Showing posts with label Raids. Show all posts
Showing posts with label Raids. Show all posts

Saturday, 28 May 2011

4.2 PTR - Alysrazor Testing and New Mastery Power Aura


I'd hoped to have a fair few more raid previews from the PTR, but a mixture of bugged encounters, rescheduled testing, and just fellow raiders having issues getting onto the PTR (and staying connected), the only real preview of interest is a look at Alysrazor.

For those of you who quested in Hyjal, you may remember the Green Dragon Alysra - we deliver the prisoner Arch Druid Staghelm to her (which apparently seems to have been a bad idea). It seems she has joined the ranks of Ragnaros along with Staghelm (who we will also face in Firelands).

The fight itself is quite fun. She drops molten feathers which players can pick up, increasing their movement speed and allowing them to cast while moving. If you pick up three, you'll gain Wings of Flame and be able to fly up into the air. There are fiery rings to pass through while in the air which give you a haste buff and allow you to stay in the air.

Meanwhile there are adds to deal with on the ground, so any DPS not chasing her in the air can assist on those. There are humanoid adds which cast brushfires, basically balls of moving flame, so killing those adds keeps the ground from becoming covered with fire. There are also two Hatchling adds which the tanks have to manage. Lava worms spawn out of the ground and you kite the hatchlings to the worms to feed them to prevent them from gaining a damage buff.

Our bear tank, Reesi (of The Inconspicuous Bear), frapsed our 10 man kill, so you can get a glimpse of the fight here!



I'll leave the preview at that as I expect there'll still be a lot more tuning and adjusting to the fight. The 10m version felt a bit undertuned so it will likely in the very least be buffed some.

New Resto Mastery


The new Resto mastery (Harmony: Increases direct healing by 10% and your direct healing spells grant you a 10% bonus to your periodic healing for 10 sec. Each point of mastery increases each bonus by an additional 1.25%.) has been implemented on the PTR, and it does indeed proc a buff on you. This will help immensely in keeping track of the Mastery and ensuring we maintain good uptime on it.

I do feel the actual time of it could be increased. A 15 second duration would be nice, however, that may seem a bit too easy for Blizz to want to implement, as it could easily be refreshed by simply Swiftmending on cooldown, which could quickly become a mindless auto-cast without any real thought. This is obviously trying to encourage our direct heals along with our HoTs, which is good. The 10 second duration should be very maintainable in 5mans and likely 10mans, where there's plenty of direct healing going on along with raid healing. In 25s I could see this being a bit trickier, particularly for those druids who are focussed primarily on raid healing rather than necessarily tank healing. If refreshing the Mastery with a Nourish or Healing Touch, that's essentially 2-3 seconds of the buff spent simply refreshing it. You could arguably refresh with a faster Regrowth, particularly if you have an OoC proc, but that seems like it might just encourage poor and random Regrowth use.

A 12 second duration for the buff seems like it may be a good balance. Not too long that it could be so easily refreshed by just spamming Swiftmend, but long enough that you don't feel your constantly having to refresh it.

Regardless, having a means to track the buff will be essential for keeping good uptime on it. Power Auras Classic is great for this, and I've made a Power Aura (which you can edit to your liking) to track the buff. Keep in mind, this only works on the PTR for the moment, as the new Mastery won't be live until 4.2.

The import code is this:

Version:4.19; b:0.0549; g:0.4863; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.1843; x:-85; customname:Harmony; texture:23; alpha:1; inVehicle:0; wowtex:true; combat:true; size:0.25; y:-160; ismounted:0; timer.b:0.9294; timer.h:2; timer.Texture:WhiteRabbit; timer.enabled:true; timer.r:0.9882; timer.cents:false; timer.Relative:CENTER; timer.UseOwnColor:true


The Aura itself looks like this (seen with my full Resto power aura setup):

The Harmony aura is the leaf on the left hand side with the timer - this way you can see the buff is active and also how much time is remaining on it so you can refresh it as needed.

My full set of Resto power aura codes are available in my post here: My User Interface / Addons.

Enjoy! :D

Friday, 13 May 2011

4.2 Mastery change, Innervate nerf, and PTR Raid Testing


Patch 4.2 is under testing on the PTR and the news keeps rolling in! While everything is still very much subject to change, there are some interesting changes slated for Druids already, including a new Mastery for Resto and a very significant change to how Innervate works. We've also had two of the new Firelands bosses up for testing and I've got some cool screenshots of those as well! As you can see in my screenshot above, the new Firelands zone looks awesome. That shot is actually taken inside the instance - it's a massive zone, and you can mount up to ride to each boss.

New Resto Mastery
There was a recent blue post with 4.2 patch notes which included this gem:

'Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic.'

This is looking like a really great change, so hopefully it'll make it through testing to live. The old / current Mastery has some issues; though it's not too bad, it's much stronger in 5- and 10-mans, where HoTs can more easily line up with other heals. Probably the most frequent question I get is 'Should I be putting Rejuvs on my Wild Growth targets to activate the Mastery?', which really shouldn't be done unnecessarily (ie, on targets that don't need all that healing), so it likely ends up just encouraging spamming.

The new Mastery not only will boost our direct heals and encourage more direct healing, it's also a great boost to our direct heals and hence our tank healing as well as our raid healing. The mastery will proc off of Swiftmend too, so even if you're focussing on raid healing, you'll still be gaining the Mastery through your Swiftmends.

By the sound of it, it seems like it may proc a buff (increases periodic healing for 10 seconds), which would be nice if an actual buff comes up as that can be easily tracked with something like a Power Aura to make sure we maintain it, but we'll have to see. Either way, a very positive change!

Innervate changes
The Innervate changes slated for 4.2 so far are mostly nerfing Innervate's effect for OTHER healers. The effect when used on oneself will be the same - a 20% mana return. The change is when we cast our Innervate on someone else, it will now cause them to regenerate 5% of THEIR maximum mana.

Innervate: now causes the target to regenerate 5% of their maximum mana over 10 sec. Still regenerates 20% of maximum mana on self cast.

So this is basically just a nerf to Innervate trading. The Glyph of Innervate will be unchanged - if we cast it on someone else, we'll still receive half of our own Innervate (so 10%), but the other person will only get the 5% of their maximum mana rather than our 20%. If this change goes live, Innervate trading will basically be worthless as a mana strategy. It's still certainly viable for helping other healers when they're in need of mana, but trading the Innervates around won't be anywhere near as powerful as it is currently.

This is a slight buff to Feral innervates, though, as the Innervate on someone else will amount to 5% of the target's maximum mana (assuming that it is based on the target's maximum mana, which it appears to be), so Feral innervates will be slightly more useful now.

PTR Testing!
I've been hopping on the PTR for some of the raid testing. The new Firelands zone looks awesome inside - it's a massive space and it just looks great. We've tried out two of the bosses so far, Beth'tilac the spider boss and Lord Rhyolith. I won't go into too much detail on the fights yet, particularly as they're still subject to changing and tuning, but this should whet the tastebuds!

This is Beth'tilac. The fight itself looks like it will be pretty interesting, though it may be yet another fight that's bad for melee (and Rhyolith seemed bad for melee too, to be honest). The fight itself was ridiculously overtuned (mostly in Phase 2, where outgoing damage was ridiculous). The boss itself retreats up on top of her web when you engage. Some of the adds you deal with lower themselves down on webs, and you kill them to get a web vehicle which will transport raid members up on top of the web to engage the boss. Fortunately the web area is a normal platform - when I first heard about going into the webs in the Blizzard previews, I had a sudden fear that we'd be hanging upside down or something ridiculous. The upper web area though is a normal, fairly flat surface, though, so there aren't any weird swimming mechanics or camera angle quirks to it, which is great.

This is Lord Rhyolith. This will be a fight that ultimately requires a lot of coordination. He doesn't have a threat table (tanks will be busy rounding up adds), instead you attack his Left or Right Foot. DPSing either foot will cause him to turn in that direction, so you steer him around the area by DPSing the Left or Right foot, whichever way you want him to turn. He starts with an 80 stack of armour, which reduces his damage taken by 80%, so you have to steer him over volcanoes to melt the armour off and increase his damage taken. It looked like both feet share a healthpool, and supposedly his body will not be targetable (or at least not damageable) when this goes live - we were able to target it on the PTR, but it was obviously unnecessary to do so.

I'll leave it at that for now! As there may not be many screenshots of these bosses and Firelands things around yet, people are welcome to use my screenshots, but I ask that if you do so please link back to the blog for crediting. :)

Saturday, 30 April 2011

Raid Encounter Guides - Sinestra (Bastion of Twilight)



Sinestra, Consort of Deathwing, is the optional, Heroic-only end boss in the Bastion of Twilight. To even reach her you must kill Cho’gall on Heroic mode, which opens a trapdoor down into the deep cavern where Sinestra dwells with her eggs.
The Sinestra fight is both fun and challenging. The DPS check is extremely tight, which in turn makes the healing check fairly tight as well, as you will be hard pressed to run more than 5 or 6 healers. You will only need 2 tanks. Your healers will need to be able to dispel magic.
I’ll break this guide down into an Ability list, a simple breakdown of the phases, then a detailed look at some of the more critical aspects of the fight.
Abilities
Mana Barrier - Envelops the caster in a powerful barrier that continually replenishes any lost health, at the expense of the caster’s mana.
Flame Breath - Deals 95000 to 105000 Fire damage to all enemies in front of the caster.

Twilight Blast - Blasts an enemy for 166250 to 183750 Shadow damage
Wrack - Deals increasing Shadow damage over one minute. When dispelled bounces to two nearby allies of the afflicted player.

Twilight Slicer - Beam of concentrated twilight energy, dealing 50,000 Shadow damage every 0.3 seconds to any enemy in contact with it.

Twilight Pulse - Deals 27000 to 33000 damage every 0.5 seconds to enemies within 10 yards.
Twilight Extinction - Deals 475000 to 525000 Shadow damage to all enemies within reach.
Whelps
Twilight Spit - Spits Twilight energy at an enemy, dealing 3800 to 4200 Shadow damage and increases Shadow damage taken by 10%. Stacks.
Twilight Essence - Deals 9250 to 10750 Shadow damage to enemies within the bubbling Essence. Dropped by whelps the first time they die; revives any whelps who die within the pool.
Spitecallers
Unleash Essence - Releases a torrent of twilight energy that afflicts all nearby enemies, dealing damage equal to 10% of their maximum health every second.
Indomitable - Regains control through a surge of sheer will, becoming immune to all bonds and restraints until stopped. Deals 40000 Shadow damage to enemies within 10 yards and knocks them back.
Twilight Drake
Twilight Breath - Deals Shadow damage in a frontal cone.
Calen
Fiery Barrier - Protects nearby allies from dark magic, reducing their Shadow damage taken by 99%.
Essence of the Red - The blessing of Alexstrasza is applied to all allies nearby. Restores 5% of maximum mana per second. Grants 100% melee, ranged, and spell haste. Lasts for 3 minutes.
Pyrrhic Focus - Evelops the caster in a fiery aura that continually restores mana at the expense of the caster’s health.
Strategy
Phase 1
When you first engage Sinestra, she is afflicted by a debuff that causes her abilities to do 40% less damage and she begins the fight with 40% less HP. This first phase is primarily a DPS burn - Sinestra needs to be burned from 60% HP down to 30% as quickly as possible, ideally avoiding a third Whelp spawn and a second Wrack.
Sinestra’s primary ability is Flame Breath, a raid-wide AoE attack which she casts every 20 seconds. 
The whelps spawn every 50 seconds and should be picked up by the off-tank. Ideally you want to avoid a third whelp spawn. The whelps tend to aggro onto the healers, so it’s usually best for the OT to position near the healers.
You will get at least one Wrack during this phase. Wrack is a minute long debuff which needs to be dispelled off of afflicted targets well before this duration is up - this debuff applies increasing Shadow damage over time and will kill anyone affected long before the minute is up. When dispelled (or when the target dies, from Wrack or something else), the Wrack will jump to two other friendly targets. Careful control of Wrack dispels is crucial to avoid it getting out of control. It’s usually best to assign one person to handle dispels, with another as backup. Detailed discussion of Wrack is below.
You will also get 2-3 Twilight Slicers in this phase, so your raid needs to be positioned and prepared to deal with those. Detailed discussion of the Twilight Slicers is below.
Raid damage is pretty light in Phase 1 until the first Flame Breath, so any healers not worrying about tanks should DPS as much as they can in Phase 1, at least until that first breath goes out.
Phase 2
Phase 2 begins when Sinestra reaches 30% health. She will cast Mana Barrier on herself, healing herself to full. She will begin to cast Twilight Extinction, so it’s imperative the raid moves quickly to the back of the room to where the friendly NPC Calen has joined the fray. Calen will cast Fiery Barrier, and all raid members must ensure they are inside the barrier, as it will protect them from Twilight Extinction.
The whelps from Phase 1 should be brought to the back of the room with the rest of the raid and AoE’d down in a pile. The dead whelps will create a pool of Twilight Essence when they die the first time which will resurrect them - the respawned whelps need to be picked back up and AoE’d down again, ensuring they die outside of the pool. They will not create a puddle when they die the second time.
There are several things to deal with once the Fiery Barrier drops.
Spitecallers will spawn from the entry tunnel and will largely be handled by your melee DPS and the whelp tank. The Spitecallers will continuously try to cast Unleash Essence, which will very likely lead to a raid wipe if successfully cast, so a careful interrupt rotation needs to be in place. Ordinary interrupts (Kick, Mind Freeze, etc) can NOT be used though - detailed explanation on the Spitecallers is below.
Your range DPS (and possibly some melee) should head back to Sinestra and the two Pulsing Twilight Eggs on either side of Sinestra, the paths to which are no longer protected by fire. The range DPS should be DPSing Sinestra as soon as they can leave the Fiery Barrier to force her to remove the Twilight Carapace which protects the eggs to shield herself. DPS should be split evenly to kill the Eggs the second the Twilight Carapace is removed. DPS needs to be strong and fast to kill the eggs before Sinestra replaces the Twilight Carapace - if the Eggs don’t die before the Carapace is replaced, you will likely wipe. You may want to pot on the eggs to avoid Phase 2 wipes due to slow DPS. You should also try to maximize DPS time on the eggs, predotting while finishing DPS on Sinestra until she removes the Twilight Carapace from the eggs so that you can open full blast and already have DoTs ticking without losing DPS time on the eggs.
There will also be Twilight Drakes spawning in this phase which should be picked up by the Sinestra tank. These can be DPS’d after the Eggs die by the ranged DPS as the raid is getting back into position. The Drakes do a frontal cone but do not do much damage otherwise.
Spitecaller and Drake spawns are somewhat subject to RNG, and there can be a bit of luck involved in how many spawn. Fast DPS on the Eggs can also help to push past late spawns.
Healing is again light in this phase - your two tanks will need healing and a healer can also cast some heals onto Calen (who will be afflicted by Pyrrhic Focus). Unless an Unleash Essence gets off, there will be no other healing needed, so any healers with decent DPS should be assisting on Eggs or Spitecallers (Druids, Priests, and Shaman are generally best, whereas Pallies can remain on the tanks).
Phase 3 will begin when the two Eggs die.
Phase 3
Phase 3 begins when the two Pulsing Twilight Eggs are dead. Finish up any remaining Drakes and Spitecallers as she transitions and return to your Phase 1 positioning.
Phase 3 is the same as Phase 1 in terms of abilities - Sinestra will continue to cast Flame Breath, Wrack will be going out to the raid, Whelps will spawn, and there will be more Twilight Slicers to avoid.
Sinestra has healed herself to full, however, so she is back to full health and to full ability power - all of her abilities will now be hitting 40% harder than they did in Phase 1. It is imperative raid members be topped off before every Flame Breath or they will die.
To help with the increase in Sinestra’s health and damage, Calen casts Essence of the Red on the raid, granting 100% melee, ranged, and spell haste, and restoring 5% of maximum mana per second. This buff lasts for 3 minutes, and ideally you want to get Sinestra down to at least 20% health when this buff falls off.
Good handling of the whelps in this phase is important, as you will be getting many more waves than in phase 1. You will want to have members turn and kill the whelps before they get out of control to prepare for subsequent waves. It is helpful to have a Paladin as your OT for the whelps, as they can bubble off the stacks of Twilight Spit in between waves. You may also wish to have your OT and MT swap partway through phase 3 for the stacks to fall again.
Wrack must also be kept under good control. As of 4.1, Wrack avoids jumping to tanks, which is extremely helpful in controlling it (as it generally would need to be instantly dispelled off tanks in phase 3).
Wrack
It is crucial the Wrack debuff is appropriately handled throughout Phase 1 and Phase 3. It is generally best to assign one person to handle the Wrack dispels. It is useful for all healers to pick up a magic dispel to be ready as backup should the designated dispeller die or need assistance.
Wrack - Deals increasing Shadow damage over one minute. When dispelled bounces to two nearby allies of the afflicted player. If a person dies with Wrack on them, it will also bounce to two other raid members.
It’s best to keep Wrack on as few people as possible, so timing the dispels well is essential. You will need a way to see how long the Wrack debuff has been on a target for. For those who use Vuhdo, enter Wrack as a custom debuff and ensure ‘Alive Time’ is ticked. For those who use Grid, the addon GridStatusSinestra will monitor it.
The first Wrack of each set applied you ideally want to dispel at around 18 seconds. In Phase 3 especially, you will likely want to cooldown the target, with something like Guardian Spirit. For later Wracks and the Wrack jumps, you will want to dispel between roughly 10-18 seconds, dependent on Sinestra’s Flame Breath timer (particularly in Phase 3), the person’s HP, what class they are (and whether they have a personal cooldown to help mitigate it), what cooldowns are available to them, and how many Wracks are out.
It is extremely helpful to have one of your raid healers focus on healing targets with Wrack to ensure they are getting enough heals and that they are topped off before each Flame Breath.
As of 4.1, Wrack will avoid jumping onto tanks, which is incredibly helpful for managing Wrack. Should Wrack jump onto a tank in phase 3, they will likely need to be instantly dispelled, as the incoming damage will be too great to add a Wrack on top of that.
Spitecallers
The Spitecallers in Phase 2 are tricky adds to deal with. It’s crucial their cast, Unleash Essence, doesn’t get off. Normal interrupts and stuns do NOT work on the adds - if you try to interrupt with Kick, Mind Freeze, Pummel, or stun with a Hammer of Justice, Charge, Death Coil, etc, the Spitecaller will gain Indomitable - Regains control through a surge of sheer will, becoming immune to all bonds and restraints until stopped. Deals 40000 Shadow damage to enemies within 10 yards and knocks them back.
If the Spitecaller gains Indomitable, it will almost certainly get off a cast of Unleash Essence, which will lead to a lot of unnecessary raid damage and very likely lead to the whelp tank’s death (as the stacks of Twilight Spit could lead to a one-shot).
Instead, you need to use controls which break on damage to interrupt the cast. Some you can use are Gouge (Glyph of Gouge is extremely helpful), Blind, Death Grip, Hibernate, etc. (I don't particularly recommend Hibernate, as it has a cast time which is the same length as the Unleash Essence cast).
Gouge is most reliable for the interrupt used. Death Grips can be helpful as the adds spawn - it can whip the Spitecaller away from the entrance point, helping to make the next add spawned easier to target should the first Spitecaller still be up when the new one spawns.
Whelps
Whelps spawn every 50 seconds in Phase 1 and 3. Their main attack is Twilight Spit as well as melee hits, which in itself are not very hard, however the Twilight Spit causes a stacking debuff which increases Shadow damage taken by 10%. As more of these adds are up, the tank handling the whelps will take increasing damage. A paladin tank is very helpful on the whelps as they can bubble off the stacks.
When the whelps first die, they create pools of Twilight Essence, which deals Shadow damage to raid members standing in them and will resurrect any whelps dead in them. The pools are only created the first time the whelps die, so when they resurrect they should be moved outside of the pool to be killed a second time.
The whelps from phase 1 which are killed at the phase 2 transition should ideally be killed in the back as out of the way as possible to ensure the pool is out of the way. In phase 3 the whelp deaths need to also be controlled, ideally the first waves dying towards the back of the room and away from the raid. Generally ranged should be able to turn and kill the whelps when called for it. 
How you kill the whelps (AoE’d down at once or dropped in singles) and after how many waves each time comes down to your raid’s strategy, but ultimately it’s crucial the pools are kept as small and out of the way as possible.
Twilight Orbs/Slicers
Welcome to Cutters 4.0! 
Throughout Phase 1 and 3 Twilight Orbs will spawn and target random raid members. It is extremely important to note: The Twilight Orbs do NOT place a debuff on their targets! The orbs affix to their targets with a thin purple tether. The Twilight Orbs will spawn and within a few seconds tether to their target, then a large Twilight Slicer will connect between the two Orbs and the Orbs will chase their target. 
The two Orbs need to be kited away from the raid such that the Twilight Slicer doesn’t lop anyone’s head off (including the kiters). The two kiters will need to find a way to loop around each other so that they avoid killing each other and get back to their original position quickly to maximize DPS time. 
The Orbs themselves do Twilight Pulse, which deals 27000 to 33000 Shadow damage every 0.5 seconds to enemies within 10 yards, so both raid members and kiters need to get clear of the Orbs. They do not begin pulsing until about 5 seconds after they spawn.
If the tethered person dies for any reason - the Orb will retarget onto a high aggro target, usually a healer. The purple tether will not reappear - the Orb will simply drift towards its aggro target. The raid must be prepared should the original tether dies (though ideally they will not).
Positioning in Phase 1 and 3 can be the same and should be set up to maximize the space for the kiters. An L-shape is often successful or other various lines to allow raiders to move out and away before looping back to their original position.
Spatial awareness is critical for the Slicers as there is no debuff or other marker on Orb targets. The thin, purple tether to the targeted player is all there is to notify which is the Orb’s target, so players need to notice when and where the orbs are spawning, spot the tether, and adjust to avoid the orbs or to kite as necessary.
Good Luck and Have Fun!

Friday, 4 March 2011

Tips and Tricks for the First Tier of Cata Raiding



There are a lot of useful little tips and tricks for the different bosses and encounters in the first set of Cataclysm raids, not all of which are too obvious, so I thought I'd share those that have helped me and my guildies out so far this tier! 
I'll start with some general tips before moving on to specific encounters.
Mirror of Broken Images - This trinket (attained from Tol Barad vendors for 125 TB Commendations at Exalted) is an amazingly helpful trinket for any fight this tier, normal or heroic mode (though especially heroic). Although Mastery isn't always useful for every class and spec, it can be Reforged into a more useful stat. While you may not use the trinket for every fight, it's great to have at the ready for when you need it, especially when working on a new and difficult encounter.
The biggest gain of this trinket is its /use - Increases Arcane, Fire, Frost, Nature, and Shadow resistances by 400 for 10 seconds, on a 1 minute cooldown. I highly recommend every raider pick one of these trinkets up to have ready in your bag, especially if you're looking to do heroic modes. The trinket can save your life in a fight and, for druids in particular, can be nice to alternate with Barkskin on fights with repeated large damage that occurs more frequently than every minute (e.g. Nefarian's Electrocute every 10%).
Drums of Forgotten Kings - Note: It appears this may have been hotfixed to no longer work (24 March Hotfixes) This is an interesting one. Using the Drums instead of Mark of the Wild or Blessing of Kings essentially gives you a trade-off of 1% less stats (4% rather than 5%) but will get you to a solid 247 Resists across the board - Arcane, Frost, Fire, Nature, and Shadow (including other relevant raid buffs ie Shadow Protection, Nature Resist, etc) as opposed to a normal 195 resist. 
ETA: Several have asked about this, I grabbed a couple of screenshots in our last raid to show this... click: Mark/Kings with 195 Resist ; Drums of Kings with 247 Resist. Both SSs also have Resist Aura (Pally), Shadow Protection (Priest), and Nature Resist (Shaman).
Range Checker - Most Boss Mods will have a Range checker window which are immensely helpful for fights that require you to spread out or get away from other raid members.
Power Auras Classic - This is a great Addon (one I use in my normal UI setup, visible here) which allows you to put in custom Debuff alerts. This is great for setting up additional alerts for debuffs in boss fights to help warn you - they are completely customizable and can be made with various icons, colours, and even animations and sounds. I will list debuffs which are helpful to make Power Auras alerts for each boss.
Atramedes - This is an addon which measures and displays in simple percentages the amount of Sound (Atramedes) or Corrupted Blood (Cho’gall) of everyone in your raid.


Bastion of Twilight
Halfus
Quick Drake Guide
Time Warden: Grants the Proto-Behemoth the Fireball Barrage ability. Releasing slows the fireballs from the Proto-Behemoth.
Stormrider: Gives Halfus the ability to cast Shadow Nova. Releasing slows Halfus’ Shadow Nova cast time.
Nether Scion: Applies a +100% Attack Speed buff to Halfus. Releasing slows Halfus’ attack speed and reduces his damage done.
Slate Dragon: Gives Halfus Malevolent Strikes, a stacking healing debuff. Releasing occasionally paralyzes for 12 seconds. 
Whelps: Gives the Proto-Behemoth the Scorching Breath ability. Releasing reduces the Proto-Behemoth’s damage done.
As each drake dies, it causes Halfus to take 100% increased damage from all sources. Stacks.
It is generally easier to never release the Slate Dragon, as the paralysis affects everyone and the healing debuff can be handled through simple tank taunt swaps.
Furious Roar (cast by Halfus when he is sub-50% HP) is Physical damage, so Blessing of Protection will protect the target from the damage and knockdown. Useful on a healer such as a druid or priest for Tranquility / Divine Hymn in this phase.
Valiona and Theralion
Twilight Blast - If you focus Theralion, you can easily see if he’s targeting you for a Twilight Blast while he is in the air, giving you more time to move out of the way. Spread out some while he’s in the air so the Blasts don’t hit multiple people.

Important debuffs for healer’s raid frames: Blackout.
Ascendant Council
In Phase 1, the person with the Heart of Ice debuff should be near the group attacking Ignacious and the Burning Blood debuff near the group attacking Feludius for a buff to damage done before the debuffs are dispelled.
In Phase 2, the AE ability order is always Quake, Thundershock, Quake, Thundershock, so you know to alternate the tornado’s Swirling Winds buff and the Grounded buff. You can survive Thundershock without being grounded if you have a cooldown available (Barkskin, an external like Guardian Spirit, etc) but you will not survive Quake without the Swirling Winds buff.
Power Auras Debuffs: Lightning Rod. Heroic mode: Frost Beacon, Static Overload.
Important debuffs for healer’s raid frames: Gravity Crush in phase 3.
Cho’gall
Simple notes for healers: When Cho’gall summons the Fire Elemental, there will be damage focussed on the tanks. When Cho’gall summons the Shadow Lord, there will be more damage on the raid.
The Blood of the Old God (the small, oozey adds) can be stunned, slowed, and knocked back.
Good interrupts of the Worshipping channel is key in this fight. AE abilities like a Priest’s Psychic Scream, a Prot Warrior’s Shockwave, Destro Lock’s Shadowfury, etc can be extremely useful for quick interrupts while the raid is grouped up. 
Some guildies provided an excellent macro for reliable individual stuns players can use to interrupt the Worshipping channel. This macro will clear your current target (eg Cho’gall), target the nearest enemy player (a Mind Controlled raid member), cast the interrupt, then return you to your previous target (eg Cho’gall).
#showtooltip
/cleartarget
/targetenemyplayer
/cast (Name of Interrupt)
/targetlasttarget
For a cat, you could put in /cast Skull Bash(Cat Form) into the /cast line of that macro.
Displaying enemy nameplates can also help you immediately identify when players are mind controlled.
Blackwing Descent
Omnotron Defense System
Magmatron’s ability Acquiring Target can be removed by a Paladin’s Divine Shield, Rogue’s Cloak of Shadows, and a Mage’s Iceblock.
Do not do anything to drop threat on Toxitron’s adds if you are Fixated - it will cause them to find a new target and could lead to them blowing up someone in melee range. The adds can be slowed.
Position the bosses so that they pass through Toxitron’s green Chemical Cloud - the cloud causes everything to take additional damage, including the boss. Toxitron’s adds will also take additional damage if you are able to kite them through the cloud.
Stand in the Power Generator pools left by Arcanotron - they will boost your damage and mana regen!
Important debuffs for healer’s raid frames: Acquiring Target, Lightning Conductor.
Magmaw
Disable Projected Textures! Disabling Projected Textures removes the appearance of the bright green and white circles from the Druid and Priest AE healing spells, but it does not diminish the graphics for Pillar of Flame and Meteor (Heroic). This makes it immensely easier to see the fire and Pillar of Flame target spots, especially while in melee.
To disable, go to Options > Video > Projected Textures > Disabled.
I recommend turning it back on afterwards, as other fights have effects which need to be shown!
Resto Druids: Plant your Wild Mushrooms by the spike - when Magmaw is impaled, Detonate them for some nice damage!
Chimaeron
Assigning or claiming spots before the start of the fight helps ensure everyone remains spread out when they need to be and that no one crashes into each other when spreading back out after Feud.
For Boomkins: When afflicted by the Caustic Slime hit-reducing debuff, use Wild Mushrooms - they won’t miss.


A DPS can technically tank the Break attacks while the Bile-o-Tron is online; as long as they're above 10k health they won't die. The Double-Attack tank (and Feud tanks on Heroic) must be proper Tanks. (See Chimaeron Raid Guide).
Heroic: In Phase 2, Nefarian begans casting Mocking Shadows, dealing 2,000 shadow damage every second to all enemies. It is important to ensure the raid is fully topped off before Phase 2 begins in Heroic in order to help keep everyone alive to DPS the last 20%. Abilities like Power Word: Shield, Power Word: Barrier, and Aura Mastery can be helpful in mitigating or absorbing much of this damage.
Important debuffs for healer’s raid frames: Low Health, Break.
Maloriak
The Flash Freeze ability in the blue phases causes initial damage and also damages the frozen player when the freeze is broken. Be careful not to DPS the tombs too quickly before the target is healed. Druids can pop Barkskin if hit by Flash Freeze for extra protection.
Abilities like Hunter traps, Frost DK’s Howling Blast (with Chilblains), and Mage’s Ring of Frost can be helpful in slowing and stopping the adds managed by the kite tank.
Prime Subjects in the final phase fixate on a target and are immune to taunt. Blessing of Protection and other abilities are helpful on raid members targeted (especially healers or squishy DPS).
Power Auras Debuffs: Consuming Flames, Biting Chill, Dark Sludge (Heroic).
Important debuffs for healer’s raid frames: Flash Freeze, Engulfing Darkness (Heroic).
Atramedes
Melee - Atramedes has a huge hitbox, stand as far out from him as you can to give yourself more time to avoid the Sonar Pulse discs.
In air phases, the second target Atramedes chases will be whomever hits a shield/gong in the air phase. Assigning a class or player with some sort of sprint-like ability to hit the shields can be helpful as they’ll have the speed boost to kite Atramedes.
Nefarian
Disable ‘Water Collision’ effects - this effect is what causes your camera to dip below and above the surface of water/lava in the game. Turning it off will allow you to just see your character from above the surface of the lava, making it much easier to see where your pillar is and get on.
To turn it off go to Options > Interface > Camera > Un-tick ‘Water Collision’.
Do not try to lifegrip (Leap of Faith) players onto the platforms - it doesn’t work and may get them caught on the lip of the pillars.
Do not jump in and out of the lava when sitting in it (especially on Heroic mode when you need to go into it for Explosive Cinders) - it will stack the Magma debuff faster. If you need to leave the platform, simply strafe off and strafe back, saving the only jump used for getting back onto the platform.
Note: As of the 16 March Hotfixes, toggling run/walk no longer works to slow down your movement speed when Mind Controlled (Dominion). To slow players in order to give them more time to stack up the power buff, try dropping slowing abilities such as Frost Traps and Earthbind Totems. For heroic mode in Phase 1 and Phase 3, have your Toggle Walk/Run keybound and toggle the walk on for the Mind Controls (Dominion). If you are mind controlled, this slows your movement towards the portals, giving you more time to stack up the power buff before you need to release yourself from the mind control. 
If you are Mind Controlled, you will get a new bar - press 1 to release yourself from the MC, press 2 to build stacks of the Siphon Power buff.
The adds in Phase 2 which need to be interrupted are called Chromatic Prototype. These adds do not melee and do not require a tank, they just need to be interrupted while killed. On Heroic, these adds need to die at about the same time, as Nef will begin to land as soon as the first one dies.
Important debuffs for healer’s raid frames: Magma (lava), Heroic Mode: Explosive Cinders, Dominion.
Power Auras Debuffs: Explosive Cinders.
Throne of the Four Winds
Conclave of Wind
If you ever have to go to the East Platform with Rohash, I highly suggest setting him as your focus in order to see if and when he is casting Wind Blast (cutters). 
Also for East Platform, in preparation for cutters it is best to hover carefully in melee range (avoiding tornadoes) before each Wind Blast. This will position you best for moving aside from the Wind Blast. If you are too far at range, you may be unable to move out of the way in time. Zooming your camera out is also helpful as it will give you a full view of Rohash and help you see which way he is facing. If you are still having trouble seeing where he is facing (especially if you are in melee range), watch people’s pets - pets will always position themselves behind their target. 
Wind Blast always rotates in the same direction (clockwise). 
If you are on the North Platform (Nezir/frost), try to avoid standing in the centre of the platform. The raid needs to stack up there to soak the damage during the Specials, and you don’t want a Frost Patch laid down in the centre just before a Special occurs.
Al’akir
The Squall Lines (tornadoes) have a graphic when they begin to spawn, they start as gold and white swirls which pulse a couple of times before the actual tornadoes form. This allows you to see where they’re spawning and can also help you spot where the gap will be.
People can be lifegripped (Leap of Faith) out of the Squall Lines.
Be sure to have your Sit ability keybound - Phase 3 has everyone ‘swimming’ in the air and you will need to move up and down - using the ‘Sit’ / down binding makes it very easy to move straight down.
Power Auras Debuffs: Lightning Rod.


Hope some of these tips are helpful! Be sure to leave a comment with any additional tips, tricks, or ideas you've found helpful in this tier.

Saturday, 29 January 2011

The Current and Future State of Druid PVE Healing


I’ve been thinking about this topic for a while as I’ve been feeling through my healing since Cata Beta and on into Cata dungeons, raids, and now Heroic 25 man raids. Part of me wanted to wait for the upcoming patch, however, with changes already announced (and all pretty positive so far), I decided I could instead focus on some of the other areas.
In particular I’d like to touch upon:
- Some thoughts/suggestions on current and patch druid healing
- ’Why bring a Resto Druid to our progression raid?’ - what is needed to gain positive answers to this question.
- A few suggestions for adjustments to the Resto tree, particularly to help alleviate talent bloat.


ETA: Also posted this on the WoW Healing Forums, Current and Future State of Druid PVE Healing, join the discussion! :D 
Current and patch thoughts on druid healing:
Overall, druids are doing reasonably well when looked at of their own accord (ie not comparing with other healers). Nearly all of our spells see good use, and clever healing with good use of our innervates and Omen of Clarity procs makes for good mana management. I feel able to meet the challenges of heroic raid content and below and, again through use of smart healing and mana decisions, I am not in fear of going OoM each fight or feeling unduly restricted by it.
The changes slated for 4.0.6 are positive steps in the right direction overall. The buffs to Wild Growth will hopefully bring our raid healing back up to par. I’m interested to see just how the reduced WG cd combined with reduced Rejuv cost and the Symbiosis buff plays out in progression content - theoretically it’s looking like a positive change, though as ever we’ll see how it plays out when it hits live servers.
Regrowth is still a bit of a problem child, even with the upcoming changes. Its inclusion in Empowered Touch is potentially a positive change, most useful I foresee when instant Regrowths are used in ToL so you don’t lose LB stacks when popping Regrowth on OoC procs, as well as for some quick heals on a tank without losing your LB stack. The changes to Nature’s Bounty are more interesting and potentially appealing for the hasted Nourish casts it provides for Raid and Tank healing. Just how many points are worth sacrificing for this talent remains to be seen. 
The bigger issue lies with Regrowth itself. As our ‘flash’ spell - a quick, expensive heal - it doesn’t measure up to the corresponding flash spells of the other classes (quickly checking on my own Priest, Flash Heal ~14k, Shaman Healing Surge ~10k, Pally Flash of Light ~14k). The HoT component is of course part of that - our main hit healing for ~7k with an additional 2k over 6 seconds. The main issue is that in general when that quick heal is used, it is precisely because an immediate heal is needed - in the majority of situations where that’s needed, it’s an emergency where a lot of healing is needed immediately, hence why we would even want to risk that much of a mana expense to begin with. The HoT component is negligible and usually quickly overwritten in instances where several quick Regrowths are needed in succession on the same target.
I can understand the desire to keep Regrowth different from the other classes’ flash spells to keep the Druid flavour, but currently the only real distinguisher for Regrowth is a weak HoT tacked to the end of it. The simplest fix would be to just increase Regrowth’s initial heal, roughly 10-10.5k direct base heal at 85 would be reasonable, with the HoT component’s 2k over 6 sec settling Regrowth right amongst the other flash spells. 
An example of the shortcomings of Regrowth (apart from its lack of punch in emergency spot- or tank-healing) is Chimaeron - those ~5 second windows between Caustic Slime or Massacre hits are crucial for quick heals to get targets above 10k heath. The other three classes can achieve this with one of their flash heals without needing the heal to crit or for a HoT to tick. By contrast, a druid has to rely heavily on the initial Regrowth heal critting or hope there is time for those HoT ticks to carry that last bit of health before the next attack. While it may not be devastating and other heals can be utilized, or even assigning the druid to tank healing, you can see where the inequalities can be spotted (which can correspondingly be seen with other heals in comparison to the other classes).
Why bring a resto druid to our raid?
The biggest concern with current Druid healing is it’s very difficult to give a positive answer to this question, ‘Why bring a Resto Druid to our raid?’ This topic was discussed some by Xaar of Paragon in his excellent post on the EU Healing forums (The State of 25-man Raid Healing). Apart from the healing disparity issues discussed by Xaar in his post, some of which have already been addressed in the upcoming patch (namely WG buffs and the Mana Tide Totem changes), the biggest issue is that a Resto Druid brings nothing of real significance to the raid along with their healing. 
The things a Resto Druid can bring to a raid are: 
-Replenishment (easily covered by other classes, especially in 25 man settings) 
-Battle Rez (provided by other druid specs) 
-Innervate (provided by other druid specs, albeit obviously stronger from Balance than Feral)
-Tranquility (provided by other druid specs, again strongest with Balance over Feral, though also good with cats specced into Nurturing Instinct). 
The flexibility of the class is of course a key component and I by no means wish for any changes for the other specs - simply highlighting that although a druid is still very desirable in a raid, specifically as a healer it looks like a lackluster choice.
Guilds heavily in progression content have primarily been stacking Holy Paladins and Priests for their healing comps. Pallies and Priests have risen as a choice above druids for several reasons: For straight healing output, especially at higher gear levels, those two classes have been extremely strong (which will hopefully even out some among the four healing classes with the changes coming in 4.0.6). Holy priests have been performing better on raid heals and have a valuable cooldown in Guardian Spirit. Although Disc priests have been a bit sub-par currently, they are still extremely useful for Power Word: Barrier, Pain Suppression, and, in some specific fights (ie Halfus Heroic), do immense healing through Atonement specs.
Although the Druid tank-healing toolset was upgraded in 4.0 and has a good mechanic using LB+Empowered Touch et al, in terms of tools it falls behind Paladins as a strong choice for tank healers - a Paladin has many +healing cooldowns (Avenging Wrath, Guardian of Ancient Kings, Divine Favour), damage reduction cooldowns (Hand of Sacrifice, Aura Mastery), Beacon, and Lay on Hands. The druid can pop Tree of Life but has only this cooldown, whereas the Pally can chain cooldowns throughout an encounter if desired. As one of our healers described, ‘druids seem like half-assd paladins’. We do have a bit of a haste cooldown/proc in Nature’s Grace, however, this talent has its own issues for Resto, discussed later in this post in the Talents section.
Although Shamans are having some similar difficulties to Druids in current content, these are sometimes overlooked in order to bring a Mana Tide Totem for the Pallies/Priests. I’ll leave thorough discussion of Shaman concerns to someone more involved with the class, though.
So what could druids have to make them more competitive and useful for raids?
One solution would be to provide Resto Druids with either a damage mitigation cooldown or a raid cooldown. Arguably we have a raid cooldown with Tranquility but, as addressed earlier, this is easily provided by the other specs. Again, this is great for the flexibility of the class, but still not a reason to bring a specifically Resto druid to a raid. 
The most obvious damage mitigation cooldown one could give to Resto Druids (and has been suggested by others I’m certain) is to give Restos the ability to cast Barkskin on other targets. Making this a deep Restoration talent would restrict it to healers only. 
Another option is to bring back a form of the Tree of Life aura, granting a +x% increase to healing received to raid/party members within range. This could be a part of the ToL talent - speccing into ToL could provide both the ToL cooldown (unchanged 3 min cd) and provide a +healing received aura which would be active both in caster and ToL form. This would also realign Resto with Moonkin Aura and LotP.
There are plenty of other potential options and I’m sure many have some creative ideas. A raid damage mitigation cooldown would be a massive ability though may require an additional/new talent/idea. Something perhaps in a druid theme could be an ability, say, ‘Nature’s Guardian’ in which ‘the druid calls upon the forces of nature to surround his allies with roots and leaves, reducing their damage taken by 20%’, etc. This could be a deep Restoration talent.
Other talent tree suggestions
There are a few talents I also think could use some adjustments. There does seem to be some bloat in the Restoration tree. The expressed desire by Blizzard to have us make some difficult choices in our talent trees is there, and some are fun and effective - we have to make conscientious decisions on, say, mana conservation talents in the other trees vs +healing talents in the Resto tree(ie, what to drop for points in Moonglow? in Furor? etc). 
There is a fair bit of extra talents in the Restoration tree though where we’re simply having to decide what to straight sacrifice as there are simply not enough points, rather than making more ‘fun’ decisions. Currently Gift of the Earthmother and Nature’s Bounty seem to be the either/or for the chopping block in many talent trees, with NB being the one more frequently dropped it seems (hence the upcoming NB changes). We’re having to make choices like this, and though there’s certainly decision-making occurring (and even healstyle analysis occurring - ‘How do I, personally, use Rejuv and LB? Is Regrowth worth the points in NB?’), I think many would find these the less fun decisions, as opposed to ‘Can I pick up Fury of Stormrage and do some damage for this fight?’ Another talent ever-increasingly dropped is Nature’s Swiftness (a further knock to our tank-healing toolset) as many are finding it not worth the point. 10 man raiders could also argue for Nature’s Cure being a frustratingly necessary dropped point, as they may not have additional dispels in their raid comps to compensate (25man raiders generally will).
With this in mind I’ve been considering the Resto tree and have the following ideas for our talents:
Living Seed/Efflorescence
Many have suggested this already - these two talents should be unlinked. Efflorescence is a good talent but people are increasingly feeling the 3 required points in Living Seed are too heavy a cost for it. 
Living Seed itself is lackluster. It accounts for extremely little of our healing done and is an extremely costly talent at 3 points. Although the concept is fitting for a druid (a heal blooming after a hit), it is also much less useful than damage reduction talents like a Priest’s Inspiration or Shaman’s Ancestral Healing. Certainly, the Living Seed is useless if the hit it was going to bloom on actually killed the target because none of the damage was mitigated. Adjusting this talent to a damage mitigation tool would be much more useful, particularly in the context of our tank healing tools. Perhaps it may be better to simply overhaul or scrap the entire talent, or drop it down to 1-2 points rather than 3. In the very least, though, it would be extremely helpful to unlink this talent from Efflorescence. Certainly I’ve found myself wanting to (and actually doing so) drop a point or two in Efflorescence for points in abilities like Perseverance for certain fights (ie Heroic Conclave).
There is likely concern that no one would take Living Seed if it were unlinked from Efflo, though this itself should really bring up red flags about the value of the talent. Another possible solution to revamping Living Seed would just be to do away with it as a separate talent and instead perhaps combine it with Efflorescence, so 3 points gets you both talents instead of spending 6 for them.
Malfurion’s Gift
I mention MG in the context of the upcoming 4.0.6 changes to Omen of Clarity and MG. With Clearcasting procs from Omen of Clarity set to only proc on healing spells by speccing into MG, this talent essentially becomes mandatory for all Resto druids. I would be shocked if any Resto would choose not to spec it, and even more shocked if they felt they didn’t need to spec it. This then essentially takes all the choice out of this talent and it’s simply stealing talent points.
A solution which could help reduce some of the talent tree bloat would be to simply remove MG as a talent and grant its ability (OoC for healing spells) as one of the Restoration specialization abilities. This would free up 2 talent points for some more customization in the rest of the tree. 
Another solution would be to incorporate another ability into the talent, however that may simply bog down the tree even more than it already is.
Nature’s Grace
Strictly speaking a Balance talent, though it has good uses for Restoration druids as well. I do think it could use some minor improvements for Resto use. It already had an update for Resto (adding in Regrowth to trigger the Haste proc in addition to MF/IS) which was very helpful, particularly in a PVE progression healing context in which the GCD and mana for a MF/IS can’t always be spared. 
The biggest issue for Resto at the moment is the ICD on the Haste proc - the ability has a 1 minute cooldown which Balance druids can reset through Eclipse. Resto druids can’t reset the cooldown, which makes this a difficult talent to make full use of. Although it’s possible to time gaining the haste buff for certain events in an encounter, the nature of healing will often require the use of Regrowth in situations outside of when we might want the haste buff. Consequently we are locked out of gaining the haste buff again for another minute. This then restricts us to either limiting our Regrowth/IS/MF only to times when we want the buff (preventing us from using RG as needed), to using our RG as needed but locking us from the haste at key times, or to attempting to keep track of the ICD. Perhaps the latter is intended, but it feels restrictive, again in particular when compared with abilities like Tidal Waves, Serendipity, Borrowed Time, Infusion/Speed of Light, Judgements of the Pure. The changes to Nature’s Bounty may assist in providing druids with a comparable ability (depending on how the talent works practically on live and how many points can be worth spending in it), however I still feel the ICD for Nature’s Grace needs to be adjusted for Resto druids.
Overall
These are just some of my current thoughts on Druid healing and really only a small portion of the ideas and discussion circulating at the moment. Druids are certainly far from bad at the moment and can perform well in Heroic content. The spec and our ability strengths still need some adjusting, and the mass data from logs et al after patch 4.0.6 goes live will be the most useful in determining how successful the upcoming changes are in bringing our heals closer to par with Priests and Paladins. There are definitely movements in the right direction, but there is still a ways to go. 
Crucially, I feel Resto druids could do with an ability to increase their value to bring to a raid. Certainly in the context of the expressed desire for raiders to bring ‘the player, not the class’, druids are harshly behind Priests and Paladins (and arguably behind Shamans as well w/o MTT to contribute) in terms of what they can offer apart from just being a healer. Even assuming equal gear, equal player skill, and (assuming relevant buffs/nerfs upcoming in 4.0.6 across the 4 healing classes) equal healing output, druids will rarely, if ever, be preferred due to lacking the cooldowns/abilities possessed by Paladins and Priests. While it’s good to keep the different classes unique to a degree to prevent any homogenization in healing styles and strategies, the classes should still have some equality in terms of each bringing effective healing and abilities which can contribute positively to the raid and encounter. 
Assuming the status quo, there is also a potential argument for simply increasing the strength of all of the druid’s heals so that they are superior to the other classes’ heals. This could theoretically even out the desirability of bringing a druid, as although they lack raid cooldowns et al, the increase in healing would compensate. Personally, I feel the utility of some sort of additional cooldown would be a more valuable change, as I imagine simply increasing our healing strength would ultimately be a poor decision for class balance. If the heals were increased too much it could just as easily lead to stacking druids, as the healing would just be more valuable than any cooldowns provided by other classes. 
Ultimately, the best aim is for a roughly equal balance so that a reasonable mix of all the classes are included, rather than stacking of a particular class. Of course, this is extremely difficult to do, but I hope that ideas like those above will help to lead things in that direction.