Had some incidental resists from felheart or whatever I was wearing, and mark of the wild and/or paladin resist aura, but that was it. Maybe I had the dire maul trinket equipped, which also had fire resist. However, I had no farmed or crafted fire resist, so the idea that progress was held up because of lack of fire resist is laughable to me.
We killed him dozens of times with no problem.
Ever try him with absolutely zero FR? You went from "I had zero Fire Resistance" to naming a few things that gave you fire resistance. How much of your raid (exclude tanks) went in with, as you claim, zero fire resistance?
This whole thread of discussion started when you wrote something like "what happens if you are stuck and can't progress in molten core?". A guild that has finished farming molten core and moved on to BWL obviously isn't stuck in molten core, try to think logically.
Think logically? Here is the logic: ZG wasn't a catch up mechanism. If you think guilds blew threw ZG that weren't already having MC on farm status, you are sadly mistaken. Most guilds that moved on to BWL didn't bother back tracking. Most guilds that did ZG didn't have the roster for MC. There was no progression. Unless you moved to a bigger guild that was already beyond that point you were stuck.
Also, molten core wasn't open at launch, so measuring time from launch is wrong. A minor detail, but just another point in favor of the theory that you really don't remember vanilla WoW accurately, at all.
Oh really?
http://www.wowwiki.com/Molten_Core
The Molten Core is a level 60 raid dungeon located within Blackrock Mountain, home to Ragnaros the Firelord. It was one of two forty (40) player raid dungeons available upon release of World of Warcraft,
Patch 1.1 predates the release of WoW:
http://wowpedia.org/Patch_1.1.0
http://en.wikipedia.org/wiki/World_of_Warcraft
World of Warcraft Client Patch 1.1.0
Release date (US) 7 November 2004
Version 4044
New Raid Encounters
Discovered in the heart of Blackrock Mountain beyond the Depths, lies the Molten Core. Within the Molten Core lives a multitude of ancient and powerful evil. Adventurers be ware, for the dangers found within the Molten Core are many and takes many forms.
** Raid loot is being worked on and temporary loot has been placed in raid encounters
The game was released on November 23, 2004, on the 10th anniversary of the Warcraft franchise.
So tell me again who "really don't remember vanilla WoW accurately, at all"?
Woah, this is absolutely not true. ZG may have been considered a step up to get to 40-man raiding, but there was definitely
good gear in that raid. Almost every class wanted the Heart of Hakkar to get their trinket. Don't you remember ToEP + ZHC? That combination was the reason why trinkets place a temporary cooldown on other trinkets, and the
Zandalari Hero Charm came from the Heart of Hakkar!
There was good gear in ZG, but it wasn't a focal point for people who were already progressing through BWL. I don't know how your guild worked, if you guys were alreadye knee deep in BWL, but our guild wasn't willing to sacrifice the resources to get one BiS for a few people. It was a step backwards as a whole.
ZG essentially was a raid tier for smaller guilds, but it did nothing to help those guild get into MC because of the roster difference. If anything, most guilds that were running ZG once their people were geared those people would jump to a larger guild already in MC or BWL.
AQ20 ended up in a similar situation, except those guys were getting poached for AQ40/Naxx guilds.
Also, most good resistance gear was crafted and required items from Molten Core that dropped off the Lava Surgers and Core Hounds.
Yes, and you used it as you got. The claim that Molten Core required zero fire resistance is a farse.
Nah. You really have to read the original post to see what I mean by "lesser guilds." He started talking about guilds that are doing anything but Naxx, which is why I said that the Naxx progression guilds probably wouldn't care about them as the tanks wouldn't have any Dreadnaught.
You think they made zero offers? I disagree, but at this point there is really nothing either of us can do to prove our point. Not all tanks were warriors.
We used FR against Ragnaros for the first few kills. I actually got seated for the first kill because another Rogue had something like 10 more FR than me, and they were only taking people with the most resistance. :| (Of course, that's not really how resistance works....) During our many Rangaros kills, I would usually cheat and gradually remove FR gear because I knew it wasn't really needed. Eventually, the leaders also recognized this, and had us stop wearing it.
Exactly, it was required. As you get progressively better gear of course you can lax on some requirements, but one can't sit here and tell me you can kill Rag with zero fire resistance. If you were waiting for gear to overpower that mechanic you were killing Rag months after people who were using every advantage they could get (ie using FR gear.)
Even as a Blood DK I'm not exactly a big fan of the changes. Though I was one of the people that missed out on raids sometimes.
My survivability, threat generation, and single-target (non-tanking) DPS all seem to be a up a little bit, but AoE DPS is pretty much demolished now. I used to be able to regularly pull 500k+ on raid trash and now I'm lucky to get 250k or so.
The threat change is just weird IMO. It did seem like threat was becoming a little gear dependent but I didn't think that was a bad thing. I mean if there was a really geared tank and a really undergeared tank, the geared one could probably pull aggro off by accident pre-5.4. So I'd have to dial back my DPS sometimes with undergeared tanks and step it up with geared tanks. This was kind of fun because it forced me to increase my DPS output.
Now with the new change to taunt, there's absolutely positively no way I could lose aggro. I think threat generation should be something you have to think about a little bit in an MMO as a tank, and not just something you have to hit one button for.
The tank swap change, in my opinion, was stupid because most tanks (not sure about druid, haven't touched mine since WOTLK for tanking) have the means to turn off their threat generator. Paladins turn off Righteous, Warriors switch to Arms, DKs switch to Unholy, Monks jump out of Sturdy OX, shoot I guess Druids can get out of bear form. I never pulled threat off my Warrior OT because once we tanked swapped I'd drop Righteous.
The vengeance nerf to me is just a response to DPS complaining they were behind tanks in certain situations.
After the redesign of threat, all a tank had to do was get close to hit cap, and ideally some expertise, and they'd never have a threat issue. If all their hits land, and they generate 300% threat per hit, it should never be an issue. But most tanks in dungeons/LFR don't bother to itemize right so instead they retweaked taunt/threat and now it's (in my opinion) worse. Mistaunt and you're boned because now the target is immune to taunt for 3 seconds and you are generating 500% more threat during that period.