Showing posts with label raiding. Show all posts
Showing posts with label raiding. Show all posts

Wednesday, December 29, 2010

Restoration Shaman Cataclysm Talent Build

Did I say Shaman? I did just say Shaman. If some of you don't know yet I'm now playing a shaman as my main character, and very much enjoying it. Probably just needed some changes after the stressful period of Wrath of the Lich King, but totems are fun!

I will try to make that post as complete and instructive as I can with all the information I have gathered so far about healing as a mostly PvE shaman. First I will point you to the very nice blog called Totemspot and its article about restoration after patch 4.0.1 . And second to the Elitist Jerks Shaman forum and resto discussion where you can find the most updated discussions about resto.

Now let us go on with the long talk, get some crackers it'll be long :)

Part 1 The Restoration Tree Bonuses

When you spec into Restoration you get 4 bonuses, the last one being tied to your mastery rating and only accessible once you hit level 80.

Earth Shield
Earth Shield is one of the Restoration Shaman trademark, the most unique healing spell we have, and one that should be on at all times. It is obviously intended for your tank, but should be on the target on which you expect the most hits to come.
Purification
Increases the effectiveness of your healing spells by 10%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells by 1 sec.
A 10% bonus to healing is far from being as appealing as the 25% bonus druids have. But the casting time reduction to two of our core healing spells, combined with the Tidal Waves effect make them much more effective than they would be without it.
Meditation
This talent allows you to get half of your out of combat mana regen while fighting. This allows healers to endure longer fights and the ooc/ic mana regeneration are displayed in your character sheet. This makes spirit a very desirable stat for all healers.
Mastery: Deep Healing
Increases the potency of your direct healing spells by up to 20%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases direct heals by up to an additional 2.5%.
Shaman restoration mastery is kind of tricky, and the final call about it's efficiency is not yet done. The healing bonus is directly proportional to the health of your target, bonus will be full if your target is near death, and zero if your target is full hp.
To say things simply:
As long as you maintain your targets near full health, your mastery will be pretty useless. But when you need it the most (large raid aoe damage, damage spikes on your tank ...) it will be at its strongest.
This very contradictory statement makes it hard to evaluate properly the value of mastery for shamans.
Deep Healing’s effects also stack with other healing multipliers, making it a very complementary stat nearby spellpower, haste and crit. The sad part though is that Earth shield is not affected by our mastery. And ES is an essential part of our playstyle.

Part 2 About our Talent Trees

I will shamelessly use the very nice talent description from Totemspot. Though this analysis is done for lvl 80, it is still very true at level 85. I added Ancestral Swiftness that was not reachable at level 80 and now considered as nearly mandatory for all resto builds.

Every talent is flagged either Optional (filler talent), Recommended (should be strongly considered, there are options but you should not leave this talent behind without care), Mandatory (every resto should have it) and PvP (guess what?).
Every talent also has x/x numbers beside it, indicating the max number of ranks and what I chose in the build I'll discuss.

The build I propose is a 3/7/31 build, including both Ancestral Swiftness and Telluric Currents.
I will discuss motivations and variations after the talent list.

Restoration Tree (31pts)
Ancestral Resolve (0/2) – Reduces the damage you take while casting by up to 10% (Optional)
Tidal Focus (3/3) – Reduces the mana cost of your spells by up to 6% (Mandatory)
Spark of Life (3/3) – Increases the (active and passive) healing your spells do on other targets by 6% and increases the healing you receive from all sources (active and passive) by 15%. (Mandatory)
Improved Water Shield (2/2) – Provides up to a 100% chance to gain a Water Shield orb when you land a critical heal with GHW, HW, or RT, a 60% chance when you crit with HS, and a 30% chance when you crit with CH. Do note, in regards to the latter spell, each CH bounce has the chance to proc Imp WS, so it is possible (although unlikely) that you will proc multiple mana returns on one CH cast. (Mandatory)
Totemic Focus (2/2) – Reduces the mana cost of your totems by 30% and increase their duration by 40%. Do note, the increased effect does apply to Mana Tide totem, adding 5 seconds to its duration, which in turn, equates to more regen. (Recommended)
Focused Insight (0/3) – Reduces the mana cost of any heal which follows a successful shock and increases the effectiveness of that heal by 30%. Do note that Wind Shear does not count as a shock which will proc this effect and the shock must land for FI to be activated. (Recommended)
Nature’s Guardian (0/3) – Whenever your health is reduced to below 30%, your total HP is increased by 15% for 10 seconds and your threat against that target is reduced. (PVP)
Ancestral Healing (2/2) – Reduces the physical damage taken by a target of one of your critical heals by 10%. The effect lasts 15 seconds and can be refreshed by subsequent critical heals on the target in question, though it’s worth noting that the effect does not stack with multiple shaman nor does it stack with Priests’ Inspiration. (Mandatory)
Nature’s Swiftness (1/1) – When activated, it makes your next spell an instant-cast, provided that you cast it within 10-seconds of activating NS. NS can be combined with any cast-based spell in the Resto arsenal, very useful with CH and GHW for urgencies. (Recommended)
Nature’s Blessing (3/3) – Increases the effectiveness of healing done on Earth Shielded targets by up to 15%. This applies to direct healing spells only (HS, HW, GHW, and CH) and is shared between Resto shaman (meaning that your healing on an ES’ed target is increased even if it is not your ES on the target). Do note that this effect also stacks with other healing modifiers like Spark of Life and Focused Insight. (Mandatory)
Soothing Rains (2/2) – Increases the amount healed by your Healing Stream by up to 50% and increases the amount healed by your Healing Rain by up to 30%. Healing Stream will be your totem of choice if you have a Blessing of Might when raiding, if it is the case don't skip this talent. (Recommended)
Improved Cleanse Spirit (1/1) – Enables you to dispel magic effects along with curses. Do note that this no longer enables you to remove poisons or diseases. Magical effects are the most common debuffs in Cataclysm, you should not pass that talent. (Mandatory)
Cleansing Waters (2/2) – Reduces the cost of cleansing by up to 40% and provides a small heal on the cleansed target. Dispels cost a lot more in Cataclysm and you should strongly consider this talent that even provides a small free heal. (Recommended)
Ancestral Awakening (3/3) – After you critically heal with any single-target healing spell (HS, HW, GHW, and RT), you will also heal the lowest HP target in your party or raid for up to 30% of the amount of the critical heal. Do note that this effect is not instant, as indicated in the tooltip, but rather follows your critical heal by about a 1-second lapse. (Recommended)
Mana Tide Totem (1/1) – Increases party members’ Spirit by 350% for 12 seconds, 17 seconds when you pick up Totemtic Focus. Do note, in patch 4.0.1, MT was changed to a 3-minute CD to align with other class’s regen mechanics. (Mandatory)
Telluric Currents (2/2) – Will restore 40% of the damage dealt when you cast a Lighting Bolt. Do note, this talent is intended to be mana-neutral and not a viable regen mechanic for Resto Shaman. Nevertheless when you reach raid level gear, even at tier11 pre-raid gear, you will do enough damage to regen with this talent, especially during enhanced damage boss phases. This could be your only hope during long fights when you get near the zero mana state. (Recommended)
Tidal Waves (3/3) – After casting RT or CH, you will gain 2 charges of a Tidal Waves buff which will decrease the cast time of the following GHW or HW spells by 30% and increase the critical effect chance of Healing Surge by 30%. Tidal Waves will last until 2 spells are cast or after 10 seconds. (Mandatory)
Blessing of the Eternals (0/2) – Gives your Earthliving hot an 80% chance to proc on targets below 35% HP. This talent no longer increases critical strike chance, as of the patch. This is a minor healing gain, but it is a free one, if you have spare points it is ok to put them here. (Optional)
Riptide (1/1) – An instant cast spell which also applies a hot to the target, it will also increase the healing done by a CH hit by 25%, if CH is cast on a target with a Riptide hot still active. (Mandatory)

Enhancement Tree (7 pts)
Elemental Weapons (2/2) – Increases the passive bonus granted by Earthliving Weapon by up to 40% and increases the effectiveness of Unleash Elements. (Recommended)
Improved Shields (3/3) – Provides up to a 15% increase in the return of Water Shield orbs and a 15% increase in the healing done by Earth Shield. This effect stacks with other healing modifiers like Spark of Life. (Mandatory)
Ancestral Swiftness (2/2) - Reduces the cast time of your Ghost Wolf spell by 2 sec and increases movement speed by 15%. This does not stack with other movement speed increasing effects. This a very strong mobility talent. (Recommended)

Elemental Tree (3 pts)
Acuity (3/3) – With an increase of up to 3% on all spell critical chances (both dps and healing), Acuity is a very good talent to have. (Recommended)

The whole build can be found here: Resto Shaman 3/7/31 .

There are variations of the build to get 3/3 Focused Insight. If you want to get Focused Insight, which can be better either for instances or for some bosses when you can't find the time to shoot any Lightning Bolt, you have the choice to drop some of these: Totemic Focus, Cleansing Waters, Telluric Currents. If you have another resto shaman in your group with Totemic Focus, then you can probably drop these 2 points and 1 into Cleansing Waters. The other option is to drop Telluric Currents and another point either in Totemic Focus or Cleansing Waters.
My view at the moment is that I can not be sure I'll be able to finish a long fight without Telluric Currents, when mana regen becomes better with gear then we can probably go away from it.

Part 3 The Glyphs

With Cataclysm, the glyph system changed to a 3 layers one, with Prime glyphs, Major glyphs and Minor glyphs. Not all classes/specs have the same amount of useful glyphs and we are probably in the middle, with some glyphs being mandatory as boost to our core play, and other just marginaly useful.

Prime Glyphs
  • Glyph of Earth Shield – Increases the amount healed by your Earth Shield by 20%.
  • Glyph of Riptide – Increase the duration of Rptide by 40%.
  • Glyph of Water Shield – Increases passive regen of your WS by 50%.
  • Glyph of Earthliving Weapon – Increases the effectiveness of your ELW’s periodic healing by 20%.
These three glyphs are probably the only ones we should look at. The three of them are increasing some of our most used abilities.
Earthliving Weapon is much stronger for raid healing than instances, and could be an alternative to consider once you're starting to run more raids than instances. There has been some interesting tentative raid log analyses about the "hps" value of each of these glyphs. The conclusion seem to be the following:
As long as you need the regen keep the Glyph of Water Shield, once you're doing well mana wise you can drop it for ELW. Until then, for raids, ELW seems to be roughly the same strength as riptide, and about half better than ES. So drop ES and take ELW, even if you're tank healing. This is partly due to the fact that, sadly, ES does not benefit from our mastery.

Major Glyphs
  • Glyph of Chain Heal – Increases the healing done to targets beyond the first by 15% but
  • decreases the amount received by the first target by 10%
  • Glyph of Ghost Wolf – Your GW gains 5% additional movement speed.
  • Glyph of Healing Stream – Increases resistances by 195.
  • Glyph of Healing Wave – Your Healing Wave also heals you for 20% of the healing effect when you heal someone .
  • Glyph of Hex - Reduces the cooldown of your Hex spell by 15 sec.
A little more "choice" here. The only glyph that should probably always be taken is Healing Wave. After that take Chain Heal for 25-Man raiding, Healing Stream if you're using that totem and/or don't have access to kings/wild, Hex for instances, Ghost Wolf for a small speed boost when you need to move quickly in a raid (or between wipes :p).

Minor Glyphs
  • Glyph of Renewed Life – Your Reincarnation spell no longer requires a reagent.
The other minor glyphs can be useful but are not linked to healing in any way.

Part 4 The Relative Weight of Stats

Now that we have considered our basic bonuses, have looked at our mastery talent, and all our other talents, we can discuss the relative use of the different basic stats we will be interested in as a healer.

Many analyses have been done on sites like the elitist jerks forums about the relative values of each stat. If for some classes a common point has been found it is still unclear for shamans, mostly because our mastery is very hard to model.
The agreed point is that intellect will be better than anything else, as for all other healers and casters. Int is a main stat though, a difference from any other we will discuss. Knowing what stat is better than another (at least on paper) will be important for several things: choosing the right gear, gemming correctly, and finally reforging.
I am not going to details the discussions I have read, and a final common ground hasn't yet been found by the community, but the one that makes the most sense to me is:
INT > SPI > CRIT > MASTERY/HASTE

The reason is that mana regen, at least for the moment, is very important. Some classes have tools or abilities to regen mana, shamans have very few, the two strongest being spirit and water shield with Improved Water Shield procs, hence crit rating. Because of IWS, crit is for us both a throughput stat and a regen stat, when haste and mastery are only throughput stats. That is the reason for crit to be considered better for resto shamans than haste, which was our desired stat at the end of LK. Take also in consideration our numerous talents that are activated by crits.

Haste can also be considered a "plateau" stat, also called "break points" because some specific values of haste can now give you more ticks of hots during a fixed hot duration. I copied for you an extract of the EJ forum with the 3 break points you should consider (at least for your first raids):
Number of Riptide ticks Haste Needed Haste Needed with WoA Totem
9 ticks 708 Rating 518 Rating
10 ticks 1176 Rating 964 Rating
11 ticks 1645 Rating 1410 Rating
You should probably target 518 haste at first, and then 964 when your gear increases. The next break point should probably not be your target before the next tier of raiding (tier 12).

To Sum-up the stats discussion:

When you chose gear, keep to the Int > Spi > Crit > Haste/Mastery choice.

When you chose your gems, always go for a pure Int gem, unless the socket bonus is good, and then gem for Int/Spi (Blue socket) or Int/Crit (Yellow socket).

When you reforge, follow this priority: Haste / Mastery reforged to Spi / Crit
You can reforge mostly haste as long as you keep to one of the break points, having at least 518 haste rating. Haste is a good stat but only crucial for urgencies and mastery will serve mostly the same goal with no mana cost. Keeping up to a Riptide hot break point is a good plan though.
As for Spirit or Crit, that depends on how you feel with your mana regen and your ability to keep WS up at all times (trust me, that is a skill that has to be learned). If your mana is ok, reforge to crit, if you're oom often, reforge to spirit.

Part 5 The Way of the Wave

Here I will try to talk a little about gameplay. I'm only playing a resto shaman since a few months, and have only raided normal ICC with her, I'm now trying my hands at heroic cataclysm instances but have yet to touch lvl 85 raids.
This is to warn you that even though I did my research, please take my advices with a grain of salt, and if you want to add ideas and comments, you are the most welcome.

Gameplay Synergies

Playing a resto shaman is a very interesting experience. There is a lot of synergies between very different abilities created through the restoration talent tree. I'm going to detail them by order of importance:

Tidal Waves - TW will allow you to burst heal (increasing the crit chance of your HS) or fast spam costless heal (hasted HW) or faster cast a big heal (hasted GHW). This talent is the reason for which you should never cast a direct heal if you're not under the effect of TW, unless there is a pressing urgency (Riptide coolddown being a little longer than 2 casts of HS). Remember if you have a free gcd that Water Shield needs to be recast regularly (it costs 0 mana to cast) and that Telluric Currents, if you have it, is a mana regen.
Improved Water Shield - Most of your crits will give you mana through this talent. Recast Water Shield as often as you can, and preferably before it reaches 1 charge left. TW + HS + IWS is a strong combo, strong enough for TW+HS being considered better hps and hpm than TW+GHW, despite HS being worst hpm than GHW on paper.
Nature’s Blessing - Increases the heals you give to your Earth Shield target. This is the second reason for which you should keep ES on your tank at all times (the first one being that ES is really good by itself).
Ancestral Healing & Ancestral Awakening - Two other talents activated by your criticals. The first one is a damage reduction for your tank, the second one a free heal proc on your raid. Both are passive and you won't have to look for them, but they are here as reminders that our crits are so very useful for us on many different ways.
Focused Insight - If you have this talent, it can make good combos like TW+Shock+GHW for a big strong burst of heal. You can also use Earth Shock that reduces atatck speed by 10% on any mob not immune to that effect, that will be roughly 10% less damage on your tank. Having FS is getting used to shock regularly will ensure you don't forget to do it when it can be of use.

Healing Rotations

Now that we have looked at the synergies provided by our skills and talents, let us discuss about gameplay.
The basics are: Earth Shield is your friend precast it before any fight and keep it up on your tank, Tidal Waves is super good and you should use it as much as you can, Improved Water Shield as so nice you should never ever let your Water Shield go down.

If we refine that into "classic" situations and try to provide simple "rotations" for them (I use quotes because rotations are much more common to dpsers than healers, and these should not be considered as optimal but as guidelines).

Low Mana Cost Rotation
Riptide (6s cd) > Healing Wave (1.7s) > Healing Wave (1.7s) >
Water Shield / Lightning Bolt / Chain Heal
This ensures that you use the 2 TW buffs with fast and very low cost HW. You can then chose what you want to do during the remaining time until Riptide goes off cooldown.

High Throughput Rotation
Riptide (6s cd) > Healing Surge (1.5s) > Healing Surge (1.5s) >
Water Shield / Lightning Bolt / Chain Heal
This is the same idea, where HW is replaced by HS for burst. If you really need the healing output you can replace HS by GHW, they will provide you more reliable healing. But you should know that, under TW, HS is a better heal than GHW, both hps wise and mana wise.

In group/raid damage situations, Chain Heal and Healing Rain are your main tools. Be careful though, they cost a lot of mana, and if people aren't close enough they could be a big waste. In some occasions snipe healing with TW combos will be your best choice.

Totems

I can't say I always have the same totems, in fact I change very often, even sometimes during a single fight.
Wrath of Air is probably the only one I always have, unless there is another resto/elemental shaman in my group/raid.
I use the mana totem most of the time, though not if I can have a Blessing of Might, switching then to Healing Stream.
As for the fire totem, unless it is already provided by another character, I use the spellpower one.
My earth totem is the one that changes the most often during a fight, to use tremor for anti-fear, or even sometimes the slowing totem. On usual I use the armor or strength totem.

Movement

If you took Ancestral Switness you will both have a basic speed boost (very nice) and an instant change to your Spirit Wolf form for emergencies.
Keep your SW form change on a hotkey, and react quickly, the faster we are out of the fire, the faster we can heal again securely.


I hope this big wall of text was of some use to you. And I wish you a lot of fun with your shamans. To end this all, please all remember: "Keep your water shield up!" :)

Monday, November 08, 2010

Nothing that great nowadays ...

but I must concede I'm still quite happy of it.


It is the first time I'm able to finish the content of an extension before the next one. A big thanks to all the members of my guild, Skyre Hordalis on Dalaran EU. You all deserve a big big hug for all the nights together in the frozen halls of Icecrown Citadel.

Friday, October 15, 2010

Holy Raiding with a ToR build.

So the build I discussed in this post has received a name on elitist jerks forums, the ToR build. ToR stands for our Tower of Radiance talent.


Tower of Radiance (rank 3) : Healing the target of your Beacon of Light with Flash of Light, Holy Light or Divine Light has a 100% chance to generate a charge of Holy Power.



The concept is simple: use Holy Shock on cooldown, use Holy Light on your beacon to gain holy power and then use Word of Glory when you reach 3 holy power. The rotations have been analysed on elitist jerks and the optimal hps seem to be: Holy Shock, Holy Light, Holy Light, Word of Glory. If you get a Daybreak proc then Holy Shock twice on your next shock, if you get en Eternal Glory proc then WoG twice (or thrice, or four times ... you get the idea).

Raiding with ToR

I have raided last night with this build. ICC 10-Man regular with achievements (makes it slightly harder on some fights, or at least it did before patch). About 2 and a half hours raiding, 10 bosses down (Sindragosa and LK left). We wiped once on ... a bug after the ship battle, we were still killed by the opponent boat after having finished the battle and reached Saurfang spot ...
Usually we 3 heal ICC, at least on some fights. Last night we 2 healed it (me and a resto druid) but for Marrowgar because we were not sure of raid healing, and Festergut because we only had 1 ranged dps and had to put 2 healers on Vile Gas range.

As always before I was dual tank healing, though my druid friend was Lifeblooming the tank not having my beacon at all times and helping me with hots. Nearly all I used all night was the ToR rotation, Daybreak is huge, and Eternal Glory "proced" 4 times in a row for me once ... crazy 5x10K free heals.
I never went under about 80% mana, and lost a tank once during the princes because he was tanking Keleseth and lost his purple balls (hey dpsers, calm down please).

Discussion and changes

They are nerfing Speed of Light today in the new beta build (see MMO champion).
Speed of Light has been revamped to only affect Holy Radiance - Speed of Light - Grants 1/2/3% spell haste and reduces the cooldown of Holy Radiance by 30 sec. Casting Holy Radiance increases your movement speed by 20/40/60% for 4 sec.
So Holy Light won't be hastened after your Holy Shock anymore, this is a slight nerf to the whole ToR idea. We'll have to see if it's enough to change it.

I had fun with Light of Dawn too, it's cute, it's ... mostly useless. It doesn't heal for enough when serious raid damage happens and the aoe is too situational / the cd is too long, for it to be really a good utility talent. Right now I'll continue to test it, but I'm wondering about skipping it in the talent tree.

Divine Light is strong, even stronger than Holy Light was before. It is an emergency heal, but with the hp pool of tanks right now, a DL crit will heal for about 50% hps of your tank.

Overall view on Holy raiding with ToR

The ToR build is fun to play, it's more reactive and dynamic than before, and we've gained a lot of mobility, which is a really nice change.
You can keep up a tank with this gameplay and a few Divine Lights tossed on your tank here and there while helping for emergency raid healing (HS & WoG).
Your global healing will be ... quite low. I was at about 1/2 to 2/3 of the effective healing of our druid last night, hot spam is still easy to achieve with the mana pool druids have right now, and their hots seem to be stronger than before.
So don't worry if you're a bit low on the meter, have fun with the new gameplay, and wait until Cata to go live to see how healer mana will be impacted by going to 85. The nice thing of this build is that about 50% of it's healing is mana free (Beacon + WoG) and another part is low mana (HL) so even at 85 it should still be very mana effective.

Now a last word ... ICC normal mode is a joke now, even relatively serious bosses like Putricide or Lanathel are going down so fast that you'll never go out of mana or anything. We're definitely going hard mode next time without any fear for mana or tanks.
Btw our tanks had nearly no problem with aggro. Took them one day to adapt to the new talents/rotations, and warrior need to be very cautious with their rage when engaging, but beside that no boss ever left them.
Dps is crazy in ICC, some classes got just shafted (fury warriors and ret paladins come to mind and are buffed today on live it seems), but most others especially casters are all around 15K+ dps when they were around 11-12K before. I tell you, bosses are going down fast.

I guess it is now time for all of us to go get our frostwyrm. I'll be happy to get it, and wasn't sure we could down hard mode LK before this patch, now I don't doubt anymore at all. It's just a matter of a few weeks at most.
I just hope we won't get burned too fast, and pre-cataclysm event will be enough to keep people on until the extension.

Have fun, go go disco paladins ... grin grin.

Friday, October 08, 2010

Discussion about Raid Lock in 4.0.1

The complete description of the new Flexible Raid Lock System is on MMO Champion. I wanted to give you a few thoughts about it because it can change a few things for many players, especially if you only have one main character.
To say things simply, you can now only down an ICC boss once a week, either in 10-Man or 25-Man (I'll address heroic mode later). You can move from a 10-Man to 25-Man raid or the other way as long as the raid you join has down at least all the boss of your previous tag (it can have down more).
For heroics, your tag is mostly fix as it is now, you can not join an heroic tag different from yours, though you can freely move from heroic to normal.

Only problem I can see is for smaller guilds playing mostly 10-Man (as mine). If your guild is running 10-Man with your main char, this character will be locked out of 25-Man even though he could need gear in 25-Man. That system will be perfect once the loot is the same in 10 and 25-Man but it is not yet the case and I can see groups having problems with it until Cataclysm.

I probably have too many alts to have any such problem, but not everyone has more than one 80 ...
what do you think about it ?

Tuesday, August 10, 2010

More Cataclysm Beta and news

Heyla here, not posted for some time, holidays and raiding have more or less taken all my time (and did you say Starcraft 2, noooo, sure not ^^).

On the front of Paladin updates in the beta I would advise you to follow the news on Righteous Defense by Rhidach. A lot of changes happened for paladins in the last builds, and nothing is final yet (far from it). The developers decided to introduce a new mechanic for us, called Holy Power, that will stack with some abilities (up to 3) and will allow us to empower some existing abilities or use new ones. I am partly excited by this news, some change to our usual pretty lame gameplay can be fun, but I'm really not in line with some of the current builds for that, we'll see how it goes. Go visit Rhidach site for details :)

Raid news, my guild has finally downed the Lich King in 10 man first time without me (my computer having been dead for 2 weeks) and the second time with me. Nothing great now I would agree but raiding attendance during the holidays is always scarce and it is nice to have been able to keep at it and finally reach our goal: which was going into heroic ICC. The 3 first bosses are already down in heroic, we're currently working on Saurfang heroic who's a bad ass :)

I must say that heroic really has revived my interest for ICC, the normal modes until the Lich Kings were really becoming lazy farming. Heroic bosses are much much more interesting, at least for some of them. They are less forgiving to blunders, which is kind of what I like in raids.

Oh and if you are one of the few to not have played Starcraft 2 already ... it's great :P
The campaign is the best solo play for a rts game I've ever played (and I've played a lot of them). I liked the strategy aspect of the last Dawn of War campaign, but Starcraft 2 really get you into the "story" of the campaign, and even if the mission choices are kind of irrelevant, it's still nice to chose the order in which you play them.
I've not started multiplayer yet, or I won't have any time left for raiding :)

On these few words, see you, have fun, and I'll try to finish my healing through ICC articles now that I've got enough experience on the fights.

Wednesday, March 17, 2010

Healing Through: Icecrown Citadel - Deathbringer Saurfang

This one was already nearly finished, so I'll post it before I move. Have fun in ICC everyone.

Deathbringer Saurfang is the fourth boss of Icecrown Citadel and the end of the entrance part. It was considered as the second test of Icecrown, the first being the purely gear check of Marrowgar. Saurfang is a healing and dps check, if you can finish him, you should be able to try the inner halls.
For a guild at least partly in T10+ items and with the new buff Saurfang should not be a problem anymore. Your raid should still know what to expect, or you can be sure of a raid wipe.


Deathbringer Saurfang: Trash Mobs

This will be a short section, the reason being that there is not a single mob between the gunship battle and the fourth boss of Icecrown. The only opponent you'll have is waiting for npcs to finish their speech (especially if you're horde).


Boss Description

Saurfang has relatively few abilities, but they have all to be mastered by your raid to kill him.
The first mechanic is Blood Power, this will increase Saurfang damage through the fight. When his Blood Power is low, his damage will be light and healing the tanks will be easy, but it gets harder with his blood power increasing, at 100% Blood Power he hits twice as hard. You should understand that every damage taken by your raid during the encounter give Blood Power to Saurfang, hence one key of the encounter is to reduce damage and shorten the encounter as much as you can.
Pro-tip: All damage prevention abilities are extremely effective during that encounter, a discipline priest is nearly overpowered with his shields that can reduce Saurfang Blood Power influx by more than 50% in 10-Man. If you have any damage prevention ability, use it as much as you can.

The second main ability is Mark of the Fallen Champion. This ability is used each time Saurfang Blood Power reaches 100%, and resets it to 0. The target of the mark will take damage each time Saurfang hits the tank (around 4K each 2s). You have to understand that this additional damage will also give Blood Power to Saurfang, hence with each Mark he will gain more Blood Power, and will cast the next Mark faster. This ability is Saurfang "time limit" mechanism. It adds up to his enrage at 30% health which makes him hit faster, hence producing more Blood Power, especially if several Marks have already hit.
Pro-tip: Oh last thing, if anyone hit by a mark dies, never ever battle rez him, as the mark sticks through death.

Saurfang has two other abilities that will generate Blood Power for each character hit. The first is Boiling Blood and the second Blood Nova.
Blood Nova is only cast on members at range and hits the target and anyone in 12 meters. It is the reason why your raid ranged and healers should be all 12 meters apart (in 10-Man) or positioned in groups of 2 or 3 characters each 12 meters apart (in 25-Man).
Boiling Blood is a dot, you'll have to heal it nothing else to say.
Pro-tip: Boiling Blood will generate Blood Power with each tick, if you can shield the target that is a must, if you can Hand of Protection the target that will remove the dot, preventing 8 Blood Power for Saurfang, do it fast. What you should know is that Boiling Blood can be cast on the target of a Mark of the Fallen Champion. This is one of the main reasons for losing a Mark target and could be a good reason to keep your Hand of Protection.

Rune of Blood is the reason you need two tanks during the encounter. They should switch as soon as this debuff is cast on the current tank. Nothing else to say.

The last ability of Saurfang (did I say he had few abilities ... he does have some but most of them only impact healers) is Call Blood Beast. This calls for 2 beasts in 10-Man and 5 in 25-Man. These beasts need to be dpsed quickly and most of all they should *not hit anyone*. Anyone hit by a Blood Beast will give Blood Power to Saurfang. The best is to use all what you can to prevent them from reaching your dps, hunters Frost Traps are one of the best tools for that.
Pro-tip: All melee, the tanks included, should avoid any sort of aoe damage when the Blood Beasts pop. If they don't, the beasts will stay hitting them and Saurfang will gain a big amount of blood very quickly, which can cause a raid wipe a few minutes later when the marks are too numerous for the healers to endure.

If you want more details you can find very good info on Bosskillers or Tankspot.


Raid Composition

Both in 10-Man and 25-Man you need 2 tanks. This encounter being a dps-race, you need to take as few healers as you can, usually 2 in 10-Man and 5 in 25-Man.
This will put a lot of pressure on your healers, and they will need a very good mana sustainability to finish the fight.
Pro-tip: Though spellpower is obviously important for healers, this will be more an endurance fight. If you have any source of mana replenishment in your raid you should save it for your healers in this fight if they need it, an oom healer during the last 30s of the fight will seal your fate.

The rest of the raid should be dpsers, both melee (they will be 100% of the fight on Saurfang and the main source of damage to him) and ranged (they will spend a large portion of the fight dealing with the blood beasts). Don't forget the ccers for the beasts that can be slowed, rooted ... anything but completely cced (no fear, mc or anything).
If you have a shaman, keep the Heroism/Bloodlust for the last 30% of Saurfang, you can call for it as soon as he enrages.


Healing Build

As I said, expect this fight to be very very mana consuming and put a lot of stress on your shoulders. Especially until all members of your raid master it. The more blunders there will be (blood beasts staying on the melee, tanks not switching fast enough ...) the more marks you will have to deal with at the end of the fight, and the harder it will be.
Remember you'll have to heal the tank and a few raid damage at all time (nova, dot, beasts). Each time a mark is cast, that will need at least half a healer attention to keep the target alive.

The last thing that I didn't say in the boss description is that for any death in the raid, Saurfang will regain 5% health ... this obviously means that you have to keep everyone alive as much as you can, Saurfang is not a boss you can finish at the very last moment with only 2 raid members alive.

In 10-Man you won't be able to endure more than 2 marks for every long, and most probably not more than 1 death.
In 25-Man if your healers are good you can manage up to 4 or 5 marks depending on your raid composition, and you can probably win with 2 deaths. More will probably lengthen the fight too much.

Whatever your class is, aim for fast "small" heals, as much damage prevention as you can, and the best sustainability you can get.
Use your mana cds as soon as you can get the full benefit of them, and if you can't use them during a strong healing phase, before the first mark is cast.


Paladin Healing tips

Holy Paladins are among the best healers for this fight, with Discipline Priests, but for very different reasons.
A Discipline Priest can greatly reduce the amount of Blood Power gained by Saurfang through the use of Shields.
A Holy Paladin can use his Beacon of Light to heal the target of a Mark of the Fallen Champion and continue to heal the raid. He can even heal both the first and second marks by himself.

Until the first mark is cast, the healing is light. But, as a paladin, you will have much more job as soon as a mark is cast. In a 10-Man raid you will most probably be the only Holy Paladin, and the two first marks will be your job. In a 25-Man raid Holy Paladins should share between them the first marks, 2 per paladin.
Once your first designed mark is cast you'll need to cast your Beacon on it (and remember to refresh it, use your focus frame or an add-on for that) and start cast continuous heals on the raid.
Pro-tip: You can never stop healing for much more than one gcd or your beacon target will die especially if it's a clothy (mark damage is physical and reduced by armor). Remember to recast your beacon/judgement when your Holy Shock is up in case you need the speed-up healing boost.
Once your second designed mark is cast you'll need to keep your Beacon on your first target and heal the second mark regularly, keeping both alive.
Pro-tip: As soon as your mark is cast you will not be able to stop healing, or use a Divine Plea because the healing reduction will be too strong. Try to use it before your assigned mark is cast (use Deadly Boss Mod to check Saurfang Blood Power), you should be full mana when you start healing a mark.

Remember to recast your Jugement of Light on Saurfang, both to increase your casting speed, and to heal your raid.

Keep in mind that your Hand of Protection removes the Boiling Blood dot, it is your choice to use it as soon as you can in the encounter, and have the opportunity to use it again later at the end of the fight. Or to keep it to protect someone being "double hit" by a mark and the dot (this can be very hard to keep up with healing wise).

Good luck and have fun, though very chaotic at first this is a quite fun encounter once your raid will master it.

Wednesday, January 27, 2010

Some more raiding into ICC.

My horde guild is now raiding regularly into Icecrown Citadel, we have kept up to two 10-Man raids (3 nights a week) and one 25-Man raid (one night a week) during the two last weeks, which allows everyone to step into ICC and the guild to confirm its first downs.
We have now confirmed on the 3 first bosses in 25 and need to speed up a little to down Saurfang in one raid night. We have also downed Festergut in 10-Man and are working on both Rotface and the Blood Princes.
I really like the Blood Princes fight, it's chaotic, it's intense, it's not easy, but it's a really really cool fight :)

I'll write an Healing Through on Saurfang later this week. Until then I have updated my article about Lord Marrowgar with a new tactic we're using considering raid positioning.

On a side-note some very good news for melee dps who prefer strength to agility. A new Ashen Verdict strength dps ring will appear in the next small patch (probably next week), description of the 4 levels of the new ring on MMO-Champion.

Wednesday, January 20, 2010

Icecrown Gating, Last Wing in 2 Weeks.

No surprise to everyone, it's official on the live servers, the Lich King will wait to eat your souls in 2 weeks (unless you defeat him of course :P). The official date is February 2nd (US) and February 3rd (EU). You can read the details, as usual, on your best source of live information about WoW, MMO-Champion.
The second wing opens today (yesterday on the US servers) with 2 new bosses: the Blood Princes and Blood Queen Lana'thel. A bunch of vampires, that seem easier than Putricide as the queen has already been downed, though this can be due to the guilds having 2 more weeks of itemization in icecrown. Explanations and information about the gating system and the combined pool of limited bosses attemps can be found on MMO-champion, here.

About my games lately I finally got Saurfang down in 10-Man, on both my paladin and ma discipline priest. I tried a bit Festergut with Syrïel, we managed to keep the tanks alive (with me and two other healers) on 2 attempts (we tried it 4 times), but our raid dps wasn't high enough to pass the enrage timer. It's tricky as the tank/heal team is kind of better in the 10-Man my priest is sometimes, but the dps are way higher in my horde guild :P
On a side note a discipline priest is incredibly effective on Saurfang to limit his blood power. We killed him with 0 mark in 10-Man once I figured that if I have the mana I should just shield everyone at all time to prevent as much blood-producing damage as I could. For the first time my priest went into icecrown she started with Saurfang and had a huge amount of fun, even with her limited gear (not even 230 medium ilevel).
The fight with Saurfang is really much more about control and reactivity than pure dps and/or stuff, which I happen to like. Festergut on the other hand is nearly the whole contrary.

Thursday, December 17, 2009

It has been a Busy week.

Sorry for the lack of post, I've got a cold, a lot of job and I'm busy trying to push through Icecrown Citadel.
I know that for most of the raiders ICC could look dull, especially if they are full ToC25 and are doing ICC10, but for my small raiding guild even ICC10 is not at all won.
We have had two wiping nights in 25 on Marrowgar with the guild we allied to to reach the 25-Man cap, people aren't reactive enough mostly. I blame Nax and ToC for having been too easy with any kind of reactivity issue.
We also wiped in 10 Sunday to finally get the right set of people/motivation to push and down Marrogar and Deathwhisper last Tuesday. But I must say that trying to organize all these raids while being sick isn't the easiest of things.
Anyway enough complains, posts will hopefully resume next week with a Healing though Marrowgar and a post about Holy Paladin healing macros that I want to write for some time.

Have a good raiding in ICC everyone.

Monday, October 26, 2009

Down with Yogg Saron

So I finally killed Yogg Saron (normal 4 watchers, no uberness here) this weekend. I'm a bit sad that it happened on my disc priest before my paladin, but I'm really happy to see the end of this epic fight. Yogg Saron is, for me, the best fight of Wrath up to now, it's 3 very different phases, there is a lot to do for everyone, and especially in 10-Man none is allowed to fumble as we can't tolerate one death or we won't get the enrage timer.

It's really hard to find enough motivated people to finish Ulduar now, but I happened to get lucky on my priest server. I got invited in a guild group extending its tag when they were on Yogg, they wiped on their first night and we wiped again all night on last Thursday. This Saturday, we went there again with nearly the exact same group, everyone knew the fight and we downed Yogg on our second attempt of the night, only our third time on Yogg phase3.
I was the healer of the brain team during phase 2 which is a lot of fun and rush (you don't have much time to think and I fumbled my first brain phases on Thursday). We barely killed him before the time limit though (only 15s remaining) and our tank had 6 adds on him at the end and survived (I love to heal good tanks).

All I can say is that I really like this encounter. It's original, well designed and it reminds me of C'thun :)

I used the BossKillers guide to prepare my raid nights, and it really helped me to not be surprised especially in phase 3 when these guardians hit to hard on the tank (thank you Pain Supression during the last seconds of the fight).

Saturday, October 24, 2009

Rhidach's Heroic ToC guide

Not mine, I don't have enough gear to seriously try this one, but a complete and very detailed guide. It is specially tailored for protection paladins but full of tips readily usable as a holy paladin. just go read Rhidach's blog post on How to defeat heroic 10man Trial of the Crusader.
I seriously point you to this one, there are so many tips for a paladin that I didn't think of (not playing prot enough these days) I'm ashamed of my gameplay :P

Thanks a bunch Rhidach :)

Update note 20th November: I've compiled a more complete list, including Rhidach's guide, you can find it on Trial of the Grand Crusader (ToC Hard), Guides & Tips Collection

Saturday, October 17, 2009

Waiting for IC ...

I don't know about you but I'm seriously waiting for Icecrown Citadel. Not that I've finished
all the content, I've yet to see Yog Sarron die, but that requires several evenings on Udluar and most people don't spend that amount of time on this raid anymore. Too much "free loot" on ToC (normal) or Onyxia or Lolaron to motivate much people about Ulduar.

I still think Ulduar is the best raid from WotLK up to now, despite it being too big, it should have been split in two raids as it was done all along BC. I still have some friends motivated by Ulduar hard modes and we're trying them from time to time, usually one or two nights a week when we are lucky enough to make our suicidal squad (Auriaya with all cats is a crazy fun mess of a fight to heal). If I find ToC hard mode mostly a "gear check", Ulduar hard modes are, at least for some of them, very entertaining.

The first news from the next raid Blizzard is giving us are starting to appear, and the first boss was tested on the PTR these last days (report on Mmo Champion). It doesn't seem super hard, as least on paper, I hope the normal/hard mode gap will be lower then ToC, and my wish is for hard modes to contain more abilities, more strategy than just be a gear check put over a normal difficulty boss.

I guess we'll all see that in IC, hopefully not too long from now, but even more hopefully nicely tested and balanced.

Wednesday, September 30, 2009

Raid Healing for Holy Paladins post 3.2

This post ended being much much longer than I thought at first when I started it. But I was always adding new views and after a few hours it got quite gigantic. I organized the ideas so that you can pick up what you're interested in or find back some points more easily after reading the whole thing. I'll try to post better inputs on some parts of it later in separate posts if I can find some time for that.
Now let's start with the beast.


It is no news that patch 3.2 changed a lot for Holy Paladins. I have already written several posts on the topic: Patch 3.2 will change just everything ...
You can also find very good analysis of the changes on: Banana Shoulders and Holypaladin.net.

Now what did it changed for me after a few weeks of raiding? Though my experience is limited to Ulduar and Trial of the Crusader 10-Man, I think it is enough to see the big changes that 3.2 brought us.
At first I was very worried with the mana regen nerfs, and for a good reason, I was right. But in the end patch 3.2 gave us so much that I'm not complaining at all, as long as you can adapt to a new style. Let me explain my views, and then talk about gameplay changes.

What changed with 3.2 and how does it impact us?

First big mana & mana regen nerf, Divine Intellect was nerfed from 15 to 10% (about 5% total mana loss) and Illumination was nerfed from 60% to 30% regained from the mana cost of the spell that crits (second nerf it was 100% before WotLK). You can also add the small nerf to Replenishment affecting all mana users. On paper a severe nerf to our mana and regen, and in the game too. Depending on how you played, it will affect you more than others. I had an intellect & crit build so it had a strong impact on my regen and I use Holy Lights much more carefully now while I was sometimes "splash raid healing" with the glyph before, which was an obvious overshot but affordable.

Second change of Beacon of Light and addition of a hot to Sacred Shield, Beacon of Light now works with overhealing and has a 60m range, and if you cast a Flash Light on the target of your Sacred Shield it will gain a hot. The Sacred Shield hot is fine, it is not strong, but it is free, doesn't really cost you any global cooldown (though you have to recast a direct Flash Light on your tank here and there) and helps with maintaining a constant healing influx to your tank (the obvious target of your Sacred Shield). Now the real big boy here is the change to Beacon of Light. It was useful before, and helped you to do a bit of raid healing while still covering your tank. It is now very powerful and allows you to become a full (or nearly) raid healer while at the same time being as reactive as before on your tank and able to land one of these life-saving healing bombs at all time. I'm explaining more clearly that in the next paragraph.

Beacon of Light is your new best friend.

The job of a main tank healer is to always be able to react quickly and do his best to save his tank if a damage spike occurs, which you all know is very common in WotLK. Beacon of Light was created to allow you to do some healing on other members of your raid while still healing your tank, *but* you had to retarget your tank in case of damage spike as any overhealing done was not sent to the Beacon (and hence there was no way to heal your tank for 15K but to target him, unless another member of the raid was also injured for at least 15K, and in a 30m range from your tank). This meant some heavy macro building, using right click to target your focused main tank for example. Or some target change delay, and delay is bad when it's an urgency.
Now all overhealing is also transferred and the range is 60m. You don't have to retarget your tank anymore for this 15K healing bomb, and you can even do it while being too far to even be able to target him, by targeting a member of your raid between you and him.
This is such a strong change that I'd say I'm enjoying raid healing again, it's not any more complex than before (even probably easier if you're following the tips I'm giving later on) but you have much more freedom in who you heal, and it's much less frustrating in the sense you don't have to make this Cornelian dilemma of keeping the strong heals on your mt rolling or trying to help with raid healing.

New Beacon require a new gameplay.

Mostly you have to maintain 4 effects at all time now. Before patch 3.2, depending on who you were healing, the Beacon was not always mandatory, and the Sacred Shield hot didn't exist. So mostly it was only Sacred Shield on your tank & Judgement of Light/Wisdom for your raid. Now a Holy Paladin not using Beacon of Light at *all* times is just a dreadful dumb monkey :P It is just too strong to not be used at all times, unless, perhaps, you're completely sure that only the mt will take damage as in some old vanilla boss fights.

So what do you have to maintain? Beacon of Light (B) on your tank, Judgement of Light/Wisdom (J) on the main raid target (if possible each 20s for the raid heal), Sacred Shield (S) on your main healing target (not necessarily the main tank, I will give an example of that), and the Flash of Light hot (F) on your Sacred Shield target. It requires more attention than before and I strongly advise you to use an add-on to track these 4 mandatory effects that I will name the BSFJ effects.

Gameplay by examples.

As nothing is better than examples, I'll give you what I see as the two gameplay configurations we have now, depending on the boss encounter. As you could guess, I assume that as a Holy Paladin you are assigned to tank healing.
So let's take these examples, the two first beasts of the Northern Beasts trio from Trial of the Crusader.

Gormok the Impaler
This is what I call a single tank situation, it can still require tank switching but at any given time there is only one tank.
Focus you tank (use a focus macro with a shortcut to help if there is some tank switching) and keep at all time Beacon of Light and Sacred Shield on him. When the Flash of Light hot goes down, recast a Flash of Light on the tank. Keep the Jugement of Light/Wisdom up on the boss. And now all you have to do is heal the raid and keep the BSFJ effects up.

The two Jormungars
This is what I consider as a 2 tanks situation (if more than 2 tanks are required, you'll need another Paladin buddy to cover the 3rd tank and helps you on the MT), at any given time at least 2 tanks are taking strong damage, one being the MT usually taking more damage.
The idea is to heal both tanks at the same time, using the Beacon. It was possible before, but it's way more effective now. Cast the beacon on the one you are not assigned to as main healer, and the Sacred Shield on the one you will be targeting most of the time (to maximize the Flash of Light hot uptime). Then cast Judgement of Light/Wisdom on the boss and maintain a regular influx of Flash of Light on your target (with the occasional Holy Light if him or your BoL target needs it).
You're set for double tank healing, and with some training and getting used to it you can mostly heal the two tanks from this encounter alone in 10-Man.

But what about mana regen now?

If you follow the gameplay guidelines I've given earlier, you will see that your tank (which should be your main target during a raid) is receiving a strong and regular flux of healing even if you're mostly casting only Flash of Light on the raid. This is a strong change from before, and means that you should be using less Holy Lights (at least in 10-Man, the boss damage being lower).
But even with a more sporadic use of Holy Light you'll see your mana going down, especially as you should be recasting Beacon of Light for sure each 30s now (I'll have to do the math on the BoL glyph as concerning mana efficiency).
As for myself I went back to the Glyph of Seal of Wisdom (5% healing cost reduction) instead of the Glyph of Seal of Light, and I'm using strong mana regen trinkets and meta-gem. I'm still using my int/crit gear and spec, and it still do the job, I have to use mana potions much more often though, and Divine Plea for these 25% mana as often as I can.
My observation from raiding is that we still have a good lasting power, but we need to be much more cautious with our mana. With my two trinkets () and meta-gem (Insightful Earthsiege Diamond) I can regain more than 2000 mana each 50s (du to the trinkets hidden 45s cooldowns), to which I can probably add about 3000 mana each minute (?) from Divine Plea (I rarely can use it for its full duration but I try to use it each time it's out of cooldown). That's about 5 to 6K mana/minute, not bad without counting any mp5 or spirit (haha).

Minimum Mana Use and Healing Lasting Power

Let us give a look to mana costs now. Just to maintain your BSFJ effects during a minute, you have to cast (with a base mana of 4394 for a lvl 80 paladin):
2 Beacon of Light (35% of base mana),
2 Sacred Shield (12% of base mana),
5 Flash of Light (8% of base mana),
and 3 Judgement of Light (5% of base mana)
That gives you a minimum mana cost of about 6240 mana with 2 Flash of Light counted as a critical (40% crit).
So, just to keep up with the spells you need up at all time you will have a MMU per minute of 6240. Divide your total mana by that and you know how much you can last at the theoric maximum (don't be frightened but now you can see how much mana regen we need).
Now to maintain a regular Flash of Light casting, with 40% critical and 1.5s casting time you'll need to cast 20 Flash of Light per minute, which would cost you about 20 * (3/5*1+2/5*0.7) *352 = 6196 mana per minute.
Add this MMU to the FoL spam cost and you have a rough idea of your mana cost in a raid boss fight. Now calculate your mana regen as I did before, and add in your mp5 (and replenishement if you are sure to have it). Reduce your mana cost by your mana regen each minute, and divide your total mana by that. You will have a rough idea of your mana durability in a boss fight.
Ok this is not easy calculus and you don't really have to do it, but keep in mind that you'll use around 12.5K mana per minute probably half your mana if you have an average gear. Yes mana regen will hurt and you'll have to take it into account much more than before.

And for next time

In my next post I will discuss about healing macros and how they can really change your raiding experience as a Holy Paladin. Being more reactive, keeping up your multiple effects more regularly, avoiding wrong targeting when recasting Beacon of Light (which can be really deadly now) ... all of these can strongly change with macros.
Stay tuned.

If you want more inputs on healing post patch 3.2, you can read the guide on Holypaladin.net, it is full of gear & gemming information.

Wednesday, September 23, 2009

Holy spec: did you try Holy + Prot already?

As my series on leveling is finished I'm back to talk about healing, gear and specs for patch 3.2. I'm writing an article about general gameplay in raids (that will be way too big ...) but I wanted to point you towards that article from Banana Shoulders: Bubble Spec: the New Hotness.
It's about the "new" Holy & Prot spec based on using Divine Sacrifice. Siha calls it a Bubble Spec and I like the name, it links it to Disc priests shields (and it is damage prevention), and it uses the paladin bubble to save ourselves when we use it.

Clearly, anyone can see uses for this huge raid damage prevention on bosses like XT-002, YS, Anub ... but as crit strength has gone down since patch 3.2 my previous preferred spec (51/2/15+3) has lost some of its punch, pushing the Bubble spec to our attention.

This is not news and several guilds have been using that spec already, but if you've not yet give it a try and see if it'll be the 3.2 spec for you.

Tuesday, September 15, 2009

Pre-raid gear in patch 3.2

Last article about rolling a new paladin character to 80. This article will target gearing your paladin from fresh 80 to Ulduar raid level (at least enough to start Ulduar without shame). As I'm a healer this will obviously be more healing biased but most can apply to any paladin spec.

Wrath of the Lich King Patch 3.2 changed a lot of things for everyone, and even more for Holy Paladin. The two most impacting changes are:
  • changes (read mana regen nerfs, BoL buff) to the Holy Tree;
  • changes to the badge system in heroic and raid instances.
I'll try to look on these two changes and how it changed things for new 80 characters, and then I'll try to give tips about how to use them to your advantage. I recently leveled a Druid to 80 and got her from fresh 80 to a WoW Heroes rating of about 2246 (Ulduar 10/25 level according to WoW Heroes) in two weeks following these tips. Just so that you know my Holy Paladin has a score of 2290 and I've run nearly all of ToC 10-Man and all Ulduar but for Yog with her (but for Anub as I'm in vacation since he's up).

Holy Paladin Changes in 3.2

I've already discussed the changes to Holy in patch 3.2 in this post. If you've played a Holy Paladin in WotLK before patch 3.2, you should read it, and perhaps even this post on Elitist Jerks. If you're new to paladin healing or have not played a paladin healer since BC or before, then most of what you need to know is:
  • your mana is not "infinite" anymore by specing for crit rating and intellect;
  • you'll have to use Beacon of Light to be competitive, it is now the main tool of your healing skills and no sane Holy paladin will let it drop down.
I'll discuss more about the gameplay changes since 3.2 for me in a soon to be post, give it a look then. What matters for us here that mana will be an issue for you, intellect, mp5 should be big focuses for you in your gear, more than crit or haste, at least at the beginning (spellpower will still be your main gear focus).

Badges in 3.2

The huge change is that all raids and heroic 5-Man instances drop Emblem of Conquest (Ulduar 25-Man badges before 3.2). As you can guess, that allows you to gear in nearly full 213 and 226 gear just by doing heroics.
A lot of people, me into them, think that it is not a good thing, as a way too easy Naxramass wasn't good. This does not push people to do good to get their gear. And if you want to do high level raids (read end of extension arc raids like AQ40, Naxramass 1, Black Temple, Sunwell) gear won't be the only thing you need, and in fact it is the easiest to obtain thing. Skill on the other side needs hours of raiding and training. But I won't talk about that here, it is not the point.
I'm not going to give you the list of items you need. As I strongly incite you to raid at the same time you'll be gearing through heroics. Start with Nax10, proceed until you reach Ulduar, you'll be able to gear up from there. you can use the badges to complete what you'll get during your raids, and all your raids will give you badges too (Nax25 is the fastest source of badges if you can find a good group).

Here are a few pointers about loot lists for patch 3.2: on WoW.com, lots of different posts on The Holy Paladin.net.

Remember also that you can get 2 Emblems of Triumph (for your Tier 9 armor) per day with the daily heroic quest. And you can run the new Trial of the Champion instance in both normal and heroic mode, even normal mode will reward you with very nice items like this "you must have" trinket: Tears of the Vanquished.

Time to gear-up !

My earlier post about pre-raid gear is still useful, you can find it here.
Now how can you get as soon as possible to the gear level to pleasantly run heroic and "easy Nax"?
I'm not going to advise reputation gear, as it'll probably take you time to get these reputation high enough to get anything useful (read epic gear), reputation are useful but focus on the once you want at revered level for your head enchant (Kirin Tor for Holy, Knights of the Ebon Blade for Retribution, Argent Crusade for Protection).
I'll advise you to PvP during you last levels (78+), get the lvl 78 pvp gear and play as holy or ret as you like, your goal will be to get xp and honor points. At lvl 80 you should be able to do buy Epic arena armor and Wintergrasp gear. For that:
  • run Wintergrasp battle as often as you can (especially if your faction is on the attack);
  • run Alterac Valley as often as you can (best reward in term of xp/honor per hour).
Then once 80, get your pvp gear, complete it with Titansteel gear (head, feet, mace). You should be around half epic. Keep your lvl 78 pvp gear or crafted pve gear, gem for spellpower & intellect. Enchant your epic items (esp. your Titansteel Guardian). You should be ok for heroics and Nax 10 and Trial of the Champion (at least normal).

From there progress with badge gear, what you can get on raids, and what you'll get on the Trial of the Champion normal & heroic (you'll want that mace from the heroic version).

You can also run the dailies from the Argent Tournament, there is ilevel 200 (Nax10) epic gear to get and a lot of pets & mounts of you like them (I'm not the most patient type and never got anything from them).

Final Words

I hope you'll enjoy playing at a Paladin, especially if you joined the rank of the healers in this game :)
Your first days as a Holy Paladin won't be easy as we miss on the mobility part, you can't heal and move nicely. Try to play often with a tank you know, and that will know when to move and when to give you 10s to heal & mana regen, that will really make things easier for you, and that is really the best advice I can give you (especially for heroic timed CoT 4 or heroic Utgarde Pinnacle).

edit:
A first version of this guide can be found here, there are pointers to other good Holy paladin gearing guides.

Monday, August 10, 2009

Heroics all day long, is that all what you do?

I like WotLK heroic dungeons, much more than I liked BC ones. They're difficulty level is good, and you can start them after a bit of gearing at 80 to get your first ilvel 200 blues (and purples if you're lucky) and start raiding. Add a few crafts & pvp into the mix and you'll be raid set in no time. In BC heroics were hard, sometimes too hard to be done before being nearly fully epic'ed from Karazhan. That was defeating their purpose and Blizzard adjusted that right in LK.
Ok, so I love heroics. But I don't like the badge change of patch 3.2 ... why? It has sent everyone (and their 3 years old sister) into heroics again! So why would I be upset of it?
The reason is simple: we nearly don't raid anymore. People don't see any interest into going in a raid to wipe a few times (at least) during the night and down at most 5 bosses (if we're lucky as it's harder and harder to get people to play, even more good people) for 10 badges and a chance to get one epic. During that same time they could run at least 5 heroics, with no wipe, no repair bill, no flasks to buy, two times the number of badges and 3 triumph ones through quests.
I'm sad, I hate it, but I can understand them ... raiding has just lost most of its gearing interest, at least until players will have all got their 2 pieces of T9 and all they can get with emblems of conquest.
If you add the fact that doing an heroic in T7.25 full gear is just way too easy and boring ... I'm not really enjoying the game these days :(
It's rerolling time, again.

Monday, July 13, 2009

Patch 3.2 will change just everything ...

I've told you before I was going to say what I think about the changes awaited in patch 3.2, here it is. I have waited to see if they were final, and they seem to be as they've not been changed for a few PTR updates now.

Let's rewrite here the main changes for us:
  • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
  • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
  • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
The changes to Divine Intellect & Illumination will strongly hurt our mana. It won't be possible to spam Holy Light and probably hard to outmana other healers and be this mana battery that can spam heal the tank during the last % of a boss (Patchwrek before nerfs & increase in gear comes to mind as the classic example of that).
This will be compensated by the changes to Beacon of Light that clearly turns this skill as something so strong that it will be a mandatory talent that you will have to use it at all times.

Why do I think some change is necessary ?
I've already talked about that in a previous post. Paladins generate too much overhealing, they have mostly timed casts, which result in a lot of our heals being sniped by other healers (which is, I agree, very frustrating). That result is a bad "score" on the healing meters (I have already said how much I hate the weight these have in a player "efficiency" evaluation). That is often strenghtened by our main role as tank healers.

What is our role right now, and why ?
Overall we are mostly tank healers, as we have the ability to spam Flash Light on them nearly undefinitely, what no other healer can really do. That allows for a constant flow of heals at the costs of a large overhealing. But that sort of play protects your tank from rng damage spikes and as you are giving him a lot of attention (like all your attention) you can react fast to spikes with an addition Holy Shock or switching to Holy Light.
Though this role will result in a lower score on the healing meters (that is true for any class assigned to tank healing), it is a necessary role, one healer will have to pay real strong care to the tank, or he/she will die. This is simply due to the nature of the challenge that blizzard is giving us about tank healing, that challenge being mostly rng spike damage.

Is Beacon of Light used before 3.2 ?
My answer is yes, I've already discussed it in this post. At the moment, Beacon of Light has for me 2 main possible uses: used on you, it will ensure your survival and avoid you wasting cooldowns to heal yourself; used on your tank, it will allow you to do some raid healing at the expense of some speed reaction to heal your tank (though this is absolutely necessary in some cases).

What will change ?
I have concluded earlier, and I think everyone will agree. BoL will be mandatory to use, and use on your tank as the one and only use for it. Taking that as a premice, paladins will not be tank healers anymore, simply because they won't be the most effective that way.
We are going to be raid healers, with support to the tank through BoL. Our role on the tank will be to lower the impact of the rng, by providing a "free" regular healing stream, while we are healing the raid (that makes me think that we can expect even more raid damage in the next content).

So we are going to endure a 180 degrees change in our gameplay, we're changing from tank healers with long mana survavibility to raid healers with tank support.

What I don't really like about that is that: I like to tank heal, I won't be able to react as fast on the tank if I'm asked to, just because my attention will be on the raid (as I have experienced when I am raid healing with BoL at the moment).
These changes are not the ones I hoped for, and the gameplay changes that they imply are not ones I want to play with. Hence I'm rerolling priest ...

As always, comments are welcome.

Wednesday, July 08, 2009

News from the web, holy paladin & disc priest

A very interesting post on Banana Shoulders (up again yay !), about Epic Gems in patch 3.2. And a good post about Burnout on Causal Hardcore.

About myself, getting ready for the 3.2 patch, getting used to play priest with my dranei alt. Discipline Priest is so much more fun to play than a paladin, I've yet to really get experience in raids with her, but have played a few hours in Nax 25, done a few tries with Malygos 10 (but phase 3 kills pick-up groups that don't know it), killed Sartha 10, cleaned Nax 10. Not much ulduar but she's a bit underdressed for that.
In the end, raiding clearly reduce the number of skills you use, you tend to go for effectiveness and drop all the "fun but not optimum" skills depending on your talents.
What are the skills I use as a paladin more than one each 2mn ?
Flash Light, Holy Light, Holy Shock, Judgement, Sacred Shield, Beacon of Light.
What are the ones I use as a disc priest ?
Power Word Shield, Penance, Renew, Flash Heal, Prayer of Mending.
Surprisingly I'm using more skills on my paladin on a very regular basis. But if you look at them, only 3 are heals, one urgent, one big one "continuous". There is very little thinking to do, you just react in urgency. The Sacred Shield compared to the priest shield is near to useless from a healer point of view (even if it has a very good mitigation in the end, it does not prevent someone from dying in an urgent situation as a priest shield does, and it is limited to one target now).
I'm experiencing a much more diverse and fun healing game with a priest than with a paladin. Just because I have to think, to chose, before using a skill, what I don't do much with my paladin. It is the difference between a bazooka and a sniper rifle :P

Do you have experience with different healing classes ? Do you have opinions on them ? Please share your thoughts with me :)

Friday, June 12, 2009

The Future of Holy Paladins ?

A forum post was quoted on MMO Champion about Ghostcrawler speaking of the future of Holy Paladins. You can read the whole post here.
All in all the idea is that playing a Holy Paladin in raids isn't fun:
the gearing is really simple (spell power, int, crit, and nothing else matters),
the gameplay is simplistic (Holy Light spam, ehre you come),
the mobility & raid healing is very limited.

Though I'm playing a Holy Paladin for a good number of months now (was prot before WotLK), I do agree that, compared to a priest, the gameplay of a paladin is very limited. We are healing powerhouses, mana batteries and can outlast nearly all other healers. But we are not very fun to play ... and that's a very important issue in a game.

Quoting Ghostcrawler:
We have some plans for Holy paladins in 3.2. We'll talk more about them when we get closer and we are more confident that they are the actual changes that will go live (modulo PTR feedback).
Let's hope they're going to find a new direction for us that can bring a bit more variety to our gameplay, that would be really sweet.

Saturday, June 06, 2009

Holy Paladin pre-raid gear for WotLK

This isn't a super new post on the holy paladin blog community, but this a question I've been asked so I'm just using this blog to answer it. Perhaps it can be useful for someone else :)

There are several very good gearing guides that have been written by fellow paladins when Naxxramas was still new. If we're a few content patches later now, little has changed on the gearing side pre-raid, but mostly the argent tournament.
The guide I'll site mostly don't include that, so you can go there and give a look to the rewards in case some of them look cool. The Titansteel Spellblade has been added too, but is a dagger (I guess so that shadow priests can use it). The Titansteel Guardian is still the best for paladins, despite its nerf some time ago.

My best gearing guide pointer will be Banana Shoulders:
Pre-Raid Holy Gear Guide
Gemming Your Holy Paladins
(I don't completely agree with Siha as she's a spell power addict, I'm an intellect addict, so I gem for +16int gems on my yellow slots, for example. It's mostly a question of having enough mana or enough hps to keep up the tanks ^^ This is explained very well here.)
Holy Paladin Guear Enhancements
(Arcanums, all enhancement of guear from head to pants)

Now, as gear isn't all what you need, I'll advise you to read this very good (as always) article on Ferraro site Paladin Schmaladin (don't ask me how she got that name) How To: Healing Raids.

edit:
I have written an update of this post for patch 3.2 that changed so much about gearing in Wrath. You can read it here: Pre-raid gear in patch 3.2