Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts

Wednesday, May 26, 2010

ICC 25 HM Resto Tips - Frost Wing

These tips assume you have a basic idea of how the fights themselves work. They are not complete overviews of the fights, but rather hints, tricks, reminders and ideas.

Valithria Dreamwalker
Portal Healer
Keep a HoT on yourself and nearby healers. You're going to start taking more and more damage from your stacks. Luckily you heal for more, you just have to remember to keep yourself up. Other healers without HoTs will appreciate the help as well.

Stack your HoTs, roll your Lifeblooms, spam your Nourish. Make sure you hit Swiftmend on cooldown, and don't clip your Rejuvenation. The only time you should clip your HoTs is right before you're going to hop back into the Nightmare. Your powerful HoTs are all that Dreamwalker has to mitigate her slow health drain while you're inside.

Raid Healer
Manage your mana like a champ. Use your innervate as early as possible, and make deals before the start to get the feral druids to give you innervates and sneak into the Resto Shaman groups to drop totems on command. As your gear gets better, it's not as daunting, but in the beginning you'll really need some help.

Throw HoTs on Valithria when you have a chance, but remember that it isn't your job. The raid, for you, takes more priority than the dragon.

Throw some HoTs on portal healers. They sometimes forget to heal themselves.

Be hyper-aware of your surroundings. Avoid crap on the floor, and watch out for wayward undead. Make sure your Shadowmeld (if you're a Night Elf) is ready, and your Barkskin as well. A heroic Blistering Zombie can destroy you in one hit, so don't be afraid to GTFO.


Sindragosa
Pre-pull, HoT with Regrowth. It ticks for a long time and provides a nice buffer. Watch Sindragosa; as she moves towards you to land, begin HoTing with Rejuv and hitting WG on cooldown.

Watch your timers. If Unchained Magic is about to go out, stop healing for just a second. If you get it, continue to not cast. If you don't get it, go back about your business until the next time it is about to go out, and repeat.

Always HoT those about to get frozen (unless you have the debuff). Help them live through the hit. Save Barkskin for when you're about to get blocked.

Monitor which healers get debuffed. If you see two or more tank healers suddenly get the debuff, take a moment to HoT up the tank. Otherwise, stay on your job. You can and will wipe if your raid dips too low and dies because raid healers are too busy with other things.

DO NOT CAST WITH THE DEBUFF. If people die while you have the debuff, that is not your fault. It is much worse, and more likely to wipe the raid, if you start gaining stacks and exploding on their face, especially during phase three. Just trust your other healers and take a breather.

Thursday, May 20, 2010

ICC 25 HM Resto Tips - Blood Wing

These tips assume you have a basic idea of how the fights themselves work. They are not complete overviews of the fights, but rather hints, tricks, reminders and ideas.

Blood Council
HoT yourself up before or while moving and you shouldn't even feel the debuff. At the same time, don't take it as a license to run around without a care; your debuff will still stack.

Save Dash for being chased by the augmented fireball. Pop Barkskin if necessary, but book it through and out of the group. Through the group so they diminish its size, and out of the group so you don't hit others with the explosion. Do not just soak it with Barkskin and not move; you can kill others around you.

Be wary of last-second Empowered Shock Vortex invaders. Hover over your Barkskin button (provided it's not on cooldown) and if someone invades your space, hit it. It could save your life from the domino effect of adjusting people.

Be aware of your surroundings. It is easy to get killed by not paying attention to the stationary shock vortex about to spawn (that you're about to run into). Do not be afraid to shift out and hit a Kinetic Bomb with a Moonfire if it gets close to the ground. Be adaptable and adjustable.

Blood Queen
Pre-HoT before the pull with Regrowth. Weaker ticks, but longer duration, will ensure that a large amount of your raid will have a good buffer heading into the fight.

Do not tunnel-vision health bars. It is very easy to do this since the basic heal strategy for BQ is Rejuvenation, Wild Growth on cooldown, Swiftmend if necessary. You still need to be aware of your surroundings, especially if you have to drop dark fire around the outside or run to the center for Pact.

When the person with Swarming Shadows is announced, give them a Rejuvenation, and a Lifebloom. This is a little extra buffer against increased damage they are taking, but much more is a waste since other healers are likely picking up slack on them as well. If not, Swiftmend them.

During Blood Bolt Whirl, Barkskin. Make sure not to use it too early so you have it for the entire duration.

When your Wild Growth is ready to be spammed again, hit it on a tank. This should ensure the greatest amount of people receive it.

Always HoT Bite targets. They will take damage, and it is often a large amount for clothies especially. If you are using an addon like Vamp, your bite targets should be marked. If not, have people call them out or warn you if their target is low health.

Wednesday, May 19, 2010

ICC 25 HM Resto Tips - Plague Wing

These tips assume you have a basic idea of how the fights themselves work. They are not complete overviews of the fights, but rather hints, tricks, reminders and ideas.

Festergut
Do not get hit by the Malleable Goo. However, if you do (because the floor mechanic was covered up by bodies or you were just slow), use your instant casts (Rejuvenation, Swiftmend, Lifebloom, Nature's Swiftness) so as to remain unaffected by the casting debuff. Watch carefully for green ooze on the ground.

As the raid starts taking less damage, you can slowly wean them off of your HoTs and begin stacking more on the tank. Still remember that unless the tank is your main assignment/you have been reassigned to the tank after a healer death, tank is not your priority and to switch to the raid immediately as they need it.

Always pop Barkskin on Pungent Blight. There is absolutely no reason not to further reduce incoming damage before it happens, especially as the raid is going to start taking large amounts of damage all around, and Barkskin should further reduce your need for healing (so you can focus on others).

Make sure you pre-HoT for Pungent Blight so you are not playing "catch up" after the fact.

Rotface
Hold onto your Barkskin for Slime Spray, especially if you are one of the ranged. This can help reduce damage if Rotface turns the spray on you and you do not have a quick exit for the damage cone. Barkskin, HoT yourself and run for the closest edge of the damage cone.

Always have an escape plan, especially in the ranged groups. Know where to go if the ooze is being kited by you, know where to go if the person next to you is spewing Vile Gas, know where to go for Ooze Explosion, if the pipes behind you start leaking, and so on.

Damage on the raid is unpredictable; damage on at least one tank will always be constant. Roll Rejuv on the tanks after taking care of damage on the raid. Sometimes your tank healers have to run, and that powerful (and usually hasted) HoT will help relieve even a small bit of pressure. If your raid is particularly adept at not taking damage, throw a few Lifeblooms up, too.

When Unstable Ooze Explosion is announced, count to three before moving. Use this time to see where no one else was standing, and move there. If Barkskin is off cooldown, pop it now in case of Explosion + Slime Spray.


Professor Putricide
Request prior to the start of the fight to be placed in the tank or a DPS group. During phase 3, you will want to pop Barkskin and Tranquility at three stacks on the tank. The entire raid will be dipping low, so each group should have a contingency heal/cooldown such as Tranquility.

This is another fight to have an escape plan. In Phase 1 and 2, you need to know who you are passing Unbound Plague to. Know who is around you, and pay attention to where the plague has been passed before. Don't build too many stacks up on a person, and have a contingency plan should the person you want to give it to become targeted by another ability such as Malleable Goo or an experiment.

Save Barkskin for RNG gibs. There is the distinct possibility of getting targeted by an experiment, gaining the plague and having goo thrown at you. Pop Barkskin and pray for a miracle.

So long as there are enough ranged at a proper distance, there are three good ways to avoid Malleable Goo: watch the Goo spawn from Putricide and track their trajectories, move to where no one was standing previously, or run into melee. If you choose to run into melee, be sure there were enough ranged out to keep the goo from going into melee, and move out as soon as the goos land.

Keep Rejuv on the Abom as much as possible. S/he needs the replenishment help and sometimes even the healing. Do not worry about other HoTs; if they are really starving for energy, throw Wild Growth on them as well.

Save Dash for when the kiting experiment (Gas Cloud) gets close. Dashing too early helps nothing; the experiment does not follow your path but rather takes the shortest possible distance (straight line). Do not kite it through Choking Gas Bombs.

Take advantage of your mobility and HoT on the move.

Tuesday, May 18, 2010

ICC 25 HM Resto Tips - First Wing

These tips assume you have a basic idea of how the fights themselves work. They are not complete overviews of the fights, but rather hints, tricks, reminders and ideas.

Marrowgar
Make sure you and the other healers have evenly distributed points to run to during Bonestorm.

Do not be afraid to pop Barkskin; you cannot use it while on a spike anyway. If Marrowgar heads towards you, pop it and run.

Watch your timers. Start throwing out Regrowths on the raid 10 to 15 seconds before he starts spinning around. Though the HoT portion is weaker than Rejuvenation, it will last much longer. You can cast Rejuvenation as you are running around the room since you do not have to stand still.

Don't be afraid to stack full HoTs on someone spiked during Bonestorm. Try to do this especially if Marrowgar is spinning on top of them, and there is no Hand of Protection available.

Lady Deathwhisper
Have Cyclone bound in Tree Form. Unless your guild has given you a priority mark, your main goal should be to cyclone mind controlled raid members who head into melee. They stand a good chance of being cleaved to death, with no other CC able to save them by granting them immunity.

After her mana barrier drops, the easiest way to avoid ghosts is to switch sides whenever she pops them out. Since you are a Druid, you are a mobile healer. A ghost will always target a person and chase them down. No matter where you are, if a ghost pops down and you immediately run to the other side of the room, you will not get hit by a ghost.

Curses and MC's are priority. Healing Damage is important, and you will spend most of your time doing that. But never ignore an MC running loose, and never ignore a curse on someone.

Macro Nature's Swiftness and Cyclone together. This could save someone's life.

Gunship
LOL DON'T GET HIT BY ROCKETS LOL

HoT up the tank before he goes over and keep him HoT'd. HoT up the tank on deck. Play some catch up with the other raid members on board, but their damage is unpredictable and HoTs are often overwritten by Chain Heals and the like. If axe throwers are levelling up, though, buffer with HoTs anyway. They can get nasty (and are one of the few ways to wipe on Gunship).

Saurfang
Make sure you set up healer assignments for each mark. Have a plan for up to six marks. Paladins, then Priests, then Druids, then Shamans.

Make your Paladins call out when they are off the tanks (i.e. healing two marks). As a Druid, you should be able to help by adding HoTs to the current tank while still buffering Marked targets, also with at least one HoT.

If you are just starting HMs and your gear is on the lower end, manage your heals wisely. Your Paladins, especially, may need your Innervate more than you, and if a Mark goes down it's a wipe. It is unfortunate, but at this point your Innervate is likely no longer your own, unless you have a fair supply of Feral DPS and Moonkins.

If you are marked, move to melee range. This allows you to gain maximum benefit from AoE healing. If you are able, stand behind the boss and right click him so you begin to punch between heals. Even a small amount of Judgment of Light healing helps. Only do this behind the boss so as not to parry-gib your tanks.

Tuesday, April 20, 2010

Know More Than Just Your Job

It's very easy to fall into the "I know my role, and that's all I need to know" trap. I do it a lot. I could tell you the role of a healer in any non-heroic (and most heroic) ICC 25/10 fights, where they should stand, and what mechanics they have to worry about. But up until recently, the DPS and tanks were a mystery. I knew you needed 2-3 tanks depending on fight, and about an even smattering of melee and ranged.

Well, it's not your job, Bell. Why do you care what they have to do?

To be honest, it is a healer's job to know what the other roles have to deal with. Please notice, I said know, not micromanage. Keep that in mind.

It was once said to me by the Paladin Sharlet: "Good tanks make great healers; good healers make mediocre tanks." Though you can debate it until you're blue in the face, the fact is that healers who understand tanks and their mechanics are better at their jobs than healers who react to damage whack-a-mole style or blinder-zoom on their raid frames. Do you know when your tanks have to routinely pop cooldowns? I am not talking about dangerous, near-death experiences, I'm talking about boss fights in which they need a regular cooldown rotation.

Yes, I am a mediocre tank. I admit it; I tried it on Bellbell and I was just semi-competent in heroics. However, to compensate for that, I've started paying much more attention to boss abilities and cooldowns, understanding when a good tank pops cooldowns and when a mediocre or bad tank would forget to. ToC 25 is a snoozefest for many people in this game, yet on Bellwether my anxiety can shoot up if the PUG DPS is slow and the PUG tanks don't know how to use their cooldowns. That is responsible for more phase 1 tank deaths than shoddy healing, though if a healer with a cooldown had used it, it could have covered for the tank's forgetfulness.

I have never tanked ICC, but I know that tanks need to cycle cooldowns through Festergut's triple stack buff.

Knowing when the melee is all going to get hit, or understanding mechanics like Sindragosa's stacking debuff, can only help you pre-HoT or anticipate health loss for a quick chunk. Is Healbot or Grid set up to tell you who has Unchained Magic so you can pre-HoT them in preparation for the chunk of life disappearing?

It seems like pretty average stuff. Life goes down, I heal it up. Why do I need to know more? As the fights become more involved, as the battles get harder, you will need to know who is standing where, who is heading in what direction, and when tanks are powering through cooldowns so you are able to compensate.

After all, this is, in essence, no different than timing your HoTs to boss mechanics. It is understanding on a deeper level, however, than just "damage happens now." It is "damage happens now and I understand why, so I already have the best possible spell ready."

Again, I'm not telling you to micromanage everyone. Do not be a backseat raider. Just be a smarter healer!

Wednesday, April 7, 2010

Restos Bad at Tank Healing?

On one of my recent posts, I received a comment from Pixielated. They asked,

...I'd like to get your opinion on something if you don't mind. I was recently “informed” that resto druids are “Dead Last” in effectiveness of tank healing. I realize our raid heals are kick ass, but to have someone tell me we suck as tank healers struck a nerve. I’m curious as to what your thoughts are!

Here's the thing: Restoration Druids do not "suck as tank healers." However, we are lacking as compared to other classes in some ways. Any healing class can tank heal, it's just that Discipline Priests and Paladins are the best at it.

Why aren't Restoration Druids just as good?

Well, first of all, we lack OSHI- cooldowns. Nature's Swiftness and Healing Touch/Nourish are effective, per se, but they are not as sustainable as Hand of Sacrifice, Guardian Spirit (Holy Priest only, which are arguably less effective at tank healing as per Juz's comment), or Pain Suppression. You have no prolonged cooldowns, nothing that either improves your effectiveness for a while (such as a Paladin popping Avenging Wrath) or the tank's survivability.

We have no mitigation skills, such as Sacred Shield or Power Word: Shield. Every hit that hits the tank has no extra mitigation besides what our HoTs can tick back up, after the blow has landed. We also cannot heal two tanks at once as effectively as a Paladin can.

Does this mean we are not good tank healers? No. I was on tank healing duty for a Lich King 25 man when we had no Paladin healers, and no wipes came about because of tank death. Restoration Druids are not the best option for tanking, and it is probably a toss up between Shamans, Holy Priests and Druids on who is the less effective one, but by no means are we bad or incapable.

So, how do you tank heal?

The best way to tank heal is to stack all your HoTs. That includes Lifebloom. Now, you have to be a bit more careful about it as Tank healing can be a bit of a mana drain. Manage your Lifebloom stack, refreshing it on OoC procs and allowing it to bloom when the tank could use a chunk of health. Monitor your HoTs and keep them stacked, then Nourish in-between. If there are two tanks, focus on the one you're assigned to and give a couple helper-HoTs to the other when your tank isn't being punched in the face.

So, in summary: yes, you can tank heal. All things being equal, Resto Druids should not be first-choice tank healers, but they are competent and will not fail at the job (mechanically; personally is another issue entirely).

Tuesday, April 6, 2010

How to Ace Your App

So you want to be in a serious/high-end raiding guild, eh? But there's this pesky "application process" standing in your way, filling your screen with question upon question that let the guild you're applying to know if they're worth your time.

Besides the basics, what can you do to get in, to make your application really shine?

Understanding your class is of utmost importance. Know your weaknesses, know your strengths, both mechanically and personally. Restoration Druids are obviously strong raid healers; but can you say why and how (the answer is not "spam Rejuv lololol")? Do you know what to do should you need to cover for a tank healer?

You'll often get specific questions about stats and their priority. Do you know your haste caps? Are you reaching them? You don't need to just know that high end Restoration Druids should prioritize Haste to cap, followed by Spellpower, Spirit, Mp5, Int and then Crit, you need to know why. When you want to get into an end-game raiding guild, it isn't enough to just regurgitate, you have to understand what you're saying. Reading Elitist Jerks and then memorizing the data is okay, but it doesn't really do anything for you if you can't apply it naturally and easily.

Have a reason for your glyphs, talents and gems. You may be asked about them. "Because I didn't know where else to put the points" shows a lack of understanding. It is okay to admit you're wrong; it is not okay to make up an answer that everyone can tell is bull. Why? Because you will be called on it.

The best way to show that you understand what you're doing? Throw in extras. If they ask how you would heal for Dreamwalker, give them examples of healing outside of portals and being a portal healer. If there are two strats for a fight, don't just pick one; understand your role in both. If they ask to see your keybinds, go one step further and detail which macros are which so they don't have to ask. If you use a Healbot or Grid equivalent, give them the specific mouse binds.

Possibly the most important part of the application is the general final question. It usually goes along the lines of "anything else you would like to add?" This is your chance to head off any possible questions that you either recognize as weaknesses (or undiscovered strengths) yourself, or that you have seen them ask other applicants. For instance, I applied to a top Alliance guild on the server, and they tend to ask Druid healers if they have a geared offspec during follow-up questioning after the official application is submitted. To save time for both people, I created a quick WoWHead profile of my Moonkin gear and explained my limited experience with it, as well as plans to improve. In the end, the amount of extra information I gave allowed them to almost entirely skip the forum question process and request a vent interview.

Write as much as you need to. Be clear and concise as well as thorough. Utilize everything you know about your class and its role (you know you can increase overall raid DPS by keeping Rejuv/WG on other classes, especially DKs, for Revitalize procs, right?) to impress the people whose guild you want to join. Take your time filling out an application, too. I usually write my application and then come back to it a day later to make sure it all seems right before actually posting it.

Keep all this in mind and, so long as you haven't done something to tarnish your reputation, you stand a good chance of getting into the guild you're looking at.

Good luck!

Wednesday, December 30, 2009

Idolatry

This post was requested by Kathryn in the comments of a previous post.

The two idols we're comparing are Idol of the Black Willow and Idol of Flaring Growth. Let's give them a quick once-over.

The Idol of Flaring Growth is an idol almost every Resto Druid owns by now, costing 25 Emblems of Triumph. It has a chance to grant a 234 Spellpower buff everytime Rejuvenation ticks. This proc rate is so high that often the buff will have a 100% up time with even one Rejuv ticking on a target. As soon as it procs, the buff is complete and immediate, and almost never drops off so long as Rejuv is rolling on a target. If Rejuv is rolling on two or more targets, you will never lose the buff.

The Idol of the Black Willow is an idol introduced in 3.3 and costs 30 Emblems of Frost. On every tick of Rejuvenation, the idol will grant the Druid casting it 32 Spellpower that stacks up to 8 times, granting a total of 256 Spellpower. It has no RNG; it will stack or refresh during every tick of Rejuvenation. It will have a 100% uptime so long as one Rejuv continues to tick.

It seems pretty obvious which Idol is better, as it should be. The difference is, however, only 22 Spellpower. While some argue that the ramp up effect makes the Idol of the Black Willow less appropriate for PvP, it is more reliable and less reliant on RNG (if we're talking about a single Rejuv). It is true that, once it procs, Flaring Growth has no build-up phase, but Black Willow should be easy to stack with the continuous Rejuv that should almost always be on a Druid or their partner(s).

However, as was stated earlier, the difference is only of 22 Spellpower. The Idol of the Black Willow is not a make-or-break piece as Flaring Growth was in the time of ToC. It is not a big deal to wait to pick this Idol up later, after you have completed more expensive purchases. Especially now that Emblems of Triumph are everywhere, it is more prudent to buy Flaring Growth and wait until you have no other uses for your Frost Emblems to invest in Black Willow.

So, in summary, Black Willow is obviously better, but not so much that you can't wait on it while purchasing other items with your Emblems of Frost.

Friday, December 4, 2009

Being Extraordinary

Let's face it; the current game can be largely brute-forced. Unless you're doing some select hardmodes, you can rofl-faceroll your way to victory. There may be some wipes, some frustration, but eventually the stars will align and you will be teh winnar. And it's this kind of situation that reinforces the "good enough" mentality. This works, kind of, so it's "good enough."

But, seriously, who wants to be just "good enough"?

If you like being just "good enough," sliding through content and so forth, you can feel free to stop reading now. There's no shame in it, you just won't find the rest of this post interesting.

If you're still here, I'll assume you want to push past the "good enough." Maybe you're working on hardmodes or are entering a srs biznas raiding guild. Maybe you just want to be more than "good enough" because you're an over-achiever. Maybe you wish to be hyper-critical of any advice I post here! Whatever your reasons for sticking around through my rambling drivel, I salute you.

So, what does it take to be a better-than-average healer? Many things. However, there are some basics that first must be met before you can even start healing. These are:
  1. You must understand your spells. If you don't understand the mechanics upon which your healing operates, you cannot heal.
  2. You must be willing to adapt based upon what situation you are facing. Not every encounter behaves the same way, so neither can your healing follow a singular routine.
  3. You must be able to quickly react to a changing situation as it occurs, in hindsight, and in foresight.
  4. You must have OCD that operates upon a switch and has a shiftable focus.

Those are the basics. And, no, point number 4 is not a joke. I am quite serious.

Let's break these points down a little more and explore the differences between "good enough" and "super awesome" before going further, shall we?

First up is understanding your spells. This seems like a no brainer, but if that's true then I'm not quite sure what some healers are using to operate their characters. Perhaps a sea sponge? I digress. But, really, don't just read the text and go "Oh, huh. Neat-o." Actually attempt to understand what you're reading. Look at how the puzzles pieces fit together. The spells don't have labels on them (yet) telling you which situations they fit. They don't come with a manual. There isn't even a "healing dummy" that can give you practice. Outside of actual implementation, you need to understand the basics of each spell before you throw it into the fray.

Of course, you also have to be able to adjust this understanding with each new patch or hotfix. Just something to keep in mind. Moving on!

All right, adapting to situations! This is key. We don't have a "threat rotation" or a "DPS rotation" like the other members of our raid (the non-healers). We have certain spells that do certain things and make no sense to be used in a rotation (usually). And, as every encounter has its own unique "quirks," these need to be met with an ever-changing arsenal and selection of spells. Sometimes this can be predictable, sometimes it won't be. You have to be prepared for both.

The next part is your ability to react to change, quickly. QUICKLY! TOO SLOW THEY'RE DEADWTFMANWHEREWERETHEHEALS?!

Sometimes, things just go wrong. Or they go correctly but someone does something stupid. Sometimes RNG just spits in your face and then curbstomps you to the ground. And you, the healer, need to heal through that curbstomp as best you can so you can tell RNG to go fornicate itself inappropriately. You have to be ready for the melee to scramble through poison and void zones and lightning bolts. You have to be ready for the tank to forget his cooldowns or not have one up. You have to be ready for a sudden wall of white orbs bearing down upon your black-aura'd group mates.

Yes, you. Don't sit there and go "Oh the others will cover it." Maybe they will, maybe they won't. You don't know because this is an unexpected situation. You should react as quickly as you can to remedy it within your capacity as a healer and without neglecting your assignment. And you have to make that decision in a matter of seconds. Less than seconds. RIGHT NOW!

Too late.

And, the final part of the basics, your healer OCD. You must obsessively, compulsively, follow health bars, boss mechanics and fire-huggers. You must be able to shut this OCD off during boss fights in which it is inappropriate (see Anub'arak). You must be able to shift the focus of this OCD based upon your assignment. And you must be able to control this OCD to allow for trust upon the other (hopefully exceptional) healers.

To check a healer's OCD, raid leaders should follow this procedure: invite someone to the raid, who is not near the instance, with less than full health. Count how many frustrated healers begin roaming around the room, exclaiming in Vent and clicking/jamming buttons frustratedly. You hear that? That is their OCD on overtime.

All right, that's the basics. But that will just make you "good." Remember, we're going for EXTRAORDINARY. In caps. So, what do you need to lump on top of those basics?

It is not "I can't do this," it is "How can I do this?"
There is no such thing as a fight you cannot heal. There may be people you cannot heal, there may be healers you cannot work with, but there is no encounter you cannot heal. None. Zero. Don't even start with me because I have healed every fight and I say you can too.

There was a time where I was under the impression there was some stuff I couldn't do. Like healing people through Ignis's crotch pot. My HoTs just didn't tick fast enough! Well, I was wrong. I had to adjust my view. I had to think about it. I had to refresh my knowledge of my skills and my current gear situation. After all that, I adjusted so that I never allowed a crotch pot victim to die where I had a choice.

If something is not working, adjust. If the adjustment doesn't work, adjust some more. You can heal it. No ifs, ands or buts. It's like that cheezy can-do attitude stuff you learned in Kindergarten, only it doesn't apply to things like believing you can be a dinosaur.

You may hit some sort of wall, like your tanks need more mitigation or your DPS starts believing that standing in fire gives a buff. But that doesn't mean you can't heal it, it doesn't mean it's impossible.

Now, I know you can eventually bash your head aganst content and it'll fall over and give you its loots out of pity, but that's the "good enough" way. We're working on being extraordinary. Never forget that.

Use Raid Awareness to Precast
There will always be damage you know is coming. It's not about intuition or psychic powers, it's about a boss having scripted mechanics. Koralon is going to Burning Breath now, Gormokk is going to Impale now, XT is going to throw a hissy fit now. You know when it's coming because you have DBM or an equivalent/better, or you simply watch the boss. You know these things are coming.

So, what do you do with this knowledge? Precast.

You know that Koralon's always going to do Burning Breath before he does any Meteor Fists. There should be HoTs ticking all over that raid before he even fills his lungs. You know Onyxia is about to breathe fire on the tank because she's pulled her head back. Your Holy Light should already be processing. Gormokk's about to stomp and cut off half the melee's HP. You're already channeling a Chain Heal, cutting it off if it's about to be wasted, right? Of course you are, you're extraordinary.

Learn the Difference between "Aggro" and "Attention"
Many addons used to create special healing frames (such as Healbot and Grid) have the option to adjust themselves visually in some way when a character has aggro. This is incredibly helpful to healers because tanks often don't call when they're grabbing Gormokk (because they like watching their health dip?) and you can quickly adjust to healing their uncommunicative butt.

However, this also lights up when a raid member gets the boss's "attention." This isn't aggro, this is simply the boss switching to target them for a moment to cast a singular spell, usually a debuff. They then immediately return to the tank. This can be seen on Jaraxxus or Onyxia during the air phase.

Why is this important? For starters, someone who gains boss "attention" is about to either receive damage, or do some damage to others. Paying close mind to these "attention" warnings can give you anywhere from a split second (instant-cast debuffs) to a few full seconds of preparation time. When Onyxia is in the air, people who gain her attention have a few seconds before they, and the people around them, are victims of a fireball and splash damage. This gives you time to prepare with either a HoT or precasting a spell.

"Attention" is a common mechanic used by many bosses. XT, Jaraxxus, Onyxia and Icehowl are just a few of the bosses who utilize "attention."

Never Discount a Spell Completely
There are spells many classes scoff at, say are worthless or useless. For Druids, this was Healing Touch. Only wanted if his girlfriend, Nature's Swiftness, was doing the talking, he otherwise never got invited to the parties. He chilled alone with Tranquility, but at least Tranquility was cool on the 5-man scene. Healing Touch, he couldn't catch a break.

Then along came a boss called Hardmode Anub'arak and this guild, Apex, and they decided HT totally needed to come to the party, just so long as he was fast. And, indeed, with the proper glyphs and gear, HT was cast in under 0.8 seconds and verily did Anub eat much dirt.

Never, ever, take a spell and throw it out the window. Never assume a spell is pure trash. Somewhere, somehow, there is a purpose for that spell. It may not have been invented yet, but its day will come. And then won't you feel foolish when you have to go digging through the dumpster and apologize to it?

Don't Fall Into the "Good Enough" Trap
Be wary of the healer rut. You can get so used to something that "works" that, when you come upon the antithesis of your working model, you break down into blubbering healer tears and mutter disconsolately at the shattered pieces of your bubbles and earth shields. That's when the warlocks gather your tears and sell them on the black market. And you really don't want to give 'locks extra income.

If something doesn't work, you have to stop hitting your head against the wall. To really be extraordinary, you can't play by the "eventually it will work" rules. You can't think in terms of "good enough." Being extraordinary is a state of mind; it's in your approach, in the swish of your hips as you walk into the boss's room and tell him he might as well hand over your trinkets now because he is your bitch.

You got all that?

Good. Now go be extraordinary.

Monday, November 9, 2009

Lifebloom Needs Love

And, no, I don't mean from the developers. I mean from you, fellow Tree Druid. You need to love Lifebloom again. I am also, of course, talking in the strictly PvE sense, as those who've done any sort of PvP on a tree know that Lifebloom is the noms. But, to continue (and continue I shall, in quite an extended form)...

Lifebloom has changed, it's true. It grew up. It evolved. And, unfortunately, many have rejected it for what it has become. You know who were also rejected for becoming different? The X-Men.

Yes, I am comparing Lifebloom to the X-Men. Deal with it.

Like the X-Men, Lifebloom is powerful, yet misunderstood. The majority of the population shun or actively speak out against Lifebloom, and though no one's built Sentinel robots yet I'm pretty sure we're close to it.

Lifebloom is powerful, the problem is you have to think about how you use it. It's not the Burning Crusade spell, AKA the "brain dead heal." Yes, you had to keep an eye on time to keep it going, but, let's be honest; how many of you, like me, made three /target [tank name] /cast Lifebloom macros and just hit those in succession for fights like Mother or Bloodboil? I know I did, because, hey, it was my healing assignment, it was what I was supposed to do, and it worked. And it was completely and utterly brain dead.

Now, though, if I tried to do that I'd drain my mana pool dry in under a minute (and also waste heals because of increased duration blah, blah, you get the point). It "lost" its "purpose" even with the mana return, because if you rolled the stack you'd never see the return, just the drain. Though, really, it didn't, it just couldn't fulfill said purpose in the same way.

And therein lies the problem. People are notoriously resistant to change, and this was a big change. Most Druids will say they cut it out of their spell rotation completely, others will say they use it for a fight or two and that's it. I'll be honest, it makes me a little sad to know that many Druids look to Lifebloom with the same scorn they do Healing Touch (Healing Touch and I have gotten reacquainted in the last couple of weeks and we're starting to see eye to eye, but that's a story for another day).

So, all right, perhaps I've managed to convince you with that huge, rambling introduction to give Lifebloom another shot. Great! But how, you ask? I suppose since I am in the habit of explaining things on this blog, I should say a bit about that, huh?

Your usage of Lifebloom will depend on a few things, the majority of them falling under the wide categories of gear, situation, and assignment. All three of those working together will determine your average Lifebloom usage.

For example, your gear denotes your mana pool size and regen capabilities. The smaller your mana pool and the weaker your regen, the less helpful it is to throw out Lifebloom casts without having an Omen of Clarity proc. That being said, it should be obvious that when you do have an Omen of Clarity proc, that, if at all possible, you use it for Lifebloom!

Why?

Well, if your mana pool is small and your regen needs to work out at the gym more, every cast of Lifebloom applied during an OOC proc that is allowed to bloom is a return of 489 mana to you, and you're still healing someone. It's awesome! You should be doing it! Why aren't you? Yes, you. You know who you are.

So, what if you don't need to worry about a small mana pool? Well, in that case, casting Lifebloom shouldn't bother you, right? At the very least, always start a pull with Lifebloom on your tank. You know when they just charges headlong into the boss, outranging your heals in the flash of a Feral Charge or, in some odd cases, rocket boots of doom (you know who you are, because you use both)? Yeah, that's a good time to have a fast-ticking HoT working on their hide. You know when you don't have anything to do, because no one in the raid is taking damage? Get Lifebloom (and your other HoTs) on the tank. A big boss cooldown is coming up and you've got Rejuv and Regrowth already ticking on them? Get Lifebloom on the tank.

Noticing a theme here?

Well, you said it had something to do with assignment and situation, right? Well, yes. You need to be able to judge when Lifebloom is appropriate. Obviously, when the raid is taking heavy damage is not when you should be Lifeblooming them or the tank, but using your harder hitting heals. Someone gets tossed in the crotch pot of Ignis? Give 'em a Lifebloom. Quick ticks will buffer the damage they're taking, a bloom will add to that, and it'll tick twice before Rejuv ticks once.

Is it about time to run in for Vezax? Have your tank give you a ten second countdown. Pop your Innervate, HoT him up, and don't forget the Lifeblooms. Even though OoC procs on Vezax are a thing of the past, those Lifeblooms you precast will still return mana to you on their bloom, taking care of whatever your innervate didn't cover to refill your mana bar and give your tank, essentially, free heals.

Is your assignment tank healing? It's a rarity, but it happens, especially in guilds full of Druids or in 10 man guilds (and hey, in 5 mans, too). If you're tank healing and you're ignoring Lifebloom, you're doing it wrong. Sorry, you just are. The problem here becomes one of Lifebloom management. To illustrate, you must understand this important information about Lifebloom, the spell:

The application of Lifebloom is preventative, while the "bloom" is a reactive decision.

The preventative aspect is easy to understand, as all HoTs function this way. You apply the HoT not necessarily because the target is taking damage now, but because you anticipate future damage. HoTs are buffer and slow-recovery heals. The initial application of Lifebloom works exactly like this; its goal is to provide a buffer for incoming damage or slowly recover from damage taken.

What Lifebloom has that is different from any other HoT that exists in the game is a "bloom." This bloom removes the HoT but heals for an amount that increases with each stack of Lifebloom applied. This is an instant chunk of health, most often associated with straight-heal classes like a Paladin, who use reactive heals that heal a chunk of past damage taken.

The bloom of Lifebloom is a reactive decision because you have a choice to make: do you allow it to bloom or do you apply it again, extending the buffer period. This is a simple choice hinging upon several questions that must be answered quickly: Will the bloom go to waste due to the tank not missing a chunk of health? Will he need that fast-ticking buffer soon? Can your mana sustain continuous rolling or do you need the return from the bloom?

The decision has to be made the split second before the bloom goes off. Which many people find difficult, so they go one way or another: simply ignore Lifebloom use all together, or allow it to bloom every time. Which is lazy, really.

But many of you might say "But I do fine without it, why should I care?"

I dunno. Why do you care if you get a B instead of an A? Most of you, I assume, read blogs because you want to get better at being a Druid. You want to excel, you want to do your absolute best. If you don't understand the possibilities of every spell in your arsenal, from the gimmicky or situational to the established or untapped, you're not really playing your Druid.

Just think of it this way: when you watched X-Men, and thought those guys were uber awesome, and you got so frustrated with the people picketing against them and reacting to them with fear and loathing and Professor Xavier was like "They fear what they do not understand," you were all like "That'll never be me!"

It's so totally you, Lifebloom haters.

The X-Men are completely copyright by Marvel Comics, I'm just borrowing them for the lulz.

Tuesday, October 20, 2009

Behind the Learning Curve

This post's alternate title is "Everything you already knew about Arena that I'm just catching up on." Because I'm a total and complete scrub who, as my boyfriend ever so gently puts it, has "no PvP instincts whatsoever."

So! I've been doing arena for two weeks now after stopping in the dying throes of Burning Crusade, I'm a winner all over the world as of last night, and with such triumphant traveling comes this great knowledge I will now impart unto you. Ready for it?

1. Not Understanding How Your Partner Can Help You Will Lose Games
So, Warriors have this thing called Bladestorm where they spin like a top and smash into you and hit a lot and hard. You can't Root them, you can't Cyclone them (or my unlucky Immunes were flukes!) you just have to run away. Or, you know, drag them by your Warrior partner who can disarm them and make them simply a pretty, ineffectual spinning ballerina. And if you don't know this? Well, unless you can get away, you're kind of probably maybe going to die (it hurts). Guess what? I died.

2. Panicking Gets You Killed
Yes, the warlock just crit you for 10k despite your Resilience. Yes, he's also got DoTs ticking. Running in a straight line away from him when you could simply LoS him by jumping off the platform because you're in a state of blind "OSHI-" panic is not going to help. It's going to get you killed. Just like the slow-running bimbo who trips and falls in front of the axe murderer, only you don't even have to trip because the fire can SEE YOU.

3. Talking Is Really Important
Unless you and your partner are telepathically mind-linked, you kind of have to speak up about what you're going to do. I have trouble with this. I think of my arena partner/boyfriend as all knowing (he can be quite scary with how often he gets unsaid stuff right, too) and so I just...well, I don't speak up. He can obviously see I'm dying to the Rogue behind the boxes while he's trying to focus down the Paladin because I've already had to use my trinket once and Barkskin is also down. OBVIOUSLY. I am working on this.

4. Cyclone Is Awesome. Cyclone Also Sucks.
Forgetting to use Cyclone is a terrible thing. Cyclone is "rigged" in that you can stop someone in their tracks, wasting their cooldowns and healing, get away from them and frustrate them. Knowing when to use it requires some experience and communication with your partner. I once Cycloned a Ret Paladin for the full duration of his wings cooldown. We lost that game, but at least I felt like I may have pissed him off. But you can also completely screw the game over by Cycloning a target just as your partner pops all his cooldowns, and then you've got a full duration immune target laughing his ass off at you.

5. Warlock Priest teams are EVIL
Warlocks hit like a truck. My HoTs are getting eaten and dispelled off all the time. I can't keep anything on my partner. I HATE THEM.

Moving on...

6. Just Because Your Comp Is Really Powerful Doesn't Mean You Can Completely Faceroll
Last night we went into a match against a Priest/Mage, supposedly one of the toughest combinations to beat. I mentally resigned myself to this being a doomed "practice match" where I'd just try to keep myself and my partner alive as long as I could.

And then we won. I LoS'd, kited, Bashed, Cycloned, Rooted, Moonfired, Insect Swarmed, and, of course, Healed my limbs off (it is hard to kite with no limbs) and my Warrior partner smashed in faces with his brand new Aesir's Edge and did his Warrior thing (see point number 1) and we won. Though we are in the little leagues (have only played 20 games so far, so we haven't exactly broken into the area where you start losing points), knowing that powerful comps are truly killable at least makes me feel a bit better.

7. WARLOCKS SUCK
Do you guys just get used to winning games in the first ten seconds? I mean, holy crap. I'm also looking at you, Enhance Shamans. I've only met one of you my first week but you just exploded everything into a pile of sticky gore.

But at least I'm wondering "WTF do I do to live through this??" instead of crying "AMG NERF NAO QQ"

Tuesday, October 13, 2009

Lord Jaraxxus, Hardmode (25)

This fight against Lord Jaraxxus is one of the easier fights in Tournament of the Grand Crusader. There are, of course, a few changes designed to make the fight more difficult. Those are:
  1. Mistress of Pain will now cast Mistress's Kiss.
  2. The Portals and Volcanoes that spawn adds must be DPS'd down before they will stop spawning adds.
  3. Everything hits/ticks harder.

Setup
Before the start of the fight, you want to arrange your healers and ranged DPS in a circle around the outside of the middle. Don't stand on the points of the stars; they're misleading and too far removed from the raid on the opposite side of the circle. Stand a little away from the inner ring, inside the triangles. Separate your healers first, then your ranged DPS; ranged should stand on healers, no more than two to a healer. The boss should be tanked in the middle, and after the pull it should look something like this:


Obviously, you can utilize the triangles that work the best for you, this is just an example. As you do this more and more, you'll notice healers and DPS getting territorial over their triangles. This is perfectly natural. After all, the Northeast triangle is mine, and my DPS is Francesco the mage and occasionally a Warlock. It's my spot.

Before you pull make sure your ranged directly South and your melee stand away from the boss so they don't get smacked in the face and one-shot.

Execution
Once the boss is pulled, a lot of the fight depends on your DPS and their ability to change targets quickly to the portal/volcano and DPS it down so there are not too many adds. It's especially important for the portals, as more than one Mistress of Pain can lock up your healers very quickly, especially if you're running with a bunch of Paladins. The Kiss can be counteracted, true; just target Jaraxxus or a Mistress and start casting Starfire as a Druid, or a Shadow spell for a Priest or a Fire spell for a Shaman (remember, it has to have a cast time!). Paladins, only having Holy spells, are SoL as soon as Kiss lands on them. Their choices are to cast something, take the interrupt and the damage but be locked out for less time, or to sit out the fifteen seconds of the debuff, which is not recommended.

More Mistresses equal more Kisses equal more locked out healers, as even Priests, Shamans and Druids can become accidentally locked out if the Kiss lands on them while they're in the middle of casting something. If your DPS is having trouble getting the portals down while only spawning one Mistress, consider going to five healers and having an extra DPS; we did this for our first kills and, despite the loss of one healer, it was easier without the Mistress running rampant.

Believe me, any girl whose signature kink is the 360 Pain Spike isn't someone you want to be locking lips with, extra arms or no.

Getting the volcanoes down quickly is also important, as too many Infernals can start wrecking your raid. A couple ticks of their channeled AoE followed by a chain lightning from Jaraxxus and you could be looking at a lot of dead people. Get away from them, even if you have to abandon your spot. Your spot will be there when the infernal goes away, I promise. Unless someone dumped fire in it, and then maybe you should think of getting a new spot, because your spot currently sucks.

Your tank will round them up, the DPS will knock them down (no interrupts for their inferno nor banishes to keep them in line; you have to just work with them), and things will go back to business as usual. Healing Incinerates is of paramount importance because if people blow up, so does the raid, even more so than in normal. Likely, if not everyone dies, a lot of people will be dead at the end. If people are locked out from Kiss, heal the Incinerated people harder. Blow your cooldowns because the tank won't or shouldn't need them. Just get them healed ASAP.

Make sure you run out when you're affected by Legion Flame, so you're not dropping fire on your group or the melee or wherever you are with fire. However, please realize: you don't have to run all the way to the wall! Get to the outside of the group, then start this rotation: pause. drop a patch of fire. move. pause. drop a patch of fire. move. repeat from the beginning until the debuff is gone. It's not a constant drop, and running all the way to the outside just leaves a perforated trail of fire through the raid and you start ranging healers, as opposed to leaving a nice, consolidated patch outside the ranged that's easy to avoid and not nearly so hazardous to your health. And, for goodness's sake, don't run out for Incinerate. Recognize the difference! Red Fire means STOP, Green Fire means GO.

That's it! Adjust to AoE's and fire, don't get locked up by the Kiss if you can help it, and heal! Then he should die and you'll be ready to face the Faction Champions.


Yes there are a lot of bones. This was our first kill. Subsequent kills have been far more successful and bone-less, unless you count having to get a DK to respec for corpse explosion just so we could clear out the boss's annoying, non-despawning corpses.

Wednesday, September 9, 2009

Gemming Your Resto Druid

I could argue that, compared to many other classes, gemming for a Restoration Druid is exceedingly simple. There are two appropriate metas for the healing Druid, and two styles of gemming your gear. These styles, however, are not solely dependant upon meta choice, but rather are based upon personal preference, needs, and even profession. The choices of gems for a Restoration are also extremely varied, but it is important to know which ones are going to give you more bang for your buck, especially with epic gems being somewhat expensive.

Meta Gems
Insightful Earthsiege Diamond
The Insightful Earthsiege Diamond is a good chunk of Intellect (increase of mana pool size and spell crit) and has a chance to restore mana with every spell cast. It requires one gem of every color, making it an easy meta to fill the requirements of. One Nightmare Tear/Enchanted Tear/Enchanted Pearl can completely fulfill all the requirements. The above gems may not be the best choices to fulfill your needed colors, but if you have no other gem slots besides your helm and its extra slot, you can still have a good meta with a decent bonus. Otherwise, a purple and orange are often good bets.

There has been some debate as to the effectiveness of this meta. But this was before Druids were throwing out Rejuvenations left, right and center. With a lot of casting, a larger mana pool is extremely helpful, and that extra bit of crit will come in handy with 4-piece T9. As well, the constant casting gives the Mana Restore more chances to proc during any fight. This makes it a very versatile meta, one focused more on longevity than pure power. Keeva talks more about this and the next meta on her site here.

Ember Skyflare Diamond
This is the "powerhouse" meta, and the most commonly utilized by Restoration Druids at end-game where mana regen is less of an issue. It has requirements that mean you must have three non-meta gem slots available to you, as it needs three red gems to activate (no combinations to grab two requirements at once). However, this is no detriment as far as Restoration Druids are concerned. Our four best gems all fill red requirements (Spellpower, Spellpower/Spirit, Spellpower/Haste, Spellpower/Intellect). If you have the gem slots and you want a boost to your straight-up healing numbers, this is the meta for you.

Spellpower is KING for Restoration Druids, no ifs, ands or buts. This straight up gives you 25 spellpower and 2% more Intellect. The Intellect gain is not off your base, it is off your current Intellect number, bonuses and all. That means it scales with gear as well as buffs. With it giving a larger mana pool and more crit, this meta is much more efficient, so long as you were not relying on your meta to recover your mana and you have the available gem slots.

Which Gems?
Red
There's no mistaking this choice; if you're going red, you're going Runed. Restoration Druids love Spellpower. It's our bread and butter. This is the single-most commonly used type of gem in our gear, for good reason. If you have a red slot, there is no doubt what should go into it.

Runed Dragon's Eye (Jewelcrafter only)
Runed Cardinal Ruby
Runed Stormjewel (Fishing Daily reward)
Runed Scarlet Ruby
Perfect Runed Bloodstone
Runed Bloodstone

Blue
No.

Yellow
No.

Purple
When it's time to go mixed gems, the Purple gem is your best friend. Purified gems have both Spellpower and Spirit, so if it's time to fulfill the requirements for your IED, or you're looking at a nice set bonus, or you're in need of some regen, grab some Purified gems.

Purified Dreadstone
Purified Twilight Opal
Perfect Purified Shadow Crystal
Purified Shadow Crystal

Orange
Orange has two great options for Restoration Druids: Spellpower/Intellect or Spellpower/Haste. What you pick depends entirely upon your needs. Is your haste below 300? Then you want something Reckless. Is your mana pool a bit low but your Haste is fine? Go for Luminous!

Reckless Ametrine
Reckless Monarch Topaz
Perfect Reckless Huge Citrine
Reckless Huge Citrine

Luminous Ametrine
Luminous Monarch Topaz
Perfect Luminous Huge Citrine
Luminous Huge Citrine

Green
No.

How Do I Gem My Gear?
You got me.

Haha, no, seriously, gemming gear may be a little less complicated for a Resto Druid than other classes (I have had to regem Bellbell's melee gear three times in one day, and she's not even as complicated as some others!), you can still mess it up if you don't keep a lot of different things in mind. And by "mess it up" I mean "you might be missing out on some benefits but it probably won't kill you unless you try to apply to a top guild because they take gemming seriously."

Gemming for Spellpower Bonuses
On some gear, there will be a bonus for aligning your gem colors properly to gain a set bonus. Generally, you can ignore this. But if the bonus is for Spellpower, it is time to start weighing your options and thinking. Generally, no gemming bonus will match raw Spellpower gems. However, if you are missing one of the previously mentioned stats (Spirit, Intellect, Haste), then the sacrifice of a few points of Spellpower to give those a little boost is not a bad choice. This method requires good judgment, however, as overgemming your Spirit can become a waste, and eventually your gear can reach a point where you have too much regen and it is wasted (this is a case-by-case scenario and really requires a lot of personal testing, as well as knowledge of the requirements of different encounters and your own role in those encounters).

Gemming Straight Spellpower
This is the fall-back of a lot of Druids because, well, it's easy and it works. Restoration Druids benefit a lot from Spellpower. We just eat it up, and it helps that one of our two best metas needs three red gems. The only downside to this is sometimes missing out on gem bonuses, but if you have the mana regen to allow for straight Spellpower gemming, you're not too concerned with adding some Spirit or Intellect here and there. And, since you would only be gemming for Spellpower set bonuses anyway, it's more effective to ignore it since all you want is Spellpower, and losing a few points over something else isn't worth it. This is the general gemming style of the JC Restoration Druid simply because of the huge amounts of Spellpower they gain from their special gems.

Combination Method
It's possible to do both methods with a prudent application of judgment. I am currently in this practice, as I have sometimes chosen some Spellpower bonuses in favor of a little extra Spirit, but my newest pieces have been gemmed for raw Spellpower, bonuses be damned. My regen has reached the point that, so long as I use my innervate responsibly, I have no reason to gem for more regen (unlike a certain Holy Paladin who constantly asks for Feral innervates). Like everything with a Restoration Druid, it's understanding your balance of stats. And once they're balanced, it's time to overload the scale with Spellpower!

What Level of Gems Should I Use on My Gear?
Now that we have the full complement of uncommon, rare and epic gems, how do you know when it's time to upgrade to the next level? When is the cost appropriate? Well, some of it is obviously up to your current monetary/profession situation, the demands of the guild you're in and personal preference. A general guideline to follow is:
Quest Greens and Low-level Blues -> Uncommon Gems (non-perfect)
High iLevel Blues -> Uncommon Gems (perfect)
iLevel 200-213 Epics -> Rare Gems
iLevel 219 and beyond Epics -> Epic Gems
This is, of course, just a rough guideline and you should use your best judgment when it comes to what you can afford and what you need. Epic gems are not the cheapest, and if you still need your Emblems for buying gear, then it may be more prudent to wait until your 226 iLevel gear to start using them.

I know it was a lot to read through, but I hope it was helpful. If you ever need personal help with gemming and you'd like to trust the help of some random Resto on the internet, feel free to e-mail me!

Wednesday, September 2, 2009

Healing Anub'arak (25/10)

This fight is...clunky. It requires finesse and coordination, but until you reach it in heroic mode (which I have not, and few have), it can be brute-forced through with only a few adjustment wipes.

The biggest, most essential part of this boss is the distribution of Permafrost. As a healer, this is obviously not your concern unless the boss burrows. My guild DPS'd the orbs until they were low, then attempted to Death Grip them into position. Though possibly the best plan, it is still rather unwieldy as the orbs start floating away and up as soon as they are released, making early Death Grips ruin positioning.

Why is it important to position Permafrost? To prevent burrowing. The adds are able to burrow, but not if their hitboxes are completely covered by the Permafrost. And by completely, I mean absolutely no portion of their hitbox can be uncovered or they will burrow. With the adds, this means that they burrow, then repop after more adds spawn, quickly overwhelming your off-tank.

Very important for healers (and everyone else) to know: never stand in front of the boss! He cleaves, and it hurts. The tank has priority on movement. You make way for him, not the other way around. Another thing to watch out for, as well, is that the main tank will periodically get frozen, basically stunning him and locking him in place. Keeping HoTs stacked and controlled cooldown application (with conservation for the last 30% in mind) will allow your tank to survive. As well, watch for any raid members with the Penetrating Cold debuff, as it will knock off a 2k+ of their HP each 3 seconds.

When Anub'arak submerges, the whole raid needs to clump together on Permafrost. This will prevent a large amount of damage coming from the submerged Anub'arak (his hardest hitting attack cannot penetrate Permafrost) and allow for controlled AoE of the scarab adds. Watch for the large ice spikes that form up around your group; as soon as they pop, move to the next patch of Permafrost. They do no damage, they simply signify that Anub'arak has broken that patch of ice and it will despawn, leaving you defenseless. He will "pursue" raid members, but so long as everyone is clumped up in the middle of a patch of Permafrost and not on the edges, he remains ineffective. After the fourth submerge, he enrages and it's a wipe.

At 30% life, Anub'arak will cease burrowing and cast Leeching Swarm. This is where it becomes tricky, if somewhat boring, for healers. I had to all but stop healing except for occasional HoTs on the tank.

What? But why? Shouldn't the last 30% be harder?

It is, it is. But it is harder because it requires a large amount of control, and HoTs are somewhat of a loose cannon. You see, Leeching Swarm takes 10% of remaining life (not total) from the person it is applied to, and it is applied to the entire raid, to a minimum of 250 health. That means the lower people are, the less they heal the boss for. You want to juggle your raid at about 50% life to avoid deaths from Penetrating Cold, with only your tanks at max life. Since adds stop spawning at this phase as well, all remaining adds should be burned down to spare your OT's life requiring max fill. If you have multiple Restoration Druids, one or two max should use HoTs to counteract the swarm. Otherwise, all straight healing spells should be used, and you should be ready to cancel those heals at a moment's notice by jumping, hitting a cancel macro, esc or moving. I quite literally did almost no healing due to our raid having seven healers for the fight and other Druids covering the HoT portion. This is a little frustrating, but as Heroic mode will be draining 20% of remaining life, I have a feeling things will be a bit more active.


Well, that's the fight! Good luck, and my the loot gods smile upon you. Also, watch out for Death Knights who pop Path of Frost too early or Shamans who just have a sadistic desire to watch you break your bones on what should be a forgiving pool of water.

Wednesday, August 26, 2009

Healing the Val'kyr Twins (10/25)

Have you ever played Ikaruga? It's a pretty intense, if somewhat old, game, and this fight is based off the same mechanics. It is pretty simple in execution, and extremely light in healing so long as everyone does their job.

To begin with, split the raid in half (as well as you can for having 25 people) and start opposite the large entry doors. Those tanking/attacking/healing the white Val'kyr (Fjola Lightbane) should have dark auras, and those tanking/attacking/healing the black Val'kyr (Eydis Darkbane) should have light auras. At the beginning, like most fights, the only one who should need healing is the tank you are assigned to (though there are no penalties for scooting near the middle and being able to hit both tanks). Make sure each tank has their focus in between the portals of the right or left side.

The only time the fight becomes healing intensive is during the "bullet hell time" and that is only if you and your raid members are not careful to avoid balls of light/dark, as you only absorb those of your own type and those of the wrong type cause damage. As a healer, you should avoid all balls as they are much more beneficial to the DPS than you, and they will need them for the shield portion of the fight.

Otherwise, your only other job is to watch for Vortexes and change your color if it is appropriate. Blizzard has generously provided a warning for you, all you have to do is read it. If you are "dark" and light is being channeled, you need to click a light portal, and vice-versa. There is no healing through this. If someone is wrong, they are dead.

Since you're a healer, you don't have to worry about shields other than to know that once a shield is up, the DPS needs to burn it down so they can interrupt the heal. If you have the spare time and can pop up some damage on it, it wouldn't hurt. As was mentioned before, this fight is very undemanding of healers so long as everyone avoids the wrong color orbs.

My guild downed the Twins first try with six healers (25 man), and we're considering doing it next week with only three. For most of the fight, our healers had very little to do. So, this will really depend on a few things: how much DPS you can output to burn shields, how reliable everyone is in avoiding balls of the wrong color, and how aware everyone is in switching auras. If you can coordinate healer population with this information, then the fight should be a snap.

Thursday, August 20, 2009

Tee-Ball Mentality

This is going to be a very rough topic, both in subject and presentation, as there is a lot to say and it does not always flow well from one point to another. "Elitism" is a rather touchy subject, and perceptions of what makes someone an elitist vary from person to person and situation to situation. So, in truth, what makes someone "elitist"?

My step-father often talks about the "tee-ball mentality.” Everyone gets a turn at bat, everyone gets a hit, and everyone gets to be told they're special, no matter how well they do. I experienced this first hand growing up. I have absolutely terrible hand-eye coordination. I never could hit the ball off the tee. Yet it took about ten minutes of me swinging and missing or swinging and hitting the tee instead of the ball for them to take me off the field, making the whole team wait for their turn.

How does this translate to the discussion of elitism? It's the idea that there is no "wrong" or "bad," which makes being an elitist (or even being perceived as elitist) equivalent to being scum. I was very, very bad at tee ball, but no one would say anything because I was five or six years old and it would have made me cry. Instead, they just let me embarrass myself every game until I was allowed to stop playing.

When I join a group, I expect that the people I am grouped with are spec'd and geared appropriately for their class and have an idea of what they're doing. If they're new to the encounter, that's fine. Boss strats and trash pulls can be explained during the course of the instance. However, you cannot "fix" someone's gear/gem/talent choices in the middle of a raid. And how often must you die to the same thing, receive the same warnings, and be coached through a process before it is determined that there is something wrong?

Some people may say expecting a certain talent setup is elitist. It goes with asking for "cookie cutter" specs and setups. However, cookie cutters tend to be cookie cutters for a reason; they are the most optimal build (with some leeway depending on gear and focus). Messing with a cookie cutter can be innovative, possibly, and if you can prove there is value behind it in both words and performance, then you are set and fine. And there is some truth to the knowledge that it isn’t all a DPS or healing race, but it can be a marker of how well you’re contributing. As well, cookie cutters tend to make more allowances for mistakes, as generally a mistake in an optimal build will not be as much of a detriment in a build already lacking optimization.

For certain classes, there are one or two trees optimized for PvE and one that, while doing well, is not the best choice. For example, the Hunter class. While Beast Mastery used to output the highest DPS, now higher-end guilds expect their hunters to be either MM or Survival, with possibly a dual spec so they can have both. Beast Mastery has been relegated to a sort of gimmick fight, like Yogg-Saron without keepers, where your pet is doing more steady DPS than your hunter (who must constantly be turning away), and burst DPS shines. So, when accepting an applicant for a serious raiding guild, the BM hunter would be turned down in favor of a Survival or Marksman. This could seem "elitist," but guilds pushing hardmodes, server firsts and progression races want their groups to be min-maxed to the extreme.


But if it's a PUG raid or instance, or a less rigidly defined guild? The BM hunter can happily take a ranged DPS spot and do well. But, if they have not optimized their build, it almost counts as two strikes against them. PUGs are not the smoothest of runs, historically, and having along a non-hit capped MM hunter wearing Spellpower mail is much more likely to get the boot than a BM hunter whose pet didn't aggro the next trash wave because it was on passive. Is this elitist? No. If you're not contributing, you're dragging everyone down with you.

Now we should probably talk about “what right do other people have to critique my gear/spec/gemming?” And it kind of depends, really. Are you standing around in Dalaran minding your own business, when someone randomly whispers you to tell you that your gem choices are wrong and it would be most optimal to go this way? Well, it would depend on your mood and whether they’re right or not. That one is your affair. But in an instance or guild? I feel every member has every right to discuss another’s spec or gear or spell choices (in a non-aggressive, non-insulting manner), or their boss strategy. Why? Because if you are “doing it wrong,” then you are not just hurting your own performance. You’re hurting the performance of others. PUGs would run a whole lot smoother, bosses would die a lot faster, and people would get a lot more loot if everyone was a bit better at doing what they signed up to do. And, yes, when you accept an invite into a group or raid as a certain spec, you are signing up for a role, and it is expected you should perform.

I could possibly be considered "elitist," in some ways. I try to take things in stride, but I cringe when I see weird or incorrect specs. Like the 0/71/0 Frost DK who tried to tank Sartharion and couldn’t hold a lick of threat, my tolerance has a limit, and there becomes a point where it is possible for you to just be bad. Inexperience, I can handle. I have gently coached both friends and strangers through encounters they had never seen before, helped people with rotations and spec choices, made them glyphs and directed them to websites for more information. But willful ignorance or stupid choices that are repeated consistently, with perhaps a glaring lack of insight of class mechanics at 80? Ouch.

Everyone has their limit. When the Resto Druid who is running Nexus with you stands in front of the dragon in multiple attempts (after being informed that this is a Bad Idea), and does not shift out of chains so they don't stack their debuff, and pulls trash multiple times during the instance because instead of staying in already cleared hallways, they find it more prudent to run into the uncleared room to heal from a distance, there comes a point where you just break and you mentally categorize these people as "bad." Whether it's bad at situational awareness, bad at gear choice, bad at optimization or bad at understanding "this is your role, please play it," there are, in actuality, people bad at the game. Whether or not they can improve is not the issue, it is that they are, at that point, bad. And if you point it out...

This seems to instantly make you the bad guy, if you bring this up. It’s a game, bro. Chillax. We’re all here to have fun. I, personally, cannot have fun with more than a few wipes on content that should not be being wiped on. I can understand a learning curve. But at what point am I allowed to tell someone “What you are doing is wrong. What you have been doing is wrong. Stop. Being. Wrong.” without being a nerd-raging jerk who takes the game way too seriously? My gaming enjoyment is being affected by your terrible choices, yet me imposing a more correct, studied, optimal way is often seen as much more diabolical. This is the “tee-ball mentality.” Everyone gets their chance to hold up the team by swinging the bat awkwardly and wildly, and how dare you make any insinuations that perhaps they are not doing it right.

Do not misunderstand me, there is true elitism. When you exclude people because of inexperience, or because their gear makes the requirements but does not exceed them (so you’ll have to slow this Naxx down just a bit), or when you laugh at their lack of achievements, then that’s elitism. When someone isn't given the chance to show you why they chose a certain spec or why that they can succeed despite their detriments is elitism. Expecting someone to come to a raid in a spec appropriate for what they will be doing, in gear properly itemized and gemmed and a decent understanding of their class mechanics is not being elitist.

As well, "casual" has nothing to do with being "bad." There are plenty of serious raiders who do things badly. A person can be a casual and still optimize themselves during their time of play. Saying "hey man, I only play this game two hours a day" is no excuse to hop into a pug and pull 900 DPS at level 80, just the same as "my main's in the top guild on the server" is no excuse, either. If you cannot contribute properly, you are hurting other people's game time and enjoyment, and you are probably being carried. Though I tend not to speak like this generally as it sounds conceited, I have carried groups through instances and helped carry in raids. It is Not Fun. Not at all. It is frustrating and stressful.

Sometimes there are circumstances that actually necessitate elitism. Le gasp! But it's true. If you're working on One Light in the Darkness, it's probable you won't include anyone, no matter how epic they are, that has not at the very least killed Yogg before. It's perfectly acceptable to turn away someone who is, perhaps, geared enough for the encounter because they lack experience. That person may have contributed well, they may have been able to pick it up, but it's not worth it for those who have taken the time to learn the mechanics to bring them in and hope they can catch up.

Recently, on Vigilant's application forums, there was a rogue applicant. He was given a set of questions about certain choices for gear he had made. He itemized in an odd way, and suggestions were made that could increase his DPS by increments of 20 to 70 DPS. He adamantly refused to go with what he saw as "minimal" upgrades so he could play his way, while stating that this was the way he did max DPS on the boss. Our guild rogues run multiple spreadsheets constantly to check gear and DPS outputs, experiment with specs and gem choices. They are open to suggestion, but when someone is saying something wrong (did you know, you can be wrong in playing the game!), and there is intense melee competition in a guild, they will get turned down. And so he was, both for his insistence on gimping his own DPS as well as his attitude. No, we'd never seen him play, but he showed to us he wasn't worth the investing the time to do so.

Is my guild elitist? Definitely. Do we have to be at times? Definitely. Do we exclude people without experience or gear? Definitely not. If we did, I never would have gotten in. But we require the min-maxing and research necessary for downing hardmodes, and it is clearly stated that this is necessary for invitation. If we were a casual guild, the guy probably would have gotten in. He had epic gems and was fully enchanted, had good DPS (by his admission, anyway) and was available at raid times. But the top end raiding guilds have to be elitist to continue pushing server firsts and hardmodes. It is what their guild is designed to do, it's what the members want to do, and so the elitism is warranted.

WoW is, all things considered, a highly social game. You have to realize that when you interact with a group, your gaming enjoyment is not an isolated entity. By interacting with others, you become connected to their enjoyment. Low or slow DPS, inefficient healing, lack of awareness, or a chaotic spec can quickly irritate or stress the people around you because they have to pick up the slack. WoW is not tee-ball, and I don't expect people to wait around while I swing futilely at a ball I can't hit for hours on end. Is it fair that I should have to wait for others?

Elitism has its place, even if you may not necessarily like it. It isn't always good, and can be wielded inappropriately. But many things would be impossible without it. Without it, would there be any incentive to stop walloping the tee instead of the ball?