Mishalom, Pally of the Pugs, is trying to get to the WoW level cap using only the LFD tool in WoW! This idea is based off of the original Pugging Pally, Vidyala!
I popped in for a ‘quick’ run on Mishalom, after more than a month or so of not playing on him (and feeling guilty about that — on a side note, I’m now writing this months later. You’re lucky I have an awesome memory took good notes).
Being level 17, I anticipated either RFC or Deadmines.
And of course, I got Deadmines. (I was hoping for RFC, but I know better than to expect that now!)
The starting group was mostly levels 16 or 17, with a 19 druid dps, just to mix it up. The tank was a warrior, and I know there was also a rogue. The other dps I don’t recall, as eventually through the run they began to drop and enter like mad. Not that they were leaving because the run was going poorly.
I might have been tempted to leave too, if not for remembering the golden rule I broke last time. I told myself I’d stick to it, even if it killed us.
Which it did.
Now, I’d like to call myself a good healer. I’m just fine healing with Misha, or so my guildies tell me, and I think I’m a good healer on my other non-shaman toons. But low-level paladin healing is a different ball game. There’s not much you can do — it’s literally just Holy Light*, the longest and most expensive paladin heal. Getting a second healing spell will really make my day (level 20 can’t come sooner!). So I’m not sure if it’s just the paladin healing mechanics at this level or if it’s me. I wonder if I would have similar healing challenges as a low-level shaman, since all they have is Healing Wave… but I don’t have one of those to experiment with. If you healed a dungeon as a resto shaman from 15 to 19, let me know how it went for you.
Anyway, besides that fact Mishalom drank vast quantities of melon juice to keep his mana up… it turned out the tank wasn’t very good either. His heart was in the right place (he too stayed through the whole instance), but there were many bad pulls with too many mobs, bad positioning, and lack of holding threat.
Here’s some math for ya: 1 barely at-level tank (for that instance) who isn’t good, plus 1 barely at-level healer (for that instance) who can only throw like 2 healing spells before going oom = death for all.
But even with that equation, the run, in the end, wasn’t that bad. In fact, I believe I dinged near the start of the run:
I’m sure the mana from the ding didn’t last long.
After we beat the first boss in the shredder, the rogue repeatedly asked if we could reset the instance and run again, because their loot (some sort of weapon, I think) didn’t drop this time and could we pleeease please please go again please omg. We declined to requeue. (I forget if the rogue dropped because we refused his request or not).
We then proceeded to the goblin forge area, where we had our first wipes (partial and full). As I’ve mentioned before, that area always seems to give groups trouble, and our inexperienced tank managed to make quite a few bad pulls in a row that left me completely oom. I think the only reason why we didn’t completely wipe the second time was because the dps druid also healed and tanked (though not all at the same time!) But he was very flexible in his roles, which I really appreciated due to my almost constant lack of mana.
Eventually we made it past that section and onto the rest of the instance, though we might of had some dps drop after the wipes. I even think one dps left as soon as they saw the low-level scum that was the tank and healer (it’s always exciting to see someone insta-drop your group, amirite? -_-)
We got close to ship where I learned a very important…
LFD PRO TIP
If you are in Deadmines on the docks directly next to the ship and the group begins to wipe due to extra mobs being pulled, hop onto the nearby water wheel! The mobs will not follow you onto the wheel and will loose interest, at which point you can hopefully rez the dead and try again.
Of course, I learned this tip (or rather, re-remembered it) by dying a horrible horrible death (along with a few other members of the group) and watching the druid and another dps remember about the wheel. Their knowledge of the wheel let us recover from the wipe without having to run back, which is good, because the overpull wasn’t completely the tanks fault. I still maintain that the positioning of the mobs on the ship does not bode well for lower level tanks.
Of course, the wheel can’t always save you — sometimes it’s too far away from where you’re fighting, or people die in unrezzable locations and have to run back, or only non-rezzers hopped up there and then the rest of the party has to run back. Splitting the party in Deadmines is never a good idea because there always seem to be patrols that have spawned behind you, and then the rest of your group can’t make it up to you because there are some pats in the way.
If you’ll note the ramp in the distance, that is usually where pulls go bad, if not sooner near the walkway in the lower right hand side. If the mobs are clear on the deck and the corpses of your teammates are nearby, it’s an easy wipe recovery! Otherwise you’ll most likely have to die and run back.
But that was the last hiccup of the run. We cleared the rest of it with no other major problems, and I got my Deadmines achievement.
And better yet — somewhere on that pirate ship I dinged!
Here are the stats from this time around. Going up two levels in one run isn’t bad, even if it used all my rest xp. (Luckily it’s been months since I last signed on Mishalom, so he should be full again).
Level: 19 (+2)
Deaths: 5 (+3; Two from partial wipes, and one from a full wipe)
Drinks Consumed: 53 (+17)
Dungeons Run: 6 (+1) / 8 officially
–RFC: 4 (+0)
–Deadmines: 2 (+1)
*Technically I have Gift of the Naaru because I am a cheating Draenei, but if I was a normal paladin it would only be Holy Light. Besides, it has a long enough cooldown that it can be ignored, right? (Though it really can help out in a pinch).