So I haven't posted in way too long (my apologies!), but thought this deserved a post because it's amazing(ly fun). Our bearcat Reesi (of The Inconspicuous Bear) got a firekitty staff a couple of weeks ago (Fandral's Flamescythe) which gives her the incredibly fun ability to turn into a firecat while in cat form! Sadly we've only seen two of these drop so far so I don't have one yet, but hopefully will soon!
Fortunately we can have pretend firekitty fun with Potions of Illusion!
Also, many druids out there will have discovered that you can shift into bird form without losing your illusion, which leads to amazing floating kitties...
Which, in turn, led to the following video of pure awesome:
:D Best thing ever amirite?!
At any rate! Again, apologies for the lack of posts lately, we've been full on into progression content in-game and out of game has been pretty busy as well! I would like to do some posts about the current content and I have some ideas in the works, just need to set aside some time to get them posted up. I'm excited for the final fight of the tier though - we're working on Heroic Ragnaros now and it's shaping up to be a very challenging (and long) fight! The world first kills have started rolling in now, and a big congratulations to all the guilds who have taken him down so far! With some solid work ahead for this week hopefully it won't be too long before we see a kill as well.
Enjoy the video!
Wednesday, 3 August 2011
Monday, 27 June 2011
4.2 Resto Changes and You!
Patch 4.2 is finally upon us and should be landing this week! There are plenty of changes and new content coming, including the new Firelands raid zone! For the latest news and updates I suggest checking out MMO-Champion.
I'll be updating my Resto and Feral guides over the course of this week. For the moment though I'd like to focus on two important changes for Resto: The Innervate changes and the new Mastery.
Innervate in 4.2
Innervate is undergoing a change in 4.2, but it's important to fully understand this change.
Innervate used on oneself is unchanged.
When the casting druid uses Innervate on his or herself, the druid will still receive 20% of their maximum mana.
The change to Innervate is when it's cast on other targets, eg, the druid casts an Innervate on a Pally. In 4.2, an Innervate will cause a target to receive 5% of their maximum mana pool - so, in the example of a druid casting their innervate on a Pally, the Innervate will give the Pally 5% of the Pally's maximum mana pool. This is a substantial nerf to Resto and Balance druid Innervates (though it's technically a slight buff to Feral Innervates), as apparently sharing Innervates was accounting for too much mana savings, especially at higher gear levels.
So what does this mean for us? Well, you'll be much less likely to be giving your Innervates away, and overall Innervate will be a bit less desired by other healers. An important thing to note is trading Innervates with another Resto druid will no longer be a mana gain - the Innervate you give to the other druid will be substantially less and vice versa, so this is no longer a viable strategy for mana return. For maximum mana gains, you'll want to be Innervating yourself.
Glyph of Innervate
It's very very important this is understood - Glyph of Innervate is unchanged in 4.2. The tooltip has been updated to reflect what this actually means - the casting druid will receive half of their Innervate when they cast Innervate on another target, ie half of 20% of their maximum mana pool, that is to say 10%. This means you will still receive 10% of your maximum mana pool when you cast your Innervate on another target while glyphed.
With that in mind, Glyph of Innervate is still a useful glyph in 4.2. While your Innervate won't be as valuable to others as it is currently, it can still be extremely useful for people, especially if a fellow healer is out of mana (or perhaps was just battle rezzed), or even for a DPS that could use it. Balance druids can also still help out their healers with an Innervate. The nice thing about continuing to use this Glyph is it gives you the flexibility to share your Innervate with someone else should they need it while still receiving some of the mana return yourself.
New Resto Mastery
I discussed the new Resto Mastery some already in an earlier post, but I wanted to refresh on it with 4.2 finally going live. Our new mastery is the following:
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%.
This is a really nice change for Resto druids, increasing our direct healing and making a nice interaction between our direct heals and our HoTs. Every time we cast a direct heal (Healing Touch, Nourish, Regrowth, and also Swiftmend), we will gain the buff Harmony which increases the healing done by our HoTs.
We ideally want to maintain as close to 100% uptime on the buff as possible. It will be very important for raid healers to make sure they're maintaining the buff to increase their HoTs as well as the tank healers. Swiftmend will proc the buff, but the cooldown on Swiftmend is 15 seconds and the buff remains active for 10 seconds, so you'll be losing uptime on the buff if you only refresh it with Swiftmend. It's reasonable, but ideally you won't be losing any uptime at all. If you're largely raid healing, you're still likely keeping your Lifebloom rolling on the tank or another person, so refreshing it with a Nourish or other direct heal should help you maintain the buff. Tank healers and those who watch both shouldn't have too much issue maintaining the buff.
Keeping track of the Harmony buff will go a long way to helping you maintain good uptime on it. For those that use the addon Power Auras (an excellent addon which I highly recommend), the following is a code I made which is helpful for keeping track of the mastery buff. It will show you the buff is active and the time remaining on it so you can see when you need to refresh it.
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.
My full set of power aura codes are available in my post here: My User Interface / Addons.
Happy patch day! Don't forget to update your addons!
I'll be updating my Resto and Feral guides over the course of this week. For the moment though I'd like to focus on two important changes for Resto: The Innervate changes and the new Mastery.
Innervate in 4.2
Innervate is undergoing a change in 4.2, but it's important to fully understand this change.
Innervate used on oneself is unchanged.
When the casting druid uses Innervate on his or herself, the druid will still receive 20% of their maximum mana.
The change to Innervate is when it's cast on other targets, eg, the druid casts an Innervate on a Pally. In 4.2, an Innervate will cause a target to receive 5% of their maximum mana pool - so, in the example of a druid casting their innervate on a Pally, the Innervate will give the Pally 5% of the Pally's maximum mana pool. This is a substantial nerf to Resto and Balance druid Innervates (though it's technically a slight buff to Feral Innervates), as apparently sharing Innervates was accounting for too much mana savings, especially at higher gear levels.
So what does this mean for us? Well, you'll be much less likely to be giving your Innervates away, and overall Innervate will be a bit less desired by other healers. An important thing to note is trading Innervates with another Resto druid will no longer be a mana gain - the Innervate you give to the other druid will be substantially less and vice versa, so this is no longer a viable strategy for mana return. For maximum mana gains, you'll want to be Innervating yourself.
Glyph of Innervate
It's very very important this is understood - Glyph of Innervate is unchanged in 4.2. The tooltip has been updated to reflect what this actually means - the casting druid will receive half of their Innervate when they cast Innervate on another target, ie half of 20% of their maximum mana pool, that is to say 10%. This means you will still receive 10% of your maximum mana pool when you cast your Innervate on another target while glyphed.
With that in mind, Glyph of Innervate is still a useful glyph in 4.2. While your Innervate won't be as valuable to others as it is currently, it can still be extremely useful for people, especially if a fellow healer is out of mana (or perhaps was just battle rezzed), or even for a DPS that could use it. Balance druids can also still help out their healers with an Innervate. The nice thing about continuing to use this Glyph is it gives you the flexibility to share your Innervate with someone else should they need it while still receiving some of the mana return yourself.
New Resto Mastery
I discussed the new Resto Mastery some already in an earlier post, but I wanted to refresh on it with 4.2 finally going live. Our new mastery is the following:
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%.
This is a really nice change for Resto druids, increasing our direct healing and making a nice interaction between our direct heals and our HoTs. Every time we cast a direct heal (Healing Touch, Nourish, Regrowth, and also Swiftmend), we will gain the buff Harmony which increases the healing done by our HoTs.
We ideally want to maintain as close to 100% uptime on the buff as possible. It will be very important for raid healers to make sure they're maintaining the buff to increase their HoTs as well as the tank healers. Swiftmend will proc the buff, but the cooldown on Swiftmend is 15 seconds and the buff remains active for 10 seconds, so you'll be losing uptime on the buff if you only refresh it with Swiftmend. It's reasonable, but ideally you won't be losing any uptime at all. If you're largely raid healing, you're still likely keeping your Lifebloom rolling on the tank or another person, so refreshing it with a Nourish or other direct heal should help you maintain the buff. Tank healers and those who watch both shouldn't have too much issue maintaining the buff.
Keeping track of the Harmony buff will go a long way to helping you maintain good uptime on it. For those that use the addon Power Auras (an excellent addon which I highly recommend), the following is a code I made which is helpful for keeping track of the mastery buff. It will show you the buff is active and the time remaining on it so you can see when you need to refresh it.
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.
My full set of power aura codes are available in my post here: My User Interface / Addons.
Happy patch day! Don't forget to update your addons!
Thursday, 2 June 2011
PTR Feedback - Resto Mastery Duration
I decided to make a post on the WoW PTR Discussion Forum regarding the Resto Mastery to give some feedback on the Harmony duration and thought I'd post it here as well to hopefully increase readers of it a bit! You can see the original post on the forums here: [Feedback] Harmony (Resto Mastery) Duration. You can upvote the thread by hitting 'Like' in the top right hand corner and feel free to contribute with any constructive comments, thoughts, or ideas of your own! (Just keep it constructive so we avoid the forum trolls).
Full post is the following:
As a preface, I’m very pleased and excited about the 4.2 mastery changes for Resto druids. The change not only boosts our direct heals and our interaction between our direct heals and HoTs (with the former activating the HoT buff), it should go a long way to encourage more direct healing from Resto druids and clever play and not just mindless spamming. I was also pleased to see on PTR that the direct heals actually proc a buff for Harmony, which is extremely helpful in tracking its uptime, whether through an addon like Power Auras or simply glancing up at our buffs to ensure it’s up.
My only concern is with the actual duration of the buff. At only 10 seconds, it’s feeling very restrictive. Taking into account the GCD following the spell which activated it, the buff is only active for ~9 seconds, and 1-3 seconds of that will be required to reactivate it (through casting a direct heal) if we want to maintain continuous uptime, which will be the ideal we aim for.
A 15 second duration would be nice, however, that may seem a bit too easy 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. Particularly with Swiftmend, we don’t want the spell to become the main mastery activator, especially for raid healers, as it could likely just lead to wasted Swiftmends hit unnecessarily without thought just for the mastery proc.
The 10 second duration should be very maintainable in 5mans, and likely not too bad in 10mans, where there's generally plenty of direct healing going on along with party/raid healing, especially in 10s with generally only 2 or 3 healers. In 25 man raids in particular I see this being much more difficult and restrictive, 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 Regrowth, particularly if you have an OoC proc, but that seems like it might just encourage poor and random Regrowth use.
A 12 to 14 second duration for the buff seems like it may be a good balance. Not so long that it could be so easily refreshed by just spamming Swiftmend off CD without thought, but long enough that you don't feel you’re constantly struggling to refresh it and can actually make good use of spreading your HoTs on targets while raid healing and take advantage of the HoT boost component of the mastery. Regardless of final duration time chosen, definitely something that should be adjusted and ideally increased.
Overall, very positive about the mastery change and am looking forward to when it goes live.
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
Labels:
4.2,
Addons,
Mastery Rating,
Power Auras,
PTR,
Raids,
Restoration
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. :)
Labels:
4.2,
Firelands,
Innervate,
Mastery Rating,
PTR,
Raids,
Restoration,
Screenshots
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!
Tuesday, 26 April 2011
Patch 4.1 Druid Changes and Resto Specs
Happy Patch Day everyone! 4.1 finally arrives this week! Be sure to open your launcher up early to download the patch and don't forget to update all of your addons.
The Resto Guide and Feral Guide are updated for 4.1, but I wanted to get this post up first for a nice summary of the changes as well as a look at the Resto talent tree changes.
Let's start by taking a look at the official patch notes for druids, before diving into some Resto spec options with the altered talent tree! Full patch notes can be seen on MMO-Champ here: Patch 4.1 Rise of the Zandalari Features.
A lot of changes! I won't be going into detail on the Bear and Balance changes, though they've seen a few. Stampeding Roar has gotten a nice buff, with a longer duration and greater movement speed applied, however the range still hasn't been adjusted so that remains fairly small.
Feral cats see some nice new changes - Swipe damage has been doubled, making it much better for AoE attacks again (as opposed to tab-Raking, which had been a much more effective means of AoE for smaller add packs). Berserk is no longer on the global cooldown which is a very nice change. The talent Feral Swiftness has also been altered to allow Dash and Stampeding Roar to remove movement impairing effects, restoring some of the mobility to Ferals which was lost when shapeshifting was altered to no longer free you.
An important change for all druids too is that Tranquility now has 100% pushback protection - therefore it is no longer needed to pair Barkskin with the channel if you don't want to or can't without risking losing Tranquility ticks.
Resto sees several big changes in this patch. Efflorescence has a new spell effect (visible above) and has been redesigned - the healing is now 4/8/12% of the amount healed by Swiftmend to the three most injured targets within every second for 7 seconds, benefits from spell haste, but cannot crit.
Nature's Swiftness is also getting a slight buff, it now increases the healing done by the affected Nature spell used by 50%. When combined with Healing Touch, then, you'll see it heal for an additional 50%. This will hopefully make the spell more attractive for those who haven't taken it as well as a nice buff for those of us already using it.
One of the big changes coming to Resto is the reduced cooldown for Tranquility. Speccing into Malfurion's Gift will reduce Tranquility's cooldown to 3 minutes, bringing it in line with other raid cooldowns such as Power Word: Barrier and Divine Guardian. This looks set to make Tranquility the Resto druid's 'raid cooldown'. While I personally think a damage mitigation cooldown (or component) would have been a bit better (and also bring us in line with the other healers), this will undoubtedly still be a strong cooldown for Resto druids. Tranquility can be excellent and lifesaving in a fight and being able to use it multiple times per fight will be extremely helpful for Resto druids. This also gives us a bit more freedom with when we decide to use our Tranquility - often in a fight there are times you want to save the Tranq for a specific time, which may discourage one from popping it earlier when the raid may need it. The reduced cooldown will give us some more flexibility now in when and how often we use it. Combining Tranq with other raid cooldowns (especially, say, a Power Word: Barrier glyphed for increased healing received while under it) will also be extremely powerful measures for raids.
Resto Specs
The biggest change for Resto in this patch is to our talent tree, as Living Seed is finally unlinked from Efflorescence. This will theoretically free up a few points for many druids and also allow druids to take a full 3 points in Efflorescence (especially with its new effect) without being required to spend another 3 points just to get it. I had hoped that Living Seed itself would see a redesign, especially as many druids look set to drop it, but we'll have to wait on that point for now.
The big question now remains: Where do I put those spare points?
Regardless of where you decide to spend the points, two of those points will have to be within the first three tiers of the tree just to get you to the higher tiers - so you will be spending points in either Blessing of the Grove, Living Seed, or Perseverance. How you decide to spend them though will depend largely on what you're healing and your role. With this in mind, below are some sample specs you could try (for convenience sake, I have kept the Balance and Feral trees as 8/2, picking up mana saving talents):
Tank Healing - Picking up 3 points in Living Seed.
This spec continues to pick up 3 points in Living Seed for its contribution on dedicated tank healing, as well as picking up Nature's Swiftness.
Spell Damage - Taking points in Perseverance.
In this spec I've gone with the all-around spec, but moved the point in Nature's Cure over into Perseverance for the bit of reduced spell damage. A spec like this can be particularly nice for hard modes (particularly in 25 mans when dispels may be handled by other classes) to get that extra bit of damage reduction.
This last spec also starts to venture back into the other flexible points in the tree. Despite the buff to Nature's Swiftness, I imagine many may still shift that point elsewhere in the tree (particularly dedicated raid healers). Nature's Cure is also a potential candidate to move in situations (mostly 25 mans) where magic dispels are covered by other classes.
You can also pick up points in Nature's Bounty, such as in this spec:
Here I've combined the Rejuv boost in Blessing of the Grove, Swift Rejuvenation for the reduced Rejuv GCD, Gift of the Earthmother to help frontload those Rejuvs, and Nature's Bounty to reduce the Nourish cast times for spot healing on all those targets which have been Rejuved.
These samples give you an idea of the bit of extra flexibility we now have in the tree! As ever, much of your choices will come down to how you heal and your role in raids and 5 mans. You can also adjust the Balance and Feral trees as desired, though again, I've gone with the 8/2/31 basis with mana saving talents for simplicity and for broad use.
Tangedyn over at The Inconspicuous Bear made a very useful tool to help you decide where your talent points may be best spent based on each talents worth: Living Seed Replacement Talent. Simply by going through your Recount/Skada/World of Logs/etc healing percentage breakdown and looking at your points spent and raid buffed spell crit, his tool can help you evaluate where your free points would be best placed.
As ever, don't be afraid to play around with the different specs and see which ends up working best for you! While a treant is forever, a talent tree is as flexible as you need it!
Happy speccings!
The Resto Guide and Feral Guide are updated for 4.1, but I wanted to get this post up first for a nice summary of the changes as well as a look at the Resto talent tree changes.
Let's start by taking a look at the official patch notes for druids, before diving into some Resto spec options with the altered talent tree! Full patch notes can be seen on MMO-Champ here: Patch 4.1 Rise of the Zandalari Features.
• Lacerate bonus threat has been removed and replaced with increased initial damage done.
• Efflorescence has a new spell effect.
• Enrage no longer increases physical damage taken.
• Lifebloom's bloom effect has been reduced by 20%.
• Prowl has a new icon.
• Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid's attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
• Stampeding Roar's duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40% and is no longer cancelled by cancelling shapeshift form.
• Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now on trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
• Swipe (Cat) damage has been doubled.
• Thrash bonus threat has been removed and replaced with increased damage done.
• Druids now innately have 100% pushback protection from damage while channeling Tranquility.
Balance
• Starsurge damage has been reduced by 20%.
• Solar Beam is now more responsive when enemies move into or out of it.
Feral
• Berserk is no longer on the global cooldown.
• Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.
Restoration
• Gift of Nature (passive) also reduces Tranquility's cooldown by 2.5/5 minutes.
• Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects. In addition, Living Seed is no longer a prerequisite talent for Efflorescence.
• Malfurion's Gift now reduces the cooldown of Tranquility by 2.5/5 minutes.
• Nature's Swiftness now also increases the healing done by the affected nature spell by 50%.
Glyphs
• Glyph of Rake is now Glyph of Pounce, which increases the range of Pounce by 3 yards.
Druid Bug Fixes
• The troll druid models for Flight Form and Swift Flight Form has slimmed down to be more in scale with other druid flight forms.
• Druids should no longer have UI issues after leaving a vehicle.
A lot of changes! I won't be going into detail on the Bear and Balance changes, though they've seen a few. Stampeding Roar has gotten a nice buff, with a longer duration and greater movement speed applied, however the range still hasn't been adjusted so that remains fairly small.
Feral cats see some nice new changes - Swipe damage has been doubled, making it much better for AoE attacks again (as opposed to tab-Raking, which had been a much more effective means of AoE for smaller add packs). Berserk is no longer on the global cooldown which is a very nice change. The talent Feral Swiftness has also been altered to allow Dash and Stampeding Roar to remove movement impairing effects, restoring some of the mobility to Ferals which was lost when shapeshifting was altered to no longer free you.
An important change for all druids too is that Tranquility now has 100% pushback protection - therefore it is no longer needed to pair Barkskin with the channel if you don't want to or can't without risking losing Tranquility ticks.
| Image from Keeva's post on TreeBarkJacket: Efflorescence Graphic Changed |
Nature's Swiftness is also getting a slight buff, it now increases the healing done by the affected Nature spell used by 50%. When combined with Healing Touch, then, you'll see it heal for an additional 50%. This will hopefully make the spell more attractive for those who haven't taken it as well as a nice buff for those of us already using it.
One of the big changes coming to Resto is the reduced cooldown for Tranquility. Speccing into Malfurion's Gift will reduce Tranquility's cooldown to 3 minutes, bringing it in line with other raid cooldowns such as Power Word: Barrier and Divine Guardian. This looks set to make Tranquility the Resto druid's 'raid cooldown'. While I personally think a damage mitigation cooldown (or component) would have been a bit better (and also bring us in line with the other healers), this will undoubtedly still be a strong cooldown for Resto druids. Tranquility can be excellent and lifesaving in a fight and being able to use it multiple times per fight will be extremely helpful for Resto druids. This also gives us a bit more freedom with when we decide to use our Tranquility - often in a fight there are times you want to save the Tranq for a specific time, which may discourage one from popping it earlier when the raid may need it. The reduced cooldown will give us some more flexibility now in when and how often we use it. Combining Tranq with other raid cooldowns (especially, say, a Power Word: Barrier glyphed for increased healing received while under it) will also be extremely powerful measures for raids.
Resto Specs
The biggest change for Resto in this patch is to our talent tree, as Living Seed is finally unlinked from Efflorescence. This will theoretically free up a few points for many druids and also allow druids to take a full 3 points in Efflorescence (especially with its new effect) without being required to spend another 3 points just to get it. I had hoped that Living Seed itself would see a redesign, especially as many druids look set to drop it, but we'll have to wait on that point for now.
The big question now remains: Where do I put those spare points?
Regardless of where you decide to spend the points, two of those points will have to be within the first three tiers of the tree just to get you to the higher tiers - so you will be spending points in either Blessing of the Grove, Living Seed, or Perseverance. How you decide to spend them though will depend largely on what you're healing and your role. With this in mind, below are some sample specs you could try (for convenience sake, I have kept the Balance and Feral trees as 8/2, picking up mana saving talents):
All-around healing - 2 points in Blessing of the Grove, 1 point in Living Seed.
This is a pretty solid all around spec, picking up a point in Living Seed for its contribution to tank healing, 2 points in Blessing of the Grove for its contribution to raid healing. This spec also picks up Nature's Swiftness and, for those in need of a dispel, Nature's Cure.
Tank Healing - Picking up 3 points in Living Seed.
This spec continues to pick up 3 points in Living Seed for its contribution on dedicated tank healing, as well as picking up Nature's Swiftness.
Spell Damage - Taking points in Perseverance.
In this spec I've gone with the all-around spec, but moved the point in Nature's Cure over into Perseverance for the bit of reduced spell damage. A spec like this can be particularly nice for hard modes (particularly in 25 mans when dispels may be handled by other classes) to get that extra bit of damage reduction.
This last spec also starts to venture back into the other flexible points in the tree. Despite the buff to Nature's Swiftness, I imagine many may still shift that point elsewhere in the tree (particularly dedicated raid healers). Nature's Cure is also a potential candidate to move in situations (mostly 25 mans) where magic dispels are covered by other classes.
You can also pick up points in Nature's Bounty, such as in this spec:
Here I've combined the Rejuv boost in Blessing of the Grove, Swift Rejuvenation for the reduced Rejuv GCD, Gift of the Earthmother to help frontload those Rejuvs, and Nature's Bounty to reduce the Nourish cast times for spot healing on all those targets which have been Rejuved.
These samples give you an idea of the bit of extra flexibility we now have in the tree! As ever, much of your choices will come down to how you heal and your role in raids and 5 mans. You can also adjust the Balance and Feral trees as desired, though again, I've gone with the 8/2/31 basis with mana saving talents for simplicity and for broad use.
Tangedyn over at The Inconspicuous Bear made a very useful tool to help you decide where your talent points may be best spent based on each talents worth: Living Seed Replacement Talent. Simply by going through your Recount/Skada/World of Logs/etc healing percentage breakdown and looking at your points spent and raid buffed spell crit, his tool can help you evaluate where your free points would be best placed.
As ever, don't be afraid to play around with the different specs and see which ends up working best for you! While a treant is forever, a talent tree is as flexible as you need it!
Happy speccings!
Labels:
4.1,
Feral,
Patch,
Restoration,
Specs,
Talent Trees
Tuesday, 19 April 2011
Quick update and Al'Akir 25 Heroic vid!
I am still alive! It's been a while since I've posted so I thought I'd try to get a quick update up. The tricky thing I always find with brief updates is whether any of it is actually relevant (and, hence, readworthy)!
There hasn't been too much news of late, mostly just smaller content and item updates for the next patch. Patch 4.1 is still on the PTR, though it seems like we should be seeing that hit live servers within the next few weeks, possibly as soon as next week. I'll be updating the Resto and Feral guides for the upcoming changes when the patch goes live.
In more exciting news, we finished up the current content a couple of weeks ago, wrapping up with an Al'Akir 25 heroic kill after our Sinestra kill. Sinestra was quite a fun fight, particularly as for part of phase 3 you get a 100% haste buff and essentially infinite mana regen for a period of time, which makes for a lot of fun healing and DPSing! Though the tanks still get wrecked (along with the whole raid, really, as we also get increased damage taken that phase) so it's still edge-of-your-seat healing. It was nice to have a fight that wasn't really based around RNG, though. Al'Akir was a real pain for RNG, mainly as in Phase 1 you can easily have lightning, ice patches, a squall line, and wind burst all line up on one person - which for many is easily a death. If you can get out of phase 1 clean, you can pretty much get a kill (provided no one does anything too dumb), it's the same as normal mode from there out, just more health for Al'Akir and more damage taken.
I've been wanting to finish updating my raid guides (as many are still based off the beta previews) and maybe even get a Sinestra one up, so I'll be trying to make some time to do that. I think we'll be hitting up the PTR for the 4.2 Firelands raids when they're available though so hopefully I can have some mini-previews and screenshots of that when it's available.
As this post is pretty light, I'll leave you with a video made by our Bear tank Reesi (of The Inconspicious Bear) of our Al'Akir 25 man heroic kill. You can see the amazingness that is Phase 1 and our lovely spot up in front (I got to stack with the tanks)!
Subscribe to:
Posts (Atom)