witness the chaos of wow gold
Actual healer rotations were set up. Yes, healer rotations, not healing rotations. I'm not referring to spell sequences for healers. I mean that 1 group of healers would stop healing to regain mana at a certain point while another group would jump in for them. This was especially true on Chrommagus were 30 minute kills were not uncommon. I didn't have Hymn of Hope or Shadowfiend. All I could rely on were flasks and hitting chain mana potions. While I never personally organized healing in my guild at the time, I was there to witness bdimogg the chaos of it all. I was amazed that my healing lead (a paladin at the time) still managed to retain his sanity. He was excellent at it though. Always seemed to anticipate turbulence before it actually hit. It was as if he possessed the gift of predicting the future. He'd know which healer would run out of mana or die and immediately direct another healer to take over. I couldn't help but wonder if he was an air traffic controller.
Nintendo platforms had a commanding presence on NPD Group's U.S. retail wow gold top 20 video game software sales chart for December, made available to Gamasutra this morning.
Seven of the top 20 games were available wow gold on Nintendo Wii, while six were for Nintendo DS, for a total of 13 Nintendo wow gold platform games on the list. Four Xbox 360 games and three PlayStation 3 games made the list.
Nintendo was the publisher with the most titles to break into the top 20, leading the way wow gold with nine games. Ubisoft and Electronic Arts followed with three, and Sega and Activision Blizzard with two each.
According to Wedbush wow gold Morgan's Michael Pachter, 114 titles sold over 100,000 units in December 2009, so all games wow gold in December's top 20 sold significantly more than 100,000 units -- although NPD Group only provided exact sales figures for the top 10.
However, the actual healing process was different. With full access to ranks and spellpower providing full benefits with no penalties to all of our healing spells, it meant that even a rank 3 Flash Heal could top up a tank in a couple of seconds. In fact, this was the norm. Most healers relied on low rank spells in order to maintain their mana efficiency. Sure we kept a max rank heal around for emergency situations, but we seldom ever used them. Why use a max rank when a lower one did the same job for less mana, right? Or we could use a low cast, but longer Greater Heal instead of a slightly more expensive, but faster Flash Heal. It we could spare the extra second, we'd use the slower one. If we couldn't, then we'd use the faster one. This allowed us to micromanage our mana with ruthless efficiency. The emphasis wasn't on topping players up. It was to keep them alive long enough with minimal mana spent. I think that this might be the direction we'll be going in Cataclysm.
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