Last night raid was a good one, but it also highlighted some problems for us. First we went to check out the new Onyxia 25 man. A guild group had already cleared the 10 man version (I missed out as I logged on slightly too late.) It felt really weird walking down that old, familiar hallway and actually needing the 25 raiders to take down the dragon trash, especially as I’d been soloing this just a few weeks ago. I raided Onyxia when it still required 40 raiders. I played Horde then too, and a Hunter at that.
Of course I’d seen Onyxia from the tank’s perspective when we took her down for old times sake, but never with more than 4-5 people. I must say it was quite an experience to hold this massive black dragon in place while the rest of my raid took her down. It’s not tuned to be very difficult so we only needed the one attempt to bring her down. We didn’t get any achievements but I think we’ll try for those next time.
On we went to Trial of the Crusader. Earlier this week we beat the Faction Champions for the first time so we extended the raid and took down the Twin Valkyries without too much hassle. A very fun fight and especially nice if you’ve played Ikaruga (although /yelling Ikaaaruuugaaa got me some strange looks from guildies.)
The last boss however gave us some trouble, or at least some food for thought. We had a few wipes as the raid learned the mechanics. Our strategy did need some tweaking as the requirements are quite a bit harsher than the 10 man version. We made changes to the offtank/add positioning and we adjusted strategy for dealing with the small adds during underground phase. In the end we just seemed to lack the dps to take everything out before the enrage timer, to which we wiped three times. Perhaps this was due to it being quite late in the evening already, we’ll see that this evening when we go at it fresh. I think we can also just offtank the big adds for longer and let the raid damage the boss more, then take out the adds when he goes underground.
Happy note: I got my second T9.25 piece yesterday and thus the first bonus. I must say the ‘nerf’ to Paladin threat is hardly noticeable, After only 1 or two rotation I was very far ahead of dps, possibly less ahead, but not enough of a difference to be a problem in anyway. For 3.2.2 I tuned my spec slightly to maintain the cooldown I had on Hammer of Justice, due to some changes in cooldown reduction. Also the changes to Touched by the Light seemed to result in me having more spell power rather than less.