So far,
ZG has been a lot more fun for me than
ZA, purely because it's changed so much.
It also seems more of a challenge, since the last two bosses are where most PuGs (and even guild groups) fall apart.
In fact, I haven't even killed
Jin'do the Group-breaker in a guild group yet; the
PuG stat bonus helped with both of my kills.
However, there's one thing I did take away from a guild ZA run that I find interesting: a taste of how fun it can be to work things out for yourself.
It's really a little like the
elite soloing runs I do - wipe until you figure out the right way to do things.
On my first foray into ZA with a guild group, we went in "blind" (not reading the strats) and figured we'd work out any changes from the old 10man raid on the way.
After wiping a few times on the
lynx boss before realizing that we didn't need to spend valuable DPS time on killing the
water totems, our priest was still having a little trouble keeping us alive, running out of mana and losing clothies in particular to the cat spirit.
I idly clicked on a totem to read the buff description after biting the dust during one attempt and said, "Hey
, what happens if you actually stand next to the totem?"
Of course, once we figured out that the water totems actually gave our priest practically unlimited mana and also helped to keep the DPS alive during the split phase, the fight was a breeze.
Sure, we could have saved ourselves the repair bill by reading up beforehand, but I'm really glad we didn't - it made me feel a tiny bit like being in those top guilds that do this type of thing all the time, figuring out how to kill bosses when there aren't any strats to read.
I mean, I know it wasn't much - the
healing circle the
dragons in
Vortex Pinnacle leave on the floor is a similar concept - but it still felt like a huge lightbulb moment when we figured it out!