Stood in the Fire

I’ve always loved dragons. The idea of slaying them, the idea of fighting them, the idea of befriending them and riding them… all amazing things. Onyxia was the classic raid I wanted to do most because HEY! It’s killing a big freaking dragon!!

Granted, I could probably do without Malygos for the rest of my days, but I genuinely like most dragon encounters in World of Warcraft.

So the idea of Deathwing flying around Azeroth roasting things and people is amazing to me. I LOVE this idea. I also decided I wanted the achievement.

First, I found this thread on the WoW forums.

Second, I found this video that shows you where in the Wetlands the guy is standing.

At about 7:30pm on Saturday, I started hanging out at the hills by the Gnoll camp to the southwest of the windmill. (Northeast of the area in the video.) I was joined by a number of guildies. I took some breaks, slept, logged back in aaaaaaaand nothing. A variety of guildies amused me on Mumble and such or even chilled out with me.

I took time out to fill in an ICC10 heroic raid with the guild on my hunter (my paladin is saving last week’s lockout for next week, since we did 11/12 and want to down LK as a guild this last week pre-Cata), which got me the 49 rep I needed in order to get Exalted with the Ashen Verdict. After the run ended, I cut myself a couple of gems and sent them to my hunter and as I was doing so, BAM, one of my newest guildies got roasted in Andorhal in the Western Plaguelands!

I did a quick MC run with some of the guild, on my shaman, then returned to the Wetlands by about 12:45am ET (server time).

And I waited.

Tia waited with me too and I told her to park Tia there and hop on to another toon, if she wanted, and I would tell her if the sky went red.

So Tia, Darista and myself were chatting amiably in Mumble when… the sky goes red.

I had been in the process of taking a sip of Coke, which I nearly spewed in my excitement.

“TIA!” I managed to choke out.

“OH MY GOD!” she said, realizing my tone could only mean one thing.

I slammed on my Fraps record button (which, sadly, did not record my own voice!). Elapsed time from the sky going red to recording is about five seconds.

Here’s the video. You can watch it in HD on YouTube.

So, let’s see. Exalted with Ashen Verdict. Roasted by Deathwing. It’s been a productive night. :D Thanks to all the members of Apotheosis who kept me company!

Oh, and my achievement shot, which I think is hilariously appropriate…

The New Adventures of Old Azeroth

I don’t know how he does it, but my brother is responsible for the fact that I have so many alts. And on Thursday, I rolled another.

My mage is hanging out on Skywall with Choice because they’re awesome. Similarly, my druid is over on another server with my RL Friend the Resto Druid. My hunter, paladin, shaman and priest are all on Eldre’Thalas, guilded in Apotheosis.

My brother, Majik and our friend Tia were all in their early 20s on some alts earlier this week. Fog’s levelling a warrior, Tia’s levelling a pally and Majik is also levelling a pally tank, as he mentioned on the first episode of Blessing of Frost, our brand-new WoW podcast.

They were all at about the same level and were encouraging me to roll something and “GTF” to my 20s so we could all instance together.

I thought about it. A lot. I didn’t want to be a rogue. A death knight moved me out of their level range, obviously. I also didn’t want to be a DK. ;) I didn’t want to be a warlock, either. I then thought about my mage. I really like my mage. I haven’t gotten to play her much at all during Wrath, but that doesn’t mean I don’t like her.

So I decided I’d level another mage on ET.

But what race? There’s human, the old standby. And gnome, but, uh, no thanks. Then there’s the new combinations of dwarf and night elf. Dwarf was very tempting, since I love the male dwarf casting animations and I love their emotes… but I just race changed my shaman to a male dwarf. Which left night elf? Ugh. I HATE the night elf casting animations. Like, so much. I hate when I have to rez my pet or hearth on Kurn. Makes me cringe.

So I stuck with human. I know. I’m boring. But I’ve found that when in doubt, 10% extra rep is never a bad thing. I’d also get to go through the human quests again (probably the quests I’m most familiar with) and really get a good idea of how things have changed.

So my new mage was born and was promptly given the Tattered Dreadmist Mantle, the Tattered Dreadmist Robe, the Discerning Eye of the Beast and, best of all, the Dread Pirate Ring. Hello, 25% extra experience. How are you this fine day?

Well, I rolled her on Thursday and when I went to bed on Friday, she was 28.

I’ve done:

– the vast majority of Elwynn (LOVE the Hogger change! ADORE flight points everywhere!)

– just about all of Westfall (OMG, Hope! Loved the return of Gryan!)

– all of Redridge (and while it was a little long, it was FAR less tedious than the old quests. And yay for the bridge!!)

– 1 Stocks run, 1 Deadmines run, 2 Blackfathom Deeps runs, 1 SFK run and a few minutes of a Gnomer run — I really dig most of the changes (BFD seems mostly unchanged to me, but I never did run that place much) and the Deadmines was fun because I’ve done the heroic version on beta and it was nice to see it at level. SFK seemed okay. A little faster than previously.

So the mage is having fun.

On Tuesday night, I was exploring the new world a bit on Kurn and went to Strat Undead.

So different! I mean, most things are the same — I recognized a lot of my same, old pulls and even Stonespine is there! — but the chapel’s being rebuilt and Aurius, our friend the paladin to whom you give the Medallion of Faith, is no longer there.

You also no longer need a key.

The bosses are the same, for the most part. Just lower level. And while they don’t seem to drop T0 gear any longer, there are some familiar drops, such as the Chitinous Plate Legguards. There’s also no more 45m run/debuff given to you when you open the gate to the gauntlet. RIP, 45m Baron run.

I also think there are fewer aboms to kill outside of the Slaughterhouse.

Anyways, I hadn’t spoiled myself or done any research about Strat. Spoilers ahead!

The Baron’s gone. In his place is Lord Aurius Rivendare. Without a doubt, this is that same paladin who would come to our aid after giving him the Medallion of Faith. I didn’t even realize it until after I killed him. I suspect I’ll have to quest around EPL to find out what happened to the Baron and why Aurius is now the Lord of Stratholme.

The good news in all this is that I got Rivendare’s Charger.

The funny thing is that I haven’t even tried for it. Sure, I’ve probably killed Baron about 150 times, all told. Probably more, really, when you count Madrana’s kills. I’ve never even seen it drop. I’m certainly not someone who went farming for it daily or even weekly and probably not even monthly. I just lucked out. :)

Thus far: Baron Rivendare – 200+, Kurn – 0. But Aurius Rivendare – 0, Kurn – 1. Heh. I like that record. :)

Cataclysm Meta Gems (and the Holy Paladin)

(Edit: 12/14/10, math is hard!)

One of my very first posts here at Kurn’s Corner was about jewelcrafting. It’s woefully outdated, obviously, but demystifying the jewelcrafting profession has always been something I like to do.

I was on the beta the other day, before it shut down, and I had copied over a fresh character copy in 359 epic level gear. As I was trying to gem her up, I realized two things:

a) … what the hell do I stack?

b) Oh my God, the Insightful meta cut doesn’t have a level 85 version!!

I’ll worry about how to gem as a holy paladin later on, but let’s talk a bit about the meta gems.

My Insightful Earthstorm/Earthsiege Diamond cut has been my go-to cut for Madrana since Burning Crusade. That’s, you know, four years. And now there is no Insightful Shadowspirit Diamond cut. This freaks me out.

Here’s a list of all the meta gems at 85.

Right off the bat, we can eliminate a lot of them. Austere (tank), Chaotic (caster), Destructive (PVP), Enigmatic (PVP), Eternal (tank), Forlorn (PVP), Impassive (PVP) and Powerful (PVP) are not on-par with the remaining options for a PVE-based holy paladin.

So here are the gems that I think could be useful to a holy paladin.

Bracing Shadowspirit Diamond – 54 intellect and 2% reduced threat. Typically, one would scoff at this, but were you aware that holy paladins no longer have an innate 50% less threat on their heals? Yeah, that changed at 4.0. So we’re causing a lot more threat than we did. Of course, in a raid situation, this should never be an issue, so this isn’t amazing, but if you’re honestly pugging all of the time and don’t have a solid tank with you, you may want to investigate this as a possibility.

Ember Shadowspirit Diamond – 54 intellect and 2% maximum mana. This is the big brother of the current Ember cut and it definitely looks beefy! In lieu of Insightful (proccing mana returns), Ember certainly looks like a useful meta gem. Remember that Replenishment is still based off of maximum mana, as is Divine Plea, so this is not a bad balanced meta, since it affects our regen and also increases our output (54 int is equal to 54 spellpower).

Fleet Shadowspirit Diamond – 54 mastery rating and minor run speed. The instant I moved to my RL friend’s guild, I was instructed to enchant Tuskarr’s Vitality for the speed boost. I have been a convert ever since. I am going to be asking every member of my guild to have some kind of run speed bonus, whether in their spec or their meta or their boots. Normally, the run speed metas are very PVP-related, but Fleet gives us mastery rating. While we’ll have mastery rating gems (Fractured. They’re yellow.) and mastery rating enchants, meaning mastery rating won’t only be available via reforging the way it is right now, this is still a potentially useful meta gem. Not only do you get the run speed and the mastery rating, but it frees up your boots for a potentially better enchant. More on this in a bit.

Revitalizing Shadowspirit Diamond – 54 spirit and 3% critical healing effect. Another balanced meta for us, since the spirit is pure regen and the 3% increased effect on crits is pure throughput. Given the new world of “no one is ever fully topped off” style healing in Cataclysm, this will almost certainly not translate into more overhealing. Further, for a holy paladin, our mastery rating will benefit from the larger crit heals, creating a larger Illuminated Healing shield.

So which one to pick?

Bracing and Revitalizing can both be activated with a single green gem, as they require 1 blue and 1 yellow. The Zen Dream Emerald, which is +20 mastery and +20 spirit, would probably be the best cut for a holy paladin out of the various green gems available. This would leave the rest of our sockets open to stacking intellect or whatever it is we will try to be stacking. Ember and Fleet require two yellow gems, which needs to be done in two separate slots. Granted, we’d probably use an orange gem to get 20 intellect and 20 of another stat. My favourite orange gem is the Reckless Ember Topaz for the haste, but we could also use Artful Ember Topaz or Potent Ember Topaz as an orange gem of choice.

So with the Ember or Fleet choice, we have to use two gem sockets for our meta versus the one with Bracing or Revitalizing.

Ember/Fleet = 2 orange = 40 intellect + 40 haste rating/40 mastery rating/40 crit rating

Bracing/Revitalizing = 1 green = 20 spirit + 20 mastery rating + 1 socket to do with as we please (probably 40 intellect from a Brilliant Inferno Ruby) = 40 intellect + 20 spirit + 20 mastery rating

Kind of on par with Ember and Fleet, no?

But then we look at Ember’s effect – 54 intellect + 2% maximum mana.

So Ember really looks like this: 2 orange + 54 intellect + 2% max mana = 94 intellect + 40 haste rating/40 mastery rating/40 crit rating + 2% max mana

Fleet’s stats need to be combined with whatever boot enchant you’d like that doesn’t increase run speed. So: 2 orange + 54 mastery rating + 50 mastery rating/50 haste = 40 intellect + 40 haste rating/40 mastery rating/40 crit rating + 50 mastery rating/50 haste

So Fleet is pretty much out of the running, if you’ll excuse the pun. ;) It does offer the most versatility, though. If you want 90 mastery or 90 haste, it would be easy to acquire those with a Fleet.

Bracing’s equation, with stats, looks like this: 1 green +54 intellect = 20 spirit + 20 mastery rating + 1 socket to do with as we please (probably 40 intellect from a Brilliant Inferno Ruby) + 54 intellect = 94 intellect + 20 spirit + 20 mastery rating

And Revitalizing looks like this: 1 green + 54 spirit + 3% increased critical heal effect = 20 spirit + 20 mastery rating + 1 socket to do with as we please (probably 40 intellect from a Brilliant Inferno Ruby) + 54 spirit + 3% increased critical heal effect = 40 intellect + 20 mastery rating + 74 spirit + 3% increased critical heal effect

It looks to me that Bracing and Ember are both sitting pretty in terms of intellect, with Revitalizing being more of an option if you need the extra regen. However, it should be noted that you aren’t getting intellect from Ember’s effect of +2% mana. You’re just gaining mana. So your mana pool grows (which is great) but you don’t gain spellpower or spell crit from its effect. So its effect isn’t really equal to the extra mana 20 intellect gives you.

Since I plan to heal primarily with tanks that I know and trust, I’m throwing Bracing out the window. Fleet has been eliminated. That leaves me with Ember and Revitalizing as choices.

As of right now, and bear in mind that this is before Cataclysm has even launched, I’m thinking of going with Revitalizing to try out the 3% increased critical heal effect and the fact that it’s easily activated with a single green gem. I’ll be sure to write another post if I decide to go with Ember or another choice!

Random Rostery Thoughts

I’m suddenly very happy that we’re not raiding this week because it means that I don’t have to organize anything. Which is good. What with the Shattering and such, I haven’t had a lot of time to do much of anything.

Recruitment is moving along swimmingly, with some of my old Bronzebeard guildies applying, including the ever-awesome Kaleri. I’m very excited at the prospect of healing with her again. Even more hilarious, someone actually applied to Apotheosis after listening to Episode 1 of Blessing of Frost, the podcast that Majik and I have started. And we’re taking him! Hi, Que! We’re looking forward to having you join. :)

The roster… is going to be interesting.

I’m now looking at this collection of people we seem to have acquired. There’s 11 melee, probably about 19 ranged, 9ish healers and 4 tanks. There are a few who have expressed that they may not be able to make the required raids or start days or such, or people we just flat-out haven’t seen or people who are now waffling a bit on whether or not they actually want to join. Which is okay. That’s WHY we have “so many” people interested in raiding.

Last expansion, I learned the hard way that recruitment sucks and is an energy-sapping chore that drains my will to live. This expansion, I’m learning that it’s only THAT bad when you’re desperately trying to grab people because you can’t fill raids.

The major mistake we all made in Wrath of the Lich King was thinking that we’d keep most of our raiders from BC.

Wrong.

We lost: Toga & Ribs to the Horde, one of our tanks and healers to a guild with their RL friends, then during the levelling process, we lost a mage and a warlock as well. Two more DPS left for another guild after a difference of opinion shortly after we started out in Naxx, then we lost (as in, they went AWOL) two officers (a tank and a DPS/healer) and then we lost another officer (another tank). Surprisingly, we were still okay on tanks, but we had just suffered so many losses in other areas that we couldn’t sustain raids.

Naturally, we’re overcompensating a bit in the other direction. The only class we have that has absolutely no competition for a raid spot is our lone rogue. And even then, with 10-11 melee, we’ll want to swap people around now and again.

Since our raid requirements are 75% of raids over a 30 day period, we have to assume that most people won’t attend more than 75%. Sure, some will, most we have to go on the assumption that most won’t. So we’re adding ~25% more people than are typically needed in a given raid night. Except we’re doing it by role, not by overall numbers.

Assume we need 3 tanks for most encounters (although I strongly suspect it’ll be 2 for most and 3 for some) — a fourth tank is the solution.

Assume we need 6 healers for most encounters, with an occasional need for 7. In order to ensure we have enough at all times, we basically need 9.

Assuming 3 tanks and 6 healers, that gives us 16 DPS for a typical raid, sometimes 17. But we need to break that up into melee and ranged:

Assume 7-8 melee DPS, that means we want about 10 on the roster and assume about 8-9 ranged, that means we need about 12. So 22 DPS, 10 healers, 4 tanks. That’s 36 people.

Add in the fact that some people can’t get started with us immediately or are having second thoughts or just flat-out haven’t shown up yet, plus the possibility that some people might actually not be able to perform at the levels we need them to and you suddenly understand why we have about 43 people signed up to start raiding with us. I’m looking at close to 20% of our signed-up people not actually showing up and raiding with us or not being ready for a variety of reasons, which brings us back down to… about 35-36 people.

Doing some raids pre-Cataclysm has been great and has allowed people to see how we work things in raids. Our tanks are getting used to being swapped around and while we’ve never had a surplus of healers online (we’ve had 7 but never sat any because on those occasions, some DPS were having connection issues), I’m pretty confident I can swap healers in and out pretty easily come Cataclysm.

Something that shocked me was the number of old Apotheosis folks on our roster. There’s not nearly as many as I thought there were.

There’s:

Andy – WotLK raider, BC casual, T (since Fated Heroes!), Football (since FH), TD (since FH), Sham (since BC), Hul – WotLK raider, BC casual, Toga (since FH), Maj (since FH), Euph (since BC), Ose (since BC), Kam (since BC), Tia (basically since FH, but she was in another guild for BC and WotLK), Legs (since BC), Dar (since FH), myself (since FH), Dayden (since BC), Fog (since FH) and Shadow (since FH).

That’s 18 out of the 43 people who have expressed interest.

11 others I’ve either raided with or have a SO or friend who raided with us or once upon a time apped to us and then went elsewhere and have spent all that time regretting it. ;)

That’s still only 29/43. That’s like 14 people who are taking a chance on us, who have no prior knowledge, commitment or experience with Apotheosis. That is AWESOME. App after app mention this blog or my enthusiasm and my fellow officers are still like “OUR Kurn? Someone actually READS *our Kurn’s* blog? And her TL;DR ramblings? ***REALLY***?”

I’m really pleased that my enthusiasm and energy for Apotheosis has been coming through to you guys, because I’m not even trying to do that. I’m just trying to document what’s happening with me and the guild. That it’s coming out as me loving this group of people and being very enthuasiatic about raiding with these people is just the cherry on top.

Okay, off to do stuff that has nothing to do with the guild, WoW or even the Internet!

Hope all the Americans out there have a great Thanksgiving, even though the real Thanksgiving was over a month ago. ;)

Super secret project revealed!

My buddy Majik and I have been working on something for a couple of weeks now and finally got it all together on Monday afternoon. At 6:30am on Tuesday morning, it was ready to be revealed to the world.

We’ve started a podcast. It’s called Blessing of Frost and it can be accessed here at the Apotheosis guild page.

We’d love your comments and feedback, so be sure to post over on the Blessing of Frost post or email us at blessingoffrost [at] apotheosis-now [dot] com!

What Holy Paladins Need to Know for 4.0.3a

*** All content copyright © Kurn’s Corner, 2010. Reproduction of this guide in full or in part without express permission from the author (“Kurn”), represents copyright infringment and violation of copyright law. Please, if you like this guide, link to it, do not copy it. ***

4.0.3a is about to be dropped, according to Boubouille at MMO-Champion, who has done a great job of compiling the changes. With the release of 4.0.3a, among other things, paladins are getting their talents reset due to changes to the class talents. What follows is a fairly complete compilation of the various changes holy paladins can expect when 4.0.3a launches and will be updated over the first few days of 4.0.3a if anything was missed. Special thanks to my buddy Walks for proofreading and adding some suggestions, including reminding me about Infusion of Light’s change!

Edits to the post after testing on live are marked with an asterix (*).

As with my 4.0.1 post, I’ll be breaking this down into different sections: TALENTS/SPELLS, GEAR/STATS and GLYPHS. Bear in mind that there are fewer changes for 4.0.3a than there were for 4.0.1 and I’ll only be talking about ones that have changed between 4.0.1 and 4.0.3a. That means that my 4.0.1 post is still useful! All changes have been compiled at MMO-Champion.com or Wowhead.com.

TALENTS/SPELLS

1) Beacon of Light now lasts 5 minutes. I remember when I first glyphed for Beacon of Light. I did so in order to get the extra 30 second duration on it so I could stagger refreshing Sacred Shield and Beacon of Light and also save 1500 mana or so. A five-minute duration on Beacon of Light means a lot of mana savings and a lot of GCDs saved. What this tells us, though, is that our beacons are  meant to be used on one person and not meant to be switched up mid-combat. This is a “quality of life” change that basically just makes it that much easier to “set it and forget it”. Good stuff.

2) Blessed Life: the effects of this talent cannot occur more than once every 8 seconds, up from every 2 seconds. This is a clear nerf to the utility of this talent. However, it is largely a PVP talent and this change really negates any use in PVE content, particularly if it still doesn’t proc from AOE-wide raid damage. Incidentally, this no longer stacks with Pursuit of Justice, according to my buddy Walks.

3) Illuminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%. *Additionally, the shield now lasts 8 seconds, up from 6. It’s a buff! Oh sweet Lord, it’s a buff to our mastery! The jury is still out over the usefulness of our mastery because World of Logs, for example, does not properly attribute our absorbs from our mastery. Either it’s being attributed to Power Word: Shield/Divine Aegis or it’s not being counted at all. (As an aside, please take a second to politely lobby the WoL people to get that fixed!) I reforged a lot of my crit to mastery to see if I could notice a difference and the Recount I ran last night showed Illuminated Healing to be 26.4% of my healing done in Ruby Sanctum. While Recount (and probably Skada?) are up to date, World of Logs is almost certainly attributing Illuminated Healing to priest absorbs.

So just because you don’t see your mastery in action through the parse doesn’t mean it’s not doing something. As such, this is a good thing for us.

*Note that the increase in duration was not listed in the most recent compilation of patch notes, but I’ve confirmed this on live servers. The duration is 8s, up from 6s.

4) Light of Dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone. Goodbye, Infest healing. Hello, Circle of Wild Dawn. ;) This works very similarly to a priest’s Circle of Healing or a druid’s Wild Growth, except you don’t have to select a target. You aim yourself at them and let ‘er rip. I kind of like this. It’s a way for us to use our 31-point talent without it being completely overpowered and it’s a way for us to have a smart heal, at long last. But since it’s not something you cast on a person, it’s distinguishing itself from Circle of Healing or Wild Growth. I haven’t had much chance to use it on the Beta (and Beta testing is now done!) since this change went in, so I’m anxious to see how it works.

It should also be noted that, as of right now, Light of Dawn’s healing (and overhealing) does get transferred to the beacon, with its 50% healing reduction, of course. But that can still be a lot of healing all at once on your beacon.

*After testing this on live, you MUST be in a party in order to use Light of Dawn! If you aren’t in a party and have 1, 2 or 3 stacks of Holy Power, you get an Invalid Target error if you try to use it. I tried targetting myself and using it, no dice. Then I thought “oh, don’t tell me it IS a targetted heal now!” but I tested this out with a guildie (thanks Num!) and it remains unaffected by any target. It’s definitely still a directional, conal heal. But you need to be in a party to use it.

5) Protector of the Innocent no longer triggers from self-heals. Well, this just makes sense. If we just healed ourselves, we generally don’t need to immediately heal ourselves again, do we? At least not in PVE content. This heal also transfers to the Beacon, with the 50% reduction.

6) Crusade now also has a proc on kill to increase the healing done by the paladin’s next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects. This is mostly a PVE change, but it’s more for World PVE, like questing. This addition to a key talent will be great for all specs of paladin while questing so we can save our Holy Power for something like Inquisition instead of using Word of Glory on ourselves after killing a mob or two.

7) Lay on Hands no longer gives anyone any mana at all. However, go check out the Glyphs section for an exception to this.

8) Seal of Insight still does what it normally did, but will now also return 15% of the paladin’s base mana when judging. This is fantastic. Judging to get mana back again! With an 8 second cooldown, I’m pretty sure this will get nerfed at some point, but enjoy it while it lasts! I should also mention that Seal of Insight’s 4% base health/mana gain never procced at all on judgements, unlike Seal of Wisdom which procced from judgements. That could explain why they’re making sure we get mana returns from judging.

9) Holy Radiance will suffer diminishing returns further than 8 yards from the target or when healing more than 6 players. We haven’t had the chance to enjoy Holy Radiance yet, since we get it at 83, so this is just something of which to be aware when we do get it.

10) Clarity of Purpose, rank 2, now reduces Holy Light and Divine Light cast time by .3 seconds instead of .35 seconds. This is obviously a move to ensure that people get all three ranks of Clarity of Purpose instead of just dropping two points in here. Probably a PVP-based decision, or one to help balance rets/prots since any decent holy was probably going to drop all three points in here anyways.

11) Paragon of Virtue: Reduces the cooldown of Divine Protection by 10/20 sec, Hand of Sacrifice by 15/30 sec and Avenging Wrath by 30/60 sec. The big change here is that Hand of Sacrifice has been added to this talent. I do believe I’m going to go for 1/2 Enlightened Judgements and pick up that second point in Paragon of Virtue.

12) Infusion of Light now applies to Divine Light’s cast time as well as Holy Light’s. So 1/2 points in this talent will grant you .75/1.5s off the cast time of both Divine Light and Holy Light after critting on Holy Shock. While this means we can’t do a Holy Shock (IoL proc) -> Divine Light -> Holy Light combo for 2 hasted spells, we wouldn’t have been able to do that anyways with the change to Speed of Light. And speaking of Speed of Light…

13) Speed of Light: Grants 1/2/3% spell haste and reduces the cooldown of Holy Radiance by 10/20/30 sec. Casting Holy Radiance increases your movement speed by 20/40/60% for 4 sec. This is the big holy change. Instead of gaining 30% spell haste to Flash of Light, Holy Light and Divine Light after a Holy Shock, you just now get 3% more spell haste. The other stuff stays the same. Yay for more spell haste! As mentioned in my 4.0.1 post, we still want to hold on to a 1s GCD and 3% passive spell haste just made that easier. See the Gear/Stats section to see what this means for all the haste we require.

*14) As previously noted, Holy Shock has been nerfed by about 30%. I’ve just confirmed this on live. Holy Shock was hitting for about the same as Holy Light. It’s now down from about 7k unbuffed to 5k unbuffed when I cast it.

Recommended Talent Spec: I still recommend 31/3/2 for current Wrath content, although you’ll note I recommend 1/2 Enlightened Judgements and 2/2 Paragon of Virtue, now. Also, 31/5/0 and 31/2/3 are viable, although the 31/3/2 build I first linked will probably give you the most amount of healing due to Divinity and the buff to Holy Shock from Crusade.

GEAR/STATS

1) With the addition of 3% spell haste from 3/3 Speed of Light, our haste softcap just changed again. Given 3/3 Speed of Light, plus 3/3 Judgements of the Pure and a Wrath of Air totem (or equivalent), you now only need 894 haste to reach the 1s GCD. You can check out this awesome spell haste calculator and see for yourself. It doesn’t have Speed of Light listed, but select Darkness/Netherwind Presence to add that 3% for Speed of Light and you’ll get the same result. Of course, this will change as we level once Cataclysm launches.

GLYPHS

1) Glyph of Beacon of Light (Major) now makes Beacon of Light free, instead of increasing the duration by 30 seconds. This is no longer a very useful Glyph, considering we’re really only expending 1500ish mana every five minutes. I suppose it might have its uses in PVP, but barring any kind of gimmicky fight in PVE, this is pretty sad.

2) Glyph of Lay on Hands (was Minor, now Major) now reduces the cooldown of Lay on Hands by 3 minutes, up from 2 minutes. *** This wasn’t in the patch notes, but was how the Glyph was changed on Beta. This may not be included in the 4.0.3a patch.

3) Glyph of Divinity (Major) has been redesigned. It now grants the paladin 10% of maximum mana upon use. FAN-FREAKING-TASTIC. A 7 (or 8) minute cooldown on 10% of your mana, regardless upon whom you use it, is just awesome. Rather than waste this raid-saving cooldown on yourself for extra mana, you just use it at ALL and you get mana back. This is a fantastic change. I was never a fan of glyphing this and using LoH on myself, preferring to use it on the tanks or whoever was about to die.

4) Glyph of Light of Dawn (Major) now increases the total number of most injured targets healed by 1. Yep, our version of Circle of Healing and Wild Growth. This glyph makes six targets healed by LoD.

My go-to Major Glyphs would be LoH, Divinity and LoD, although Divine Plea and even Cleansing may snag the LoH spot in the event that I find I need to Plea a lot or there’s a lot of cleansing to do. There’s also the Glyph of Divine Protection that could you may want to swap in as it may come in very handy on any fight where you take a lot of magical damage. Remember, Divine Protection no longer causes Forbearance and is only on a 1 minute cooldown, or 40 seconds if you’re specced for 2/2 Paragon of Virtue. That could be a lot of damage mitigated.


Hopefully that helps demystify the 4.0.3a changes we’re about to see. See you on the flip side of the Shattering!

*** All content copyright © Kurn’s Corner, 2010. Reproduction of this guide in full or in part without express permission from the author (“Kurn”), represents copyright infringment and violation of copyright law. Please, if you like this guide, link to it, do not copy it. ***

Oof.

So tired. I was about to fall asleep and then I forgot that I had wanted to put up our Halion 25 kill shot and that dragged me out of bed and back to the computer.

It’s been a busy few weeks. 7 raid nights in 3 weeks of 3 hours each. That’s 21 hours.

In that time:

11/12 ICC 25 normal + 3/12 ICC 25 heroic (Marrowgar, Gunship, Rotface) + Halion on 25

And the LK fight is progressing nicely.

I have stuff to say about the raids, but ultimately, the little details don’t matter as much as the realization that I’m having fun — despite being stressed and a little frantic here and there — and raiding with my peeps. These are my people, the ones I raided with in BC and in pre-BC, in some cases. Some of them found Apotheosis through this blog and have become awesome members of the guild.

They’re my people.

And we’re working together as a team. It’s not perfect yet, but we’re tuning things. We’re getting the hang of EPGP and using that to roll on items. We’re actually all there and zoned in by start time, which astounds me, in a great way, every single time it’s happened. Which is every raid, by the way.

We’ve spent a lot of time wiping on things, but nothing has been so terrible that we’ve just given up on it.

Halion took us two hours tonight. That was probably a good 30-45 minutes more than I thought it would take. But we toughed it out. Most people had never seen the fight before or hadn’t done the fight on 25 in that capacity before. I even had to heal in the Twilight Realm and didn’t die to cutters, cleave or shadow breath. I mean, really. Momentous occasion.

And trash! TRASH WAS SO CLEAN. We lost two or three people TOTAL on all the trash packs in there. It was glorious to have people listen to the instructions.

If the last three weeks have been any indication of what Cataclysm is going to be like… I may have to stop drinking quite so much haterade.

Bed now. Something appropriately paladinesque sometime on Monday.

Five Tips for Holy Paladin Healing in 4.0.1

We are at a horrible point in between expansions where we have new mechanics and are forced to try them out in Wrath content, where there’s a ton of AOE damage, where tanks can, and will, be two-shotted…

Here, then, are five tips for healing through WotLK content with our fancy-shmancy new Cataclysm healing mechanics. Please bear in mind that this advice is valid only for 4.0.1 and will likely be rendered useless come 4.0.3.

1) Flash of Light is Good. After a lot of playing around in the limited raid content I’m doing at the moment, and some advice from Chase Christian and Felomena, both of whom commented on this post of mine, Flash of Light is my go-to spell. Kind of.

I abuse Holy Shock and I cast Holy Light when I have a lull (and whenever I get an Infusion of Light proc) and most of the rest of the time, I cast the hell out of Flash of Light.

It’s expensive. Unbuffed, I have 383 mp5 in combat. That’s not a whole lot, either, although my Solace of the Defeated with 8 stacks, with Blessing of Might, ends up bumping that up to 602. (607 with a Flask of Distilled Wisdom, FYI.) Flash of Light, however, costs 1186 mana. So without Replenishment or Kings/Mark, both of which should be present in a raid setting, I just barely regen half of the cost of Flash of Light every five seconds. I have a 1.04s cast time on Flash of Light with Judgements of the Pure up and no other haste buffs.

See the problem here? If I’m casting a lot of Flash of Light, say 3 times in a 5-second window, I am spending 1186 x 3 mana, which is 3558 mana and in that same window, my regen is about 600, not including procs from my Insightful Earthsiege Diamond (which procs 600 mana back on a 15-second internal cooldown and can be assumed to be about 75mp5).

So while I highly recommend lots of Flash of Light use, don’t forget that it costs an arm and a leg, now! Hasted Holy Lights and Holy Shocks are good alternatives, as is Word of Glory, of course.

Flash of Light is also the spell of choice for a holy paladin for Valithria Dreamwalker, given the quick cast and the fact that, with a lot of stacks of Emerald Vigor or Twisted Nightmares, mana doesn’t matter. (Divine Light probably wins out in the heroism/burn phase at the end of the fight, though, given enough haste, since Flash of Light will almost certainly be under a 1s cast, so you’ll lose casting time due to the hard cap of a 1s GCD.)

2) Glyphed Light of Dawn is for Infest. Again, thanks to Chase (and other paladins commenting on LoD these days in general), I’ve managed to be the Infest healer on two 10-man Lich King kills in the last week by virtue of glyphing Light of Dawn, which reduces its healing done, but also reduces it to a 20s cooldown from a 30s cooldown. Guess what else has a 20s cooldown? That’s right, Infest.

If you stand just behind your ranged groups as Infest gets cast and you’re watching your bars, you can get rid of the Infest on all of your ranged, including yourself, plus your beacon target, who is the beneficiary of all your Light of Dawn heals. Yes, that’s ridiculous, but yes, that’s happening right now.

[21:33:50.890] Madrana Light of Dawn Hunter +*5937*
[21:33:50.890] Madrana Light of Dawn Shammy 1 +4043
[21:33:50.890] Madrana Light of Dawn Shammy 2 +4162
[21:33:50.890] Madrana Light of Dawn Druid 1 +3822
[21:33:50.890] Madrana Light of Dawn Druid 2 +3466
[21:33:50.890] Madrana Light of Dawn Treant +*0* (O: 5650)
[21:33:50.890] Madrana Light of Dawn Treant +*0* (O: 5360)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 2968)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 1758)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 1810)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 1911)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 1733)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 2825)
[21:33:51.671] Madrana Beacon of Light Beaconed Tank +0 (O: 2680)

Of course, Light of Dawn is changing in a big way come Cataclysm, healing for much more than it currently does, but will be limited to 5 targets, 6 with the glyph. But for right now, boy, this is actually fun! :)

You can see this in action in our guild-first LK10 killing. I actually missed the first Infest, but at about the 30s mark, look at the tank’s Grid on the right. You’ll see every box get a debuff (the Infest one) and then you’ll see my shiny Holy Flashlight, er, Light of Dawn, and almost all of the debuffs vanish. Beautiful.

I highly recommend trying out being the Infest healer in a 10-man if you can manage it between now and Cataclysm. Make use of our 31-point talent before it’s changed forever!

I do not, however, recommend being the Infest healer when you’re also the designated cleanser of Necrotic Plague as I was on Sunday evening. That was more than a little stressful and I suddenly cursed myself for never actually having been the Necrotic Plague cleanser before. Still, it worked out all right, but messing with two new things on a fight I’ve done a couple dozen times was… interesting.

Anyways!

3) Beacon Smartly! In 3.3 content, we tended to do one of two things with our beacon:

a) Beacon the other tank and heal our tank.

b) Beacon our tank and heal the raid.

What you did depended primarily on the fight, if it was 10 or 25-man content and any healing assignments by your healing lead.

Now, due to Tower of Radiance, it’s less clear as to who gets our beacon in a raid setting. It might be hard to assign one holy paladin to two tanks due to the change in Beacon of Light (from 100% of a copied heal to 50% of a copied heal) but that doesn’t mean that we shouldn’t be using our beacons on *something* to benefit from the increases in Holy Power.

So here are my suggestions, although I always recommend listening to your healing lead if they give you specific beacon instructions.

a) Beacon Your Tank: Do this in situations where your tank is taking a substantial amount of damage and you can really, really benefit from the extra charges of Holy Power for Word of Glory. Also, do this in situations where there’s just one active tank (whom you’re probably healing) so that you can sprinkle Word of Glory heals around as needed.

b) Beacon the Other Tank: Do this in situations where your tank isn’t taking a ton of damage and you don’t feel you particularly need Word of Glory to be used a ton. It can still be used for extra healing on, say, the Keleseth tank on the Blood Prince Council fight, too, which helps get extra heals on a tank that is running around the room and may run out of range of their healer’s heals. I most recently used my beacon on the tank tanking the Lich King on LK10 while I healed Infest, dealt with Necrotic Plague and healed the OT through Shambling Horrors and some Raging Spirits. That allowed my beacon target (the MT) to gain all my LoD heals, then allowed me to gain Holy Power by directly healing him when the OT wasn’t tanking anything.

Really, the decision depends on how often you want to be using Word of Glory and if another tank needs the extra healing.

4) Don’t Forget About Divine Plea. Okay, it’s been nerfed. 15% (glyphed) of mana back every two minutes instead of 25% every minute. That doesn’t mean that it’s not at all useful. We should all have slightly larger mana pools now and, unbuffed (with about 43k mana), I’m getting about 1300 mana back per tick for about 6500 mana back per use. It’s not fantastic, but it’s something, at least, and will keep you casting just a bit longer. Similarly, don’t forget about mana potions!

5) Don’t Get Married to These Tips! These tips will be outdated extremely soon, perhaps even as soon as this coming Tuesday, when MMO-Champion reports that Patch 4.0.3 will be released. When Cataclysm comes out, or perhaps in a patch before that, like 4.0.3, 4.0.3a or some other patch, Light of Dawn changes, judging Seal of Insight changes to give us 15% of maximum base mana back and a variety of other things will change. I stress, again, that this is a temporary thing that will be hopelessly out of date by December 7th, 2010 at the latest!

Still, I hope it helps you feel better about healing as a holy paladin for the next little while. While I was pretty depressed about how ineffective I was, switching up my spell use quite a bit basically solved most of my issues and, therefore, alleviated a lot of my concerns.

Progression & Finishing Raid Content

It dawned on me a little while ago that, although I’ve had a very successful run in Wrath of the Lich King on a personal level, something was missing. Something other than the awesome feeling of progressing with Apotheosis, that is.

Back in the day, pre-Burning Crusade, I wanted to finish raid instances. It always pissed me off that we got through Golemagg, and no further, in Molten Core as the guild Fated Heroes. It always pissed me off that we never did get Onyxia down as a guild. I didn’t care much for AQ20, mind you, but I was SUPER happy we cleared Zul Gurub several times — including Jin’do.

In Burning Crusade, as Apotheosis, we finished every instance we focused on raiding, from Karazhan (including Nightbane) through Black Temple. True, we didn’t even get Kalecgos down in Sunwell Plateau, but we’d spent precisely one raid night there actually trying to kill a boss, so I’ll forgive us that. When you realized that we only killed Maulgar and Gruul eight months after the expansion launched, I think we caught up pretty well by the end of Burning Crusade.

The beginning of Wrath was tumultuous for the guild and we stopped raiding officially in early March of 2009. We didn’t get Thaddius down. Nor did we have any adds on Sarth. And we didn’t even have a key for Malygos.

It was the plan to clear Naxx and get Sarth with 3 drakes. It was definitely the plan.

When I went to Bronzebeard to continue raiding, I was joining a guild that had cleared Naxx and done 3 drakes (like, once?) and killed Malygos. The guild was clearing content at the appropriate level, while content was still current. I had never been in a guild that was doing exactly that. I mean, Apotheosis was finishing up Hyjal and Black Temple when other guilds were farming Kil’jaeden. Fated Heroes was wayyyyy behind the curve when you looked at Eternal Force and Epic Again who were chilling out in Naxx.

So it was exciting for me to be part of a guild that was clearing the content. I got T7 cleared, in T7 gear, including Sarth 3D, pre-Ulduar. That was awesome.

And then came Ulduar. Ulduar launched on April 14th.

That night, my Bronzebeard guild got server-first Shutout (world 26th! I know, not a big deal, but still!). The next night, server-first A Quick Shave (world 905. Much less impressive.) and then, after a solid four hour night of wiping on XT, we got him the next night after that, getting server-second Nerf Engineering.

Server-fourth Antechamber of Ulduar achievement, server-first I Choose You Runemaster Molgeim (world 296) wrapped up April for us.

Things were looking good.

Over time, we did the following hard modes:

4-minute Ignis, Knock on Wood, 4 tower FL, Heartbreaker… and that’s about it, really. Never got Hodir’s hard mode, nor Thorim’s. Never even tried Mimiron and Firefighter. Never saw the Saronite Animus. Didn’t do Steelbreaker last. And I wasn’t in the raid when they did 3 Lights for the fail!priest’s forging of Val’anyr.

TOC came out and Ulduar felt half-finished. No way of trying Algalon and half the hard modes weren’t something we were capable of doing.

I changed guilds in September, to my RL Friend the Resto Druid’s guild.

The guild I joined was ranked 190th in the world, server-second, for One Light. A bit of a difference, no? I didn’t join for progression, but I knew I’d get more of it there than on Bronzebeard, since the guild was barely even raiding due to the emo /gquit of the raid leader.

I showed up and we cleared regular TOC 25 on the Sunday raid and spent some hours on the Monday raid killing heroic Beasts. One night. That’s all it took. My Bronzebeard guild had tried 36? 37? times over two resets to do heroic Beasts. The new guild had been finishing up stuff in Ulduar before focusing on hard mode 25-man stuff in TOC.

So heroic Beasts die Monday, then on Tuesday, they die again and we get heroic Jaraxxus. Heroic Faction Champs on the next reset. Then a MONTH before Twin Valks die, on October 26th.

ICC came out on December 8th.

We spent six weeks working on heroic Anub’arak. And in that time, we also took down Algalon on 25-man. It felt good, having killed every boss in Ulduar, even if not all on heroic. With my new guild, I’d also gotten Steelbreaker Last and 3 Lights, but Algalon was dead and that was awesome. It felt like this guild had finished Ulduar and I was a part of that.

Six weeks of work on heroic Anub’arak with a warrior add tank who insisted on tanking all the adds himself and not wearing the proper block/avoidance gear. This was the abusive RL/MT who just wouldn’t cut anyone slack, but it was FINE if he showed up in his stam gear. Seriously.

And then ICC opened. Until the Plagueworks were opened up on January 5th, we were still raiding TOGC, still trying to get Anub’arak down. It was painful. It was brutal. And we never did it.

We did go 12/12 ICC 25 regular. We went 11/12 ICC 25 hard modes. I even went 11/12 ICC 25 hard modes with a second guild.

But no 12/12. No “The Light of Dawn” title. (Still want to see a video of someone with the Light of Dawn title CASTING Light of Dawn!)

So it dawned on me… I basically did not finish the last three tiers of content in this expansion.

That’s unacceptable.

When did 11/12 hard modes become an acceptable stopping point? That’s like spawning Ragnaros and never killing him. That’s like getting right up there to Illidan and just staring at his face. Seriously. I didn’t get all the hard modes in Ulduar. I got to 4/5 TOGC. I got to 11/12 ICC25 HM.

Why on earth is this acceptable? Why are 4/5 and 11/12 considered “progressed”?

US 202 for Glory of the Icecrown Raider (25) was great. But why did we stop there? Why did I leave when they were doing heroic Lich King?

I couldn’t handle the toxic environment anymore. Every day that I stayed in that guild, I fervently wished I were back on Eldre’Thalas with Apotheosis. But Apotheosis wasn’t raiding. So it was off to Skywall I went, where I was welcomed with open arms and people weren’t total assholes. People were skilled players, good people and they were driven. Why did they stop at 11/12 HM? Time ran out. The patch hit. Official raids stopped.

And so it was time for me to come home.

It’s not an easy thing in this game to find a group of people who are skilled AND friendly, who do things at a reasonable pace, who aren’t a full tier behind.

This expansion, Apotheosis will be that. For me, for my officers, for my guildies. We all deserve a place to be where we can chuckle over accidentally BOPping a tank or mocking someone who failed at an elevator boss. We all deserve a guild where we can buckle down and get something done, even if it is on the infamous last attempt of the night. We all deserve the stability and strength from a solid group of officers who know their classes, who know their roles, who work well together as a team.

We deserve it and Cataclysm will be our time to claim success and joy such as we’ve never seen before. It’ll be the exuberance of a guild-first Vashj kill with the efficiency of Hyjal wave kills. It’ll be the laughter from DIing a tank combined with the skill that allows a group of 10 to conquer the Lich King without really having talked about Phase 3.

Four weeks to go.

Bring it on.