Open. Mutilate to 4 or 5 combo points. Rupture. If rupture adds a combo point, Slice and Dice; if not, Shiv, Slice and Dice. Mutilate. Arcane torrent for energy to Mutilate to 4 or 5 points before Slice and Dice wears off; Envenom to boost that 1 point Slice and Dice to max duration. Vendetta. Mutilate to 4 or 5 points. Rupture. Mutilate to 5 points. Cold Blood. Envenom. Mutilate to 4 or 5 points. Rupture. Mutilate to 4 or 5 points. Envenom. Mutilate to 4 or... ...at -35% target health, replace Mutilate with Backstab.
On a US RP server, myself. I like the heroic design this time around much more than LK's dungeons, but I have to agree with Chris Brady: player attitudes in the random dungeon finder are shit to deal with a good amount of the time. I doubt I'll still be playing by March, but that's okay, I only came back for a few months to check out the world changes anyway.
@Saerra: raiding really is better if you raid with people of like minds. If you're hardcore, raid with hardcores; if you're more interested in having fun, raid with folks who do it for fun. If you have clashing interests you will be immensely frustrated
by raiding. In my case, though, even raiding with people I really got along with well didn't help - I still burned out pretty fast (~6-8 months) on raiding simply because I hate how it turns the game into a job: farm materials for flasks and food, make sure all gear is gemmed/enchanted to the max at all times, study these strategies for bosses to know how to not die, and most importantly dedicate X hours on Y day to Z raid without interruption. That last one was killer. I play the game to have fun
; I do not want to be obligated
to play it. That defeats the purpose.
But it's unavoidable. You can't just pull together a successful raid "whenever." It takes some time and scheduling to get even 10 people together long enough to make significant progress through a longer raid instance (one-shots like Onyxia, Magtheridon, etc. not so much).
Old raid content, on the other hand, is kinda fun as a challenge to see how small a group you can do it with. For instance, just this week I led three people who had never been inside SSC before through the whole raid. Did you know Vashj can be 4-manned? I sure as hell didn't think so. Oh sure, the two combat phases are a cakewalk, but gathering up the tainted cores from around the rim of that huge platform with only two people (healer and one ranged dps were at the center trying to stem the infinite tide of elementals toward Vashj and manage striders - good lord the striders) was still quite a fun challenge even at 85. And it was kinda fun being the raid leader by default, given I was the only one who'd been through the instance before (back when I was raiding in BC) and had to explain all the fight mechanics. We also got Kael'thas with six and cleared into Hyjal as far as Azgalor with only three, and a healer and my rogue duo'd into BT as far as Teron...of course after that point in raiding you just need more bodies
since the mechanics auto-kill people every X seconds. Cheap bastards. *shake fist*
Anyway. Raid instances themselves can be fun, but the things related to raiding - the people, the organization, the upkeep - are what really tend to bog it down.