[Diablo 3] Blizzard, like Atlas, try to carry the weight of the world on their servers

You have to feel for the masses of single player gamers who loaded up their shiny new copy of Diablo 3 to be met with lag, server errors, and various bugs. And this is what passes for a HALF-DECENT MMO launch.


All you need to know about this game is that it will tug mercilessly on the heartstrings of anyone who lost their heart to Diablo 2.  All the gang are back: Deckard Cain, Tyriel, a blacksmith with an annoying accent, the Skeleton King, the Butcher, and a few new additions who you’ll probably wish would shut up so that you can get on with the serious business of exploding monsters in all directions.

Sadly, it doesn’t need innovative design or gameplay to make me happy when playing a Diablo-like game and they don’t really get more Diablo-like than this, so Blizzard hit the nail on the head with that side of things. Even down to the point of Act 1 taking place in grim gothic torture chambers and Act 2 in the desert. But if you like this sort of thing, it’s good clean explody fun and before you know it, several hours have passed and you find yourself pondering which weapon combination to try next or how that new rune will work out in play, where is the next waypoint and oh please will someone shut that companion up!

It’s uncanny really, I was just getting really wound up by the templar’s gormtastic moralising and cheesy combat comments (eg. “Evil has been REBUKED!”) and thinking, “You know, what my barbarian really needs is a sleazy thief sidekick who’ll spend the whole time trying to hit on me and any female associates “ and sure enough, Blizzard obliged. OK, that wasn’t quite what I was thinking, but the scoundrel is working much better for me as a companion than the templar who was a) annoying and b) NEVER HEALED. Or if he did I didn’t notice. Admittedly the scoundrel is Captain Obvious and says things like “that looks like a hard monster!” and “Yay loot!” (paraphrased, but he does talk about loot a lot.) It’s like adventuring with a sleazy version of Hawley.

It’s a slick game, I’ve been playing a Barbarian and have abilities that let me leap into a group of mobs, swing my axes around like a cuisinart and have things go flying in all directions. Simple pleasures. It’s like a fury warrior amped up to 11 and I’m not surprised that the guy who did the superfast run through normal mode picked a Barbarian. The multiplayer game is slick too, but we haven’t tried that yet since beta due to waiting on everyone’s copy arriving.

Arb expresses how sad of a panda she is that hers hadn’t arrived yesterday in her new blog that everyone should follow (it arrived in today’s post so hoping for a happy panda post tomorrow).

There have, as mentioned above, been a fair number of server issues. I think Blizzard seems to be getting onto these quickly but they did have a stress test, they did know how many pre-orders were out there, they should have really been prepared for this. Main issues I’ve faced have been “being put on US servers automatically and only realising after my first character killed the skeleton king”, “new character on EU servers didn’t get any achievements at all”,  bit of minor lag, difficulty connecting during peak hours local. A lot of these seem better now – my partner got put on the EU servers when he installed his copy last night, when I tried the game today I was earning achievements again, the gold auction house has been turned back on etc.

Note on selecting servers: It’s Options –> Account –> Servers

So if it is bugging you, have some tea and settle in, it’ll be sorted swiftly. Clearly this doesn’t take away from the idea that you should be able to play a game you have bought, especially if you intended to play it as single player. And if those servers are offline for maintenance, then just forget it.

Tobold notes that decent items for levelling are cheap on the auction house. I think he’s right and this will continue – if you don’t want best in slot but something nicer than your drops, it’ll be cheap to buy it in the gold AH. Ignore any advice not to sell magic items to vendors, it’s entirely possible they’ll give you a better price than either a) the cost of the disenchanted materials or b) than you’d get on the auction house.


(Yeah, my Barbarian is in that screenshot somewhere.)

Blizzard have pushed forwards the storytelling aspect somewhat, experimenting in particular with giving you voiced versions of stories via journal extracts and conversation snippets with NPCs. This I think works very well if you can get past the accent issue, I enjoyed picking up bits of journal and following up on companion/ NPC conversations. I also really like getting the stories and setting in a piecewise way. The story itself is not going to win any prizes for originality or .. err.. anything else but it does the job. It’s DIABLOISH dammit. I quite like the snippets of game background and setting, however annoying the templar is as a companion (there is an unwritten rule in RPGs that templars are always annoying btw, this is also true in MMOs and applies to players in templar related guilds as well as NPCs), the templar order itself is quite intriguing.

Sadly, having gotten used to Bioware companions I keep expecting mine to be able to sell my trash loot and have involved romances. Not that I’d want to romance any of them, there are mobs to smash!

As you progress in the game the difficulty does ramp up, and the random encounters and bosses in particular can become quite interesting. Wasdstomp has some comments on one of the Act 1 bosses where I also had to pause, respec, have a look around the environment, and then go in and whip its arse. Never let it be said there’s no reward for thinking about an encounter, just a bit.

Pop Tips for the Butcher: There are two healing wells and they respawn during the fight. The fiery areas will start to glow before they actually get set on fire. And I respecced for good single target damage. 

The music is also excellent and does a grand job of setting the mood.

And lets finish on some Diablo words of wisdom:


It came from the PUG: The Shadow

What is it with random groups in WoW these days that people are so reluctant to speak in party chat? I don’t expect extended witty conversations (although that would be entertaining), but here’s the example that annoyed me this week.

If I’m tanking one of the new instances and some of the other players seem a bit rough or undergeared, I’ll pause before each boss to ask if everyone knows the tactic. If I do this, it’s because I think this will be smoother than just rushing in. So why do people not speak up if they need to be instructed on what to do? I’m happy to tell them or else I wouldn’t have offered in the first place. I haven’t even been checking their gear score, only that the total dps in group is sufficient.

I had a prize example of this  in Forge of Souls. I paused, asked if people knew the fight, and one guy said ‘gogogo’, got his army of ghouls out and then promptly got himself killed by attacking the end boss when it cast mirrored soul. Darwinism in action, although I’d have been pissed off if that had caused a wipe. It’s also irritating when the guy happens to be the top dps in the group, so he understands some aspect of his class.

But I felt that even if the rest of the group hadn’t known tactics, they would have preferred to hide at the back like shadows and hope enough of the rest knew what to do to pull them through, rather than  speak up and ask for advice. What gives? None of them even spoke up to say that they did know it. Is it because they’ve never had to learn tactics for any fight? Or just think it doesn’t apply to them? It is a mystery to me.

What is clear is that addressing a question to the group will often get no answers. If you really want to pin down the shadow, you have to put a spotlight on them and call them out by name. This is slow and laborious and will annoy everyone else while they wait.

So your options are: Kick people who don’t answer quickly enough (assuming you have been in the instance long enough to kick people), explain every fight where tactics might matter  in a brief sentence without asking whether  the explanation is needed and hope people can read even if they can’t talk, hope you’re overgeared enough it’ll be ok if some people don’t know the fight, or wipe.

But I think it is the lack of response, as if you were PUGging with a bunch of shadows, which drives me most nuts at the moment about tanking pick up groups.  I would really prefer having a squad of NPCs along if that’s what the players are going to do, at least they’d follow orders.

How MMOs infect single player games, and other syphilitic themes

This was inspired by Tam’s syphilis meme, where he bravely offered to suggest personalised topics to all comers. So with no more ado, my topic is:

  • How do you think playing WoW influences our attitude to and engagement in other games?

Before I start on the lists, one comment. I wrote a few posts about Dragon Age while I was playing it and loving it, even though this blog is usually focussed on MMOs. Why? Because I never doubted that the vast majority of people I knew who played MMOs would also love Dragon Age. Not for a single moment was there a flicker of doubt. (Also Bioware are apparently working on some teeny and totally unhyped MMO that some of you may have heard about …)

Sharing our Games with Other People

gamers benimoto@flickr

There was a time when playing a single player game meant buying a box, taking it home, loading it up and … that was it. Maybe there would be computer magazine articles to read with hints or tips. Perhaps you’d discuss it with other kids at school. I even played Diablo II like this, it never really occurred to me to do any research into useful builds or optimal gear, or to want to talk to other players beyond trying to get my friends to try it. I just experimented on my own and had fun with it that way.

But MMOs aren’t really like that. The whole point is that other people are there, whether or not you choose to interact with them. They are right there in your game and possibly in your face. The game offers a variety of activities to do with them too, whether it be trading, sharing craft skills, running instances, or just ganking their noob arses. And a lot of players do want to interact even beyond this. WoW, as the biggest player on the block, has spawned thousands and thousands of fansites, blogs, bulletin boards, databases, tweets, facebook pages, and other ways for players to get together and discuss the game. They are brilliant, and lively, and smart, and sometimes very wtf. But don’t ever doubt that these games spawn huge amounts of player generated content, it just isn’t inside the game itself.

And now … now it’s hard for me to play a single player game without wanting to talk about it online too. Or to find out what other people are doing with it, to get some hints and tips, and maybe to even try out the multiplayer options.

Much of this is due to the rise of social networking in general. We’re all more likely to talk about everything online,and it’s much easier to find a community of fellow hobbyists who share your interests. But I never used to share my gaming experiences – my solo games were private time. Now I can’t stop talking about how awesome the dog is in Dragon Age and how my dwarf rogue chick managed to wipe out an entire town of elves. And I know that other people are interested too because my post on Dragon Age endings got more hits from search engines than just about anything else I have ever posted.

Even though those other people are not actually in my single player game, I feel that I’m sharing experiences as if they were. It’s subtle, but it is a different approach. This is even more marked for people who want to share their achievements, their speed runs, their cool or crazy tactics, or bizarre things they have managed to do in single player games.

Developers are responding to this with more multi player options, more social networking, more ways to share achievements or to chat to other people while playing solo. And I love it.

Drilling Down into Tactics


Another way in which playing MMOs has changed single player games for a lot of people is the idea that we’d sit down and discuss tactics at all. Or spend time thinking about them in depth.

Single player games are often a smooth flow of experience, you learn one level and then move on to the next. Sometimes you will hit a brick wall and have to rethink your tactics. But otherwise, unless you are very focussed on optimising, playing well enough is going to be good enough. It’s a far cry from writing long posts on guild forums about tactics for a raid boss that we haven’t yet beaten. And despite all the complaints about games being dumbed down, let’s remember that tactics can get very complex when there are 25 players to consider. No single player game approaches that sort of complexity.

I don’t mean by this that everyone needs to optimise their play — games are about having fun — but being exposed to in depth strategy discussions in guilds for MMOs has forever changed the way I play single player games. I will spend more time wondering if there is a way that I could  do things more efficiently or more neatly. Single player games also help with this by offering save points so that levels can easily be replayed.

It has also thrown up some particularly amusing raid leader diagrams – I wish I could find some good links to old strategy guides for WoW raids in vanilla. I know our raid leaders loved producing them, and they always got a good reaction from players.

And because of learning all those raid boss strategies in WoW, I’ll recognise similar puzzles when they come up in a single player game. Dragon Age was a great example of this, with different boss fights that feature adds to be picked up, pressure points to stand on, multiple phases, resistance gear, and so on. Of course the single player examples seem simple, there aren’t 24 other people involved.

Rolling the Play, Playing the Role

Playing a single character or a single game for months and months is a very different experience to most single player games. It’s easy to identify strongly with a main character, and that can affect how people approach subsequent games also. For example, people who always roll healers or support classes, or people who always roll tanks. Not every single player game offers those options, instead you play what you are given. But having developed a gaming ‘identity’ in MMOs, it’s easy to feel more at home with a similar role.

And I think that having played an MMO, I appreciate more the ability to customise my character in single player games. There’s no real excuse for at least not having male or female options, for example.

The Things are Also People

Playing MMOs will give you an appreciation for the vast and varied way in which different people can choose to play the same game. This appreciation may take the form of wishing you could kick them in the nuts through your monitor.

And although single player games are happy retreats from the uglier side of MMOs, safe from players who call you a noob, gank you, or steal your kills, I wonder if seeing other play styles in action does bleed over into how we play. Ever spent more time fussing over your appearance in a single player game, from having played with people in MMOs who did that? Ever considered a speed run in a single player game just from having played with a hardcore raid guild where other players did that?

The Holy Trinity

This is the core of most current MMO gameplay, and once you have learned about it, you will see similar undercurrents in a lot of other games also. And when I say learn about it, what I really mean is once you have lived it.

Because our characters in MMOs are so immersive and so focussed, you only have to play in a few groups before you understand how the different roles are meant to work deep in your bones.

After that, the first approach you will take to any new party based game will be a tank/ support/ dps one. Possibly with some crowd control if you are feeling fancy. This has the amusing side effect of making you feel like an instant expert if the game has a long, patient tutorial mode.

the holy trinity #2, a metaphor for everything

Matt had a post on World of Matticus about how he downed his final exam boss, to which I’m sure every WoW player can relate. And it doesn’t stop with exams – it turns out that the holy trinity, and raid boss fights, are actually an awesome metaphor for absolutely everything.

I know that I’ve had good line managers who ‘tanked’ senior management so that the dev team could get on with finishing their project on time. How does it fit into single player games? Well, the metaphor is so pervasive that it’s easy to feel that you just tanked a level or that some NPC is your personal support class even when there’s no tanking or healing involved at all.

Designers who want to throw out the holy trinity do so at their peril, there’s something in that setup that speaks very deeply to gamers.

And … some more about Dragon Age, the RPG for MMO players

Where does Dragon Age fit into all of this. Certainly it was an experience that could be widely shared online, Bioware had a social network all set up. We chatted about it on bulletin boards and blogs also.

But the actual core of the gameplay was familiar to MMO players from the start. This is where the RPG of the MMORPG came from, it wasn’t from the tabletop world, but from the single player RPGs of which Dragon Age is just a recent iteration. There was the large world with the detailed setting, the gear collecting, the holy trinity based squad combat, the quests, the NPCs, the storylines.

It played like a single player MMO, and that was what dazzled a lot of MMO players who hadn’t dabbled much recently in single player games. And that alone shows how much times have changed, because I remember early MMOs being described as ‘just like multi player RPGs.’

Tam, my challenge to you in return is to write about how playing MMOs has affected you in real life. Anyone else, feel free to join in also.

This was the (raiding) week that was

It’s been quite an interesting week for me in WoW, aside from having rose petals thrown at Spinks all weekend (fortunately only one day left on that holiday). I was involved in minor drama in the 25 man raid, and by contrast my 10 man raid just continues to stomp all over stuff. Every time I set a goal for us, we waltz all over it on the next week’s raid.

In any case, my best raid news is that we have now killed Malygos on 10 man. We also polished off the achievements for the 4 Horsemen (kill them all within 15s) and Kel’Thuzad (kill 18 abominations during the fight). I’ll note down some tactics at the end.

One thing that is really glaring to me is how quickly an encounter moves from being on progression (ie. we haven’t beaten it yet) to being on farm (ie. can beat it reliably every week) in the current content. I can’t with my hand on my heart find this to be a bad thing, it does make the raids more casual and alt friendly. But we also get bored more quickly.

25 man raids really are more annoying

This week we spent all of Wednesday night wiping on Malygos. Our best attempt had him down to about 16%. I didn’t at any point feel that we were one more try away from getting him.

So my gut feeling is that although more practice is needed, our main problem is fast enough dps through phases 1 and 2. The fight is a bit misleading in that respect because normally in a several stage fight, if you can reliably get to the final stage then you know you have it beat.

With Malygos, the timer is tight enough that even if you get to phase 3 every time, you still might not be in a position to be able to kill him. Especially because dps in phase 3 isn’t something you can kick up with buffs, trinkets or consumables (for anyone who doesn’t know the fight: in phase 3 everyone is riding around on drakes and can only use the drake’s innate abilities). So we really do need to sort out stacking sparks better in phase 1, you’d think with two deathknights in the group it wouldn’t be an issue …

I was in a bad mood anyway because I was on off-tanking duty. Phase 2 is the only phase which needs an off-tank, and not for very long. So I was stuck in my tanking gear/spec for the whole fight just so that I could grab a couple of mobs for 30s or so. I was finding this very frustrating, especially because we actually had two feral druids in the raid who could have done it. I’m not saying that my poor protection dps stopped us getting the kill, but it can’t have helped.

I was told off afterwards for being passive-aggressive (I didn’t think I was being very passive, to be honest, and the bitching was all in the tank channel anyway), and one of the raid leaders told me that it wasn’t the first time. I also got the talk about how we had to work as a team and that meant not arguing with raid leaders on forums. Since I don’t recall having any actual arguments, I interpret this as meaning they prefer me not to disagree with them. Note: I don’t make a habit of arguing about tactics in the middle of a raid.

Whatever. I apologised profusely, as you do, and resolved to just let them do things their way in future.

I feel more uncomfortable in the raid now than I had in the past. I had assumed that this whole being a team thing meant that it was generally a good idea for me to chip in with my opinions. It’s just another thing that makes me want to flee to the 10 mans where  if people disagree with my tactics or have better suggestions, I weigh up their arguments and  then decide.

I suspect everyone was just a bit grumpy on Wednesday  night.

10 mans continue to rock

Saturday evening rolled around, and I ran a Valentine’s Day Naxxramas raid. What could be more romantic than slimes, spiders, maggots and zombies?

This was the first time I had to really weigh up raid composition because we had 3 tanks sign up. So what this meant was that one of us would need to switch to dps or healing. Since we also had 2 healers who had signed, it left the choices down to whether I would switch to dps or whether the paladin would since I prefer to have the feral tanking. He had always made it clear that healing was his offspec, which left it down to me.

So if I feel a bit down about tanking this week, it’s because not only was I forced to OT Malygos-25, but I also didn’t even get to tank my own 10 man.

I decided in the end to bring my warlock, which was the first time we’d had an alt in the 10 man. Because of it being Valentine’s my husband nobly let me use Curse of Agony to inflate the numbers a bit and in the event I was hitting about 2k dps which is fine, really. We even picked up Arachnoph0bia  although I explictly said ‘We’re not trying for Arachnophobia, we’ll loot after each boss’. I also made out on gear like a bandit.

This turned out to be a good decision because the raid stomped all over Naxxramas and then went on to kill Malygos (where having an extra warlock was a bonus).  We had spent a couple of hours wiping on him a few weeks back, this time we went in and got him on the third try.

But I was most proud of the raid for the four horseman achievement. I knew that we were good at speed runs, which is why I wanted to challenge them with a more control/finesse type of achievement.

As of next week, we’ll definitely open the sign ups to alts. And assuming we make good time in Naxx, we’ll definitely go on to Malygos afterwards.

Tactic thoughts: And they all would all go down together (10 man)

You will need three healers for this fight. We used two fully specced healers and one shadow priest in healing gear.

The trick here is that it is a control fight. So you need to be able to dps down all four of the bosses in a controlled way, and then burst down the last few percent very quickly at the end simultaneously.

At the front, we used one tank, one melee, and one healer on each boss. After every three marks, the front tanks run towards each other and taunt each other’s boss, and then bring it back to their original corner. Because of Thane’s meteor, we waited for the first meteor to drop after the third mark went up and then did the tank switch. The healers and melee can stay in their corner. The idea with having the melee there is to help soak meteor damage.

At the back, we had two ranged to ‘tank’ the bosses and a healer to heal both of them.

That makes 9. The last dps was a ‘floating’ ranged dps who helped keep the two back mobs on an even footing and also helped whoever had the worst burst damage to get their mob down at the end.

So when the fight started, I told people to dps the mobs down to 50% initially. By that time, we knew we had the tank switching sorted so then we took it down to 10%, then 5%. At 3% we had the last tank switch at the front, and then it was into KILL IT KILL IT KILL IT time.

There is a moment right at the end where you can see them on all really low health and your heart skips a beat and you wonder, did we …. and then the achievement comes up. Hurrah.

I like this achievement in general because although it isn’t hard, it does test everyone in the raid. As a raid leader, my main concern was whether the shadow priest would be able to heal through the meteor for the whole duration. As it turned out, this wasn’t an issue.

Tactic Thoughts: Just can’t get enough (10 man)

This one is a simple numbers game. You need to kill 18 abominations during phase 1. Some will wander into the raid anyway. When you pull the abominations from an alcove, you’ll get 3-4 of them and the rest of the alcove generally stays put.

So we had our druid keep an eye out for the regular abominations, casters stay focussed on the skeletons and banshees, and our paladin pull abominations from 4 different alcoves during phase 1. They do have a mortal strike so the tank needs to wait for that to fall off before pulling the next set.

And then once you are into phase 2, just kill him as usual.

Tactic thoughts: Malygos (10 man)

You can get the general tactics from somewhere like tankspot. The tactics are the same for 10 man as for 25 man, although there are fewer adds in the 10 man encounter and Malygos doesn’t hit as hard.

We did find that this encounter favours casters because they can keep casting as he starts his vortex. Warlocks in particular are laughing because if you stick your teleport circle in the middle of the platform, you can port out of the vortex, take no falling damage, and keep nuking. Casters can also keep standing in the sparks and nuking at the transition between phases 1 and 2.

Having a death knight or dps-style druid around helps with spark management because they can either be grabbed or rooted (we had a moonkin with us this week). The idea is that you’d like to stack them some place where melee can stand in the sparks but the boss doesn’t. Fortunately he has a big hitbox.

The tactic which worked best for us in phase three was for everyone to spread out around him and keep a stack or two of HoTs on themselves. Then the general rotation is 1-1-1-2 which should leave everyone with enough energy to use their shield when focussed. We had previously been having everyone on top of each other with one assigned healer but we found that this ‘every man for himself’ was less prone to everyone being wiped out by a static field.

Arachnophobia!! And raiding summary

Arrrgh, I hate spiders. It’s not a fully blown phobia but it is a reaction that goes beyond logic. Arrgh spider!! Must get it out of here KILL KILL Arrrrgh! Possibly accompanied by involuntary squeaking noises (on my part, not the spider).

I could  happily live without every MMO designer in existence being almost as infatuated with giant spiders as they are with bears and pigs. Or as my husband said about Tarren Mill: Who would have guessed that bears and giant spiders could live together in such harmony?

I also hate tanking the giant spider bosses, especially if they look remotely realistic. I just don’t like it.

My raid are of course sympathetic to my personal bane and support me by giggling madly every time I squeak in horror at seeing a bunch of teeny spiders hurtling down a ramp towards me. In WoW, you can also use a reagent (Baby Spice, don’t ask) to miniaturise players and NPCs and one of our rogues who also hates spiders is very sweet and shrinks the really huge ones for me.

Yes, yes, it’s all daft. But I still don’t like spiders.

Bear with me, the spider fixation is relevant this week because we got the Arachnophobia achievement (clear the spider wing in Naxx in under 20 mins) on both 25 man and 10 man. More on the tactics for this at the end.

Summary: 25 Man

Most important part: I won my bet with the raid leader from last week. We did one shot Thaddius. I had actually forgotten about the bet until one of our mages reminded me. I passed this on to the raid leader, she said (and I quote), “Might have guessed that dweeb would stitch me up,” and we agreed that instead of 100g I’d send her a frozen orb and she could make me some leg armour.

We had a great night on Wednesday. Cleared out the Spider, Plague, and Construct wings and also one-shotted Instructor Razuvious with two priest-tanks who had not done the mind control before. It’s very obvious that our dps has increased across the board, a couple of weeks of good raids in a dungeon full of bosses will do that for you.

They cleared out the rest of the instance on Thursday and went on to take a few pot shots at Malygos, getting him to phase 3 a couple of times.

Regardless of deep wounds nerfs, our fury warrior still tops the meters in most fights. He’ll be a terror when he actually does get a weapon upgrade from the raids.

In other notes, I hate tanking trash alongside a paladin. Yes I have good AE snap aggro but after a few seconds the mobs all glom back onto him. Was bitching with one of the ferals about this, she complains also that paladins are ‘greedy’ tanks. Must surely be time for consecration to get nerfed soon.

Summary: 10 man

Another super run this Saturday night which cleared Naxxramas in under 4 hours. We knocked out a few more achievements: Arachnophobia, Safety Dance, 100 Club. Only one wipe on Sapphiron due to someone getting ice blocked too near the centre.

Despite us making the best speed that we ever have, I didn’t feel entirely happy with the run. People were being a little messy with some of the trash pulls, there were deaths on trash that could have been avoided and I didn’t feel people in general were as focussed as they had been in the past.

We also missed the Patchwerk achievement by 19s. I think this will happen eventually as people gear up but it’s hard not to feel that if we’d have any other tank than a warrior, we could probably have made it (warriors do less damage while tanking than the other tanks, or at least I do.)

Have decided to focus next week on more of the ‘control’ achievements, depending if the signups support it. I’d like to aim for the achievement where you have to kill all four horsemen at the same time. Have informed people of this on guild bboards, which should keep them happily theorycrafting all week.

HOWTO: Arachnophobia

This achievement is for a speed run. You have to kill Maexxna in under 20 minutes from when you pulled Anub’Rekhan. Tactics are the same for 10 man as for 25 man. There’s not really a specific strategy for this, instead a few pointers to keep things moving:

  1. Speed up the looting. We actually left the loot on the corpses and ran back after we’d cleared the wing to sort it out. They stay there for ages.
  2. Brute force on Faerlina. Either kill the adds first or ignore them but don’t wait for her enrages.
  3. Sort out the assignments in advance. Everyone should know who is tanking which boss and what the healing assignments on the boss fights are before you start.
  4. Chain pulling the trash. You have 2-3 tanks, keep moving. By the time you do this achievement you should know roughly where the trash packs are and where the patrols might be. As a tank, keep an eye on what the other tanks are doing, and as soon as you’re free go pull something.
  5. Solid dps. It’s not a difficult achievement but in order to keep some speed up you’ll probably want your dps to be making 2k+.