomly losing people, and suddenly it’s time to take a member of our team away, so we can beat the enrage timer.”

Lono of Screaming Monkeys responded with a defence of the two-healing idea

“If we go with the idea that the current DPS offering of skill/gear/puppies is insufficient, then we need to figure out a solution that goes outside L2P or DPS harder. The obvious answer then becomes to add more DPS players. So from the point of view of global raid success, if removing a healer or tank is feasible for that fight and if it allows a kill… why not do it? “

So far, it sounds like an extension of the old adage that if you really want something done, you should ask the busiest person you can find to do it – because busy people are likely to be the ones who actually get things done, and hence are the ideal people to ask to do more stuff. (There’s also a Peter Principle at work here – the idea that organisations naturally promote people who are competent until they finally land in a position where they can’t cope any more.)

But then, Tobold stepped in with a really interesting resource-based analysis of the issue

“It is an inherent flaw of the system that any excess of healing or aggro management is a waste, but any excess of damage serves to speed up the fight. If you had a raid team which was perfectly able to take down a boss and the game would allow you to take one more person on the raid, you would always chose a damage dealer. There is such a thing as “enough” tanking and healing, but there is never enough damage output.”

I suspect this discussion’s just getting going – what do you think?

All quotes taken directly from their respective articles.

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