First 5.0.4 Raid as a Holy Paladin

All right, I’ve had a night in Heroic 25-man Dragon Soul. I’ve also redone some of my testing and updated some numbers and such in my 5.0.4 guide.

The first thing I did after I recovered from the addon explosion in my UI was try to do an LFR. I zoned in and died on Ultraxion trash because, oh look, my addons were still exploding. (TipTac seems to have been my primary culprit, your mileage may vary.)

Once I got that sorted, I went back into LFR and zoned in for Spine and Madness. Apart from a wee bit of lag whenever the Burning Tendons popped up, things went fairly well. However, I realized two things:

1) Holy crap, I was burning mana FAST.

2) My UI was still insanely unhelpful.

So I did the following before my real raid:

– swapped to Heartsong on my Heroic Maw
– took out my 3x 67 intellect JC-only gems, replaced them with epic reds
– since I wasn’t getting the socket bonus on my pants anyhow, I gemmed all three sockets in my pants with the 67 spirit gems

Without Heartsong active and without any external buffs, that’s 4006 mp5 in combat, according to my character sheet.

With 10 stacks of Heart of Unliving and Heartsong active, that goes up to 4698 mp5 in combat.

I figured I was good to go.

Wrong. I still felt the pinch when I healed a bit too aggressively on Heroic Hagara (frost phase) and Heroic Blackhorn, not to mention Heroic Spine. We didn’t actually kill Heroic Madness last night, although we’ll be finishing that up tomorrow, but on our longest attempt, I felt the pinch on the fourth platform and into P2.

Part of it, at least on Madness, may have been our comp. We didn’t have a disc priest in the raid, so no barrier means more overall damage done since we had fewer people with damage-reduction CDs. (We could have bothered our rets or our prot to use more Aura Mastery Devotion Aura, but I know I didn’t think of it.)

Speaking of Devotion Aura, it’s better than Aura Mastery was, although we pay for that with an extra minute on the cooldown (DA is 3m vs. AM’s 2m). Why is it better? It works on Watery Entrenchment on Hagara. It works on Hour of Twilight on Ultraxion. These are two areas where Aura Mastery did zip.

Back to the instance… I think that it was more challenging than I suspected it would be, to be constrained to 100k mana (102k with the meta gem that grants you 2% extra mana) and to be careful not to overextend myself. I found myself in trouble a number of times. Thank goodness for Hymn of Hope sticking around as well as Mana Tide Totem!

Of note, with the redesign to Blessing of Might, I think all pallies need to bear in mind that we have a crazy amount of mastery just by virtue of being fully raid-buffed now. Illuminated Healing did a LOT of healing/absorption. Part of that might also be because I was making great use of Eternal Flame, which contributes to Illuminated Healing on each tick. (Remember not to overwrite a stronger Eternal Flame with a weaker one!)

I forgot, several times, that Light of Dawn is now a circle around you, not a cone, and I still have Judgment (new spelling) on my bars, although I should throw it away at some point. I’m not sure what I’d put in its spot, though!

So those were my experiences — I loaded up on more Spirit (but maintained an intellect flask with intellect food) and had a couple of sticky situations. I would recommend people be conservative to start their regularly scheduled content until they get the “feel” of the new size of their mana pools, too.

How was your first experience raiding in 5.0.4?

Raiding in 5.0.4

Apotheosis raids on Tuesdays, Thursdays and Sundays. Lately, we’ve been clearing in about 2.5 hours, at most, on Tuesday nights. I stopped putting signups up for Sunday AGES ago and stopped putting up signups for Thursdays weeks ago.

This week, I knew there would be issues, so I put up signups for both Tuesday AND Thursday.

As such, Tuesday’s raid, post-5.0.4, was probably one of the longest three hours of the entire expansion, to be honest.

– UI issues
– Addon problems
– Connection issues
– Latency/frame rate issues
– Mechanic issues

All of these plagued us in one form or another.

Yet, we actually got through Spine. YAY!

Morchok was okay.

Yor’sahj was okay.

Zon’ozz was craptastic, issues with soaking.

Hagara was fine.

Ultraxion was craptastic, until everyone made sure their DBM was working so that they could appropriately hit Heroic Will when they had Fading Light.

Blackhorn was okay.

Spine was okay, even though someone fat-fingered Heroism randomly early on and even though we had a different tank configuration.

Madness was rough — issues with impales and then P2 bloods.

But I feel good about walking in there, pwning 7 bosses and leaving just one left with another 3 hours scheduled this week.

The most hilarious thing of the night quickly turned sour when we wiped on Madness and were ported to the top of Wyrmrest, then had to take the portal back DOWN to the bottom of Wyrmrest, then had to take a portal to the Skyfire, then a portal to the Maelstrom. I mean, really? Portal boss, hello! We got REAL tired of that.

I don’t have a lot to say about being a holy paladin during 5.0.4 yet, but I’m sure I’ll post soon. I really am loving Clemency and Eternal Flame, though. After running a couple of fights in the back half of LFR, I also removed my 3×67 int gems and put in 3×67 spirit gems and switched to Heartsong. I still felt the crunch here and there, particularly on H Spine and H Madness.

I expect a lot of things to fix themselves in the next couple of days, though, so I’ll post more comprehensively later on.

Overall, a long, but successful raid night for Apotheosis. Still seeking various classes for Mists of Pandaria, so check us out!

Bugs in Dragon Soul

Something that has contributed in my decision to stop playing World of Warcraft after Mists of Pandaria comes out is the buggy nature of the fights in current content. It seems to me (and I could be wrong) that Dragon Soul was released with a ridiculous amount of bugs, many of which mean that if such a bug occurs, it will be nearly impossible for most raid groups to complete the encounter. The bugs do not, of course, have a 100% chance to occur, but if they do…

Warlord Zon’ozz

The Void of the Unmaking’s bouncing mechanic is totally screwy, at least on heroic mode. Ignoring the fact that it often caroms off unpredictably (which, I will grant, may be part of the challenge), sometimes it just never moves at all after a bounce.

Seriously. What is up with that?

Hagara the Stormbinder

Not only is Focused Assault screwy as hell (it will eat a Hand of Sacrifice in the span of 2 seconds if you place it on the tank before Focused Assault starts casting, despite Hand of Sacrifice not absorbing the amount of damage it should) but the lightning mechanic is effed up. Seriously. It chains to pets and totems and is generally spazzy. While you may not notice it normally, that shit is buggy when you try to do the achievement. We tried to do the achievement on 25-man normal (no pets or totems!) and failed something like four or five times. This was the defining reason why: the lightning was selectively jumping to people.

In this clip, you see lightning going through and not going from the bear (Jaymz) to the shadow priest (Srsbusiness). It’s as though the lightning is sentient and is thinking “Pfft, I don’t FEEL like connecting with that individual.” On the PREVIOUS attempt, we’d had them in opposite spots and Jay had to run up to Srs to “pick up” the lightning, but not even that worked here. You also see the lightning stay on a death knight (Division/Chronis) even after he backs out of the 10y range where it was skipping to him directly. We ended up doing the achievement on 10-man, which is ridiculous when you’re a 25-man raiding guild.

Warmaster Blackhorn

On Heroic Warmaster Blackhorn, you have a new mechanic. It’s called Deck Fire. Deck Fire is everywhere. Except, that’s not exactly how the encounter is supposed to go. The fire is not supposed to continue to spawn into Phase 2 and it’s not supposed to cover the entire deck of the ship. While we were learning this fight, we didn’t know that. We thought it was just RNG that determined fire mechanics and crap like that. But no.

If you launch the ship from the top of Wyrmrest, then swap it to normal, then wait five minutes, then swap it back to heroic (there is a 5m timer on difficulty changes), you no longer have insane amounts of fire. Fire acts the way it is supposed to. It despawns when it gets water poured on it. It doesn’t spawn into phase 2. It actually makes the transition to phase 2 really, really easy if you don’t have to deal with crazy fire.

The important part of the “fix” is to make sure you launch the boat FIRST. Do not reset the difficulty before launching the boat. You’ll end up with fire all over the damn deck again. You do only need to do this once per night of attempts (and not before every attempt) at least. And at least there’s a way to fix this fire! But it’s ridiculous that one has to do this “reset” in the first place in order to make sure the encounter goes as it should.

Spine of Deathwing

There are three issues with the Spine encounter that I’ve seen. The first two have to do with the cut scene at the start.

1) Sometimes while the cut scene is loading, people will disconnect. This is similar to the cut scene in Throne of the Tides where people will sometimes randomly disconnect. Usually, the Spine one is limited to the first attempt (so basically, the game will crash while the cut scene is loading). I believe that your toon will parachute down on to Spine as normal and you will be there when you log back in.

2) Also related to the cut scene, if you hit Escape to skip the cut scene too quickly (before it actually has begun to load), guess what? You’re stuck on the boat, unable to move. How do you solve this? You relog. Once you relog, you will land on Spine and will be able to continue the fight as normal.

3) The other major issue I’ve seen on Spine is people not being secured to the spine via Grasping Tendrils and flying off Deathwing’s back. DBM will usually tell you if someone’s missing their Grasping Tendrils buff, but I’ve seen many people get flung off the back while their name is not in that list. This could be a problem with DBM and other mods or it could be a problem with fitting 25 people + various pets in one teeny, tiny spot on Deathwing’s back. I’ve never been unexpectedly thrown off (except that time when we killed a Corruption and a new one popped up in the hole in which we were standing) so I’m unsure, but the number of people I’ve seen thrown off who don’t NORMALLY get thrown off indicates to me that there’s a potential problem with the mechanic.

If you could battle rez people who were thrown off, this wouldn’t be as huge of an issue, but to my knowledge, you can’t.

Madness of Deathwing

Do I even really need to say it?

Thrall, stop dropping people. This has happened to damn near everyone I know, in LFR, on normal and, yes, on heroic. (And no, they can’t get battle-rezzed, either.)

The From Draenor with Love comic kind of says it all: http://fromdraenor.com/?p=233

Surprisingly, I can’t think of any major issues I’ve encountered on Morchok, Yor’sahj or Ultraxion, but five of the eight encounters in Dragon Soul have some awfully buggy mechanics. Lose someone because Thrall dropped them? Yeah, too bad, you’re going to 24-man (or 9-man) Madness. ENJOY! Did the lightning skitter awkwardly through your raid group and kill someone because of an errant pet? There goes a battle rez. Hey, did that Void of the Unmaking carom strangely or, better, not at all? BOOM.

While bugs do happen to even the best coders, the fact that these bugs have not yet been addressed in the seven months since Dragon Soul has been out is, frankly, a shame, and it has absolutely contributed to my fatigue and frustration with the game.

How have these bugs affected you? Have you even seen them? Have you seen any others?

Saviour of Azeroth

(Yes, I spell Saviour with a U. I’m Canadian. Let it be.)

I have been playing World of Warcraft fairly steadily since October of 2005. That is nearly seven years. It is very, very, very rare for me to achieve anything for “the first time”, these days. That’s to say, while I can kill a new boss for a first time, I’ve killed plenty of new bosses for the first time. While I can kill a new heroic boss for the first time, I’ve killed plenty of new heroic bosses for the first time.

This tier has been a challenging one for me, and for my guild. Released just before the holidays, the normal modes of Dragon Soul seemed pretty elementary to those of us in Apotheosis. It took us three weeks to clear all the normal content, and part of that was Spine and Madness each taking a week out of us, plus roster issues due to holidays.

Roster issues. Never in my life have I been happier to have had an overflowing roster going into a tier of content. We have lost: Kamilla, Huntertoga, Hestiah, Mabriam, Tiandrina, Xmolder, Daey, Arolaide, Murran and Dar since the end of Firelands. That is 8 DPS (all three of our warlocks and a legendary mage) and 2 healers. And none of them jumped ship to another guild, those are all people who just decided to stop raiding. I feel most comfortable with 33-34 people on a roster for a 25-man raiding guild. We have been running with around 28-29 people. It’s not always been easy for us over the last few months.

But we kept at it.

Heroic Morchok, Heroic Hagara (server first!), Heroic Yor’sahj, Heroic Zon’ozz, Heroic Ultraxion, Heroic Blackhorn… then Heroic Spine of Deathwing and finally, Sunday night, Heroic Madness of Deathwing.

For the first time in my WoW career, I have cleared all heroic content on the current tier. (4/5 TOGC, 11/12 H ICC, 7/13 H T11, 6/7 H T12 and now 8/8 H T13.)

It’s definitely been an uphill climb. Sometimes, it’s been uphill in the snow (yes, hi, main spec healer doing offspec DPS and main spec DPS warrior tanking bloods for Heroic Spine? A night of work on Heroic Madness with 0 main spec tanks in the raid?). Sometimes, the attendance boss would rear its ugly head. But we usually worked it out and at least got something done, even on those sketchy nights.

This is the reward. Saviour of Azeroth. 8/8 HM. And we did most of our progression at the 0-10% nerf level. While it took us a while to get Spine down (and up to the 20% nerf), we would have had it with another week’s worth, regardless of the increase to 20%. And Madness is just such a joke after toiling forever on Spine.

But it’s such a relief to get it done. We’re not done raiding, but the tough stuff is over. One more heroic clear to ensure everyone gets the title/achievement, then over to “fun” achievements to get the Glory of the Dragon Soul Raider meta achievement and drakes and all that other jazz, before resuming heroic farm.

In the meantime, my “real” life has been competing with WoW stuff during almost the entirety of Dragon Soul. My grandmother broke her hip on December 21st, was hospitalized and only returned home two months later. I started my final semester of university in January. My father was hospitalized in April. I had two killer exams on the same day. I took a couple of raids off with Apotheosis and didn’t raid with Choice on my baby pally for about two weeks in there. The time off did me good and I haven’t spent a ton of time in-game since my exams ended. The time I’ve spent playing WoW has generally been raiding and the rest of my WoW-related time has been spent either podcasting or planning out raid stuff or recruiting. (Apply now!) Obviously, I haven’t been blogging and I’ve barely touched beta (though I really ought to) and I won’t be spending a lot of time playing Diablo III, although I did start a character this morning.

The good news is that my father’s out of the hospital and doing pretty well.

My grandmother’s hip isn’t what it used to be and she’s still struggling at home, but she’s applied to a senior’s residence that is pretty swanky, so we’ll see when they have a spot available. Until then, I’m still playing errand-girl, since I live two floors down from her in the same building.

So real life is settling down a bit. I passed my exams and my classes so I should be graduating on June 18th.

Things are better. I hope to be able to sit down soon and spend more time on this blog with you all than I have over the last month. :)

Heroic Blackhorn

(Before I begin my ranty thoughts on Heroic Warmaster Blackhorn, I’d like to state that my guild has killed him on 25-man and that now that we’ve killed him, we are unlikely to change our basic strategy, so please, no “you should try this” or “no, no, do THIS” comments. Thank you.)

Heroic Warmaster Blackhorn has got to be the worst fight out there for my particular group of raiders.

I know, Heroic Spine awaits. We haven’t had a single pull on that encounter yet. I know it’s boring, monotonous, etc, etc, where nothing you do matters except for like, 18 second burns. However, I believe that’ll be something we’ll be able to accomplish with some time.

Allow me to tell you about some of the uncharitable thoughts I had about my raiders (my officers and myself included) during our 130+ wipes on Heroic Blackhorn.

“How the hell did they fall off the side?”
“… how the hell did they fall off the side AGAIN?”
“Move movemovemovemove goddammit, thanks for not moving and killing me.”
“Oh shit, they’re taking that one?! runrunrun dammit, shit, that’s my bad.”
“How many barrages can you die to in a single night? And whose fault is it if everyone in your group doesn’t go but you do?”
“FIRE IS BAD, JESUS CHRIST.”
“How many times?! HOW MANY TIMES do we have to remind you to MOVE OUT because of Blade Rush!??!”
“A SAPPER got through? SERIOUSLY?!”
“Oh good Christ, no battle rezzes are UP yet?”
“How many times can someone die to Degeneration before I sit them? Oh, wait, I DON’T HAVE A BENCH TONIGHT.”
“Yes, thank you for missing your Onslaught cooldown, now we are all dead.”
“Holy shit, we’re in Phase 2! … crap, that’s a wipe.”
“SHOCKWAVE IS BAD.”
“If you say even one more syllable, I will track you down and eviscerate you and I WILL ENJOY IT.”

This fight took every single weakness we have as a raid team and made it an integral part of the encounter.

1) Positioning. We are bad at positioning, collectively. I basically can’t say “spread out”, I have to draw out maps with specific areas for specific people to go to. That’s okay. I can deal with that. Drawing maps and layouts is part of a raid leader’s job. But we’re bad at it. We don’t clump when we should clump, we clump when we should spread. And, leading in to the next point, we are collectively awful at moving to somewhere we’re not necessarily expecting to be.

2) Dynamic fights. Again, collectively, we are awful at unexpected events, especially when they involve us moving somewhere. Heroic Majordomo Staghelm is a perfect example. I would organize everyone to stand in specific spots, but then fire would invade their spots and people would run around like chickens with their heads cut off. It’s similar on Heroic Blackhorn and Twilight Barrage soaking. I discovered that my entire raid team, myself included, is awful with deciding whether or not to grab a Twilight Barrage and anticipating whether or not someone else will grab it. The sheer number of restrictions as to whether or not someone grabs a Twilight Barrage is absolutely ridiculous. (Is it centered on a beam? Screw it. Is it outside your immediate little box? Screw it. Is a Twilight Onslaught ABOUT to happen? Screw it. Did a Twilight Onslaught JUST FINISH? Screw it. Have we gone through two sets of drakes? Screw it.)

We tried four groups of four, we tried groups of 2 and 3, we tried damn near everything and tried keeping people paired with the same people more often than not so that they could get a feel for whether their partners would grab that one or not. In the end, we had four groups of 3 and two groups of 2 and this seemed a little more workable.

But by and large, people just kept immediately dying to barrages as we learned this fight. Over and over and over again. Generally, all my battle rezzes were used by the 90s mark. Actually, that’s an improvement from the earlier attempts where all three of them were blown by the 50s mark.

3) Decisive action. I am a fairly conservative raid leader. I always have been. I like to weigh my decisions before making them. That includes battle rezzes and calls for wipes. Delaying either on Heroic Blackhorn wastes a ton of time and with only 9 hours of raiding a week, with a total of ~30 minutes of breaks, means we don’t have a lot of time to waste. In the early attempts, I was hemming and hawing a LOT. By the last couple nights of attempts, I was like “fuck it, we are wiping” more often than not. But then, wipes are discouraging things, too. It’s a fine balance and it took a lot of time for me to figure out what was The Best course of action for the raid group.

4) Cooldown rotations. We’re actually not bad at this. We got REALLY good at them during Firelands (you kind of had to!), but incorporating the tank/DPS cooldowns makes things a little more difficult and yes, a little more — you guessed it — dynamic! And the tanks/DPS aren’t altogether used to being called on for CDs so they’ll miss them on occasion. I can’t even blame them — they just don’t always get asked to use those abilities.

5) Target swapping. We have, collectively, never been very good at swapping targets, dating all the way back to Tier 11. There were problems with people switching from Onyxia to Nefarian, for example, or on and off Al’akir’s adds or getting on or pulling off the right tron in the Omnotron encounter… Yet on this one, the ranged go from melee adds to ranged-side drake, to melee-side drake, to melee-adds. And the melee are going from melee add to melee add (not chasing when they Blade Rush), then swapping to the freaking drake, then back to melee adds. Oh! And yes! The Twilight Sappers, too! Not to mention how we don’t even really want to LOOK at Blackhorn funny until Goriona flies off.

It’s as though the deck was stacked against us for this encounter. It has been, by far, the hardest encounter for us to get down this entire expansion. And Spine awaits. Oh, good. ;)

That said, I have to say that the guild did a great job in holding in their frustrations, for the most part. We struggled, we were frustrated, we were angry and yet… we’re still going. We even managed to have some laughs in the face of such adversity.

Behold… the Countdown to Heroism/Wipes? video. It’s comprised of 11 attempts where we called for a wipe just after Heroism was called for.

Thank you to the Apotheosis raiders for making this fight doable with laughter all the way through as we defeated a boss that seemed to be designed to expose our collective flaws!

Heroic Ultraxion and Some Ranting.

On Thursday, February 23rd, Apotheosis killed Heroic Warlord Zon’ozz.

We then took out Heroic Hagara as normal. We had previously taken down Heroic Yor’sahj for the second time and Heroic Morchok for something like the eighth time.

And then we faced Heroic Ultraxion for the first time, getting him to 8% and then, on Sunday night, we had a 0% wipe (somewhere around a million health left, maybe).

The first thing I want to rant about is how Heroic Dragon Soul is murder on raid leaders for organizing groups.

Heroic Morchok — you have to split your raid in half. As such, it makes life easier for everyone involved when you designate two and a half groups to Morchok and two and a half groups to Kohcrom. I can deal with this. That’s fine.

Heroic Yor’sahj — Due to the fact that you will, occasionally, have to spread out AND due to the fact that Deep Corruption almost certainly requires very controlled healing assignments, the easiest thing to do here is to dump three healers and two tanks into G1, most of melee in G2 and the rest of your DPS in groups 3, 4 and 5, putting a single healer in those groups with them.

Okay. I’m fine with that, too.

Heroic Zon’ozz — This was nightmarish for me. Maybe I organized the fight wrong, but we downed him, so I don’t think it’s wrong or even more complicated than it has to be. It IS complicated, though. So I have three healers, a tank and a “DPS tank” (feral druid) in G1 and then G2-G5 each have 1 healer and 4 DPS, all of whom are very, very precisely assigned to very, very precise DPS targets/physical locations. Naturally, it wouldn’t make sense to have two melee on one flail in the back of the room, two ranged on an eye in the front of the room and one healer tasked to healing all four of those people when they’re not in range of any of them, right? As such, group assignments for Zon’ozz are, I find, extremely fussy.

Heroic Hagara — I like to put the various people on a lightning line in a group together. That just makes SENSE, right? I also like to make sure Ice Lance soakers and healers are in the same group — and in the same lightning line.

And then, Heroic Ultraxion — Group 1 takes Hour of Twilight 1, Group 2 takes the second, Group 3 takes the third and then we go back to G1, G2, G3, G1 and G2.

Tier 11 was, without a doubt, The Interrupt Tier. Omnotron Defense system required interrupts. Maloriak required interrupts. Nefarian required interrupts. Halfus required interrupts. Ascendant Council required interrupts. Cho’gall required interrupts. Basically, if your interrupters weren’t competent, you were screwed.

Tier 12 was, in my estimation, the “OMFG WHAT COOLDOWN NOW?!” Tier. On every single encounter, proper planned usage of cooldowns was absolutely required. Shannox required tank cooldowns in particular, but Aura Mastery and Spirit Link Totem were great for the raid. Rhyolith – cooldown rotation in P2. Beth’tilac – hey, cooldown rotation in P2 again. Alysrazor – hey, yet ANOTHER batch of cooldowns for a specific phase of the fight! Baleroc – some cooldowns needed to help soak crystals/blades, but not much in terms of raid-wide cooldowns. Majordomo Staghelm – particularly on normal mode, was an encounter where cooldowns were OUT OF CONTROL. Ragnaros – hey, look, let’s all group up and BLOW ALL THE COOLDOWNS every minute or so. (Note – most of these comments describe the fights pre-nerf.)

And Tier 13 is, in my opinion, the “Hey, Let’s Make Your Raid Leader Cry by Making it So Inefficient to Not Organize Groups That They’ll Be Forced to Micromanage Groups!” Tier. And they make you do it through the crappy, old, outdated raid interface, which won’t allow you to change people’s groups while in combat, so you can’t even do it on trash.

So the second thing I want to rant about is related to group organization, particularly for Heroic Ultraxion.

You get a debuff when you eat an Hour of Twilight (even if you’re immune with a bubble or an Ice Block) that lasts two minutes. It’s called Looming Darkness. If you eat another Hour of Twilight while you have Looming Darkness, you die. No ifs, ands or buts. Dead. So you can only take every third Hour of Twilight. Not so bad, right? Just need 9 people on 25-man to soak Hours. Should be fine, right? Wrong. Heroic Ultraxion requires five soakers per Hour of Twilight. That is a minimum of 15 people (on 25-man) required to soak. Hours of Twilight come every 45 seconds, so every 2m15s, you’ll be asked to take another Hour of Twilight, if you’re a soaker.

Let’s look at who regular (ie: can take every third one) soakers can be:

Tanks – Your tanks have cooldowns up that last double duration and have half the cooldown length. This means that they can absolutely soak every third Hour and it’s probably best if you split your tanks into separate groups.

Feral (kitty) Druids – Hot tip: If you have your Feral (kitty) Druid go bear form, Thrall will mistake them for a tank and grant them Last Defender of Azeroth. That means that they can pop Survival Instincts on every third Hour of Twilight.

Fire Mages – Cauterize is beautiful. Doesn’t matter if you have no health, this will prevent your instant death and just requires a couple of heals before you burn yourself to death. There is a 1-minute internal cooldown on this, but that shouldn’t be an issue.

Hunters – Deterrence is amazing for Hour of Twilight. They take zero damage from it. With a two-minute cooldown, hunters are a fantastic choice for Hour of Twilight soakers.

Shadow Priests – Dispersion is great! 2m cooldown, 90% less damage taken. Yay!

Rogues – A well-timed Cloak of Shadows allows your rogues to eat every third hour without taking any damage.

DPS Warriors – A glyphed Shield Wall will allow you to survive an Hour of Twilight, but the downside is Shield Wall now has a 7m cooldown.

Of course, any spec of paladin or mage can eat a single Hour of Twilight due to their Divine Shield or Ice Block abilities.

But now, now we get into fancy acrobatics, including exterior cooldowns and swaps of people.

Up ’till now, we’ve really been looking at needing a 50% (or more) cooldown. Hour of Twilight is 300,000… or it was until the 5% nerf, whereupon it became 285,000 damage. Today, February 28th, it becomes 270,000 with the introduction of the 10% nerf.

I would still recommend 50%+ cooldowns. Fully buffed, I’m sitting at 164k health. If I pop glyphed Divine Protection (40% reduction of magical damage), I would “only” eat 162k hit. That leaves no room for error. As such, maybe 40% reductions will be doable at the 15% nerf, but likely only really reliable at the 20% nerf or beyond.

Further, Anti-Magic Zone will not work alone. Every single thing I’ve read about AMZ says that it will absorb 75% of incoming damage and THEN check to see if the cap has broken.

We tried AMZ on Sunday and ended up with a dead group. I made sure through the logs that it wasn’t previously hit by Twilight Instability and yet AMZ only absorbed ~58k per person.

What does this mean?

Well, for me, it means a somewhat ridiculous group composition that is really reliant on certain people to be there.

G1: Tank, Rogue, Hunter, Mage, Shadow Priest
G2: Tank, Rogue, Hunter, Mage, Shadow Priest
G3: Feral Druid, DPS Warrior 1, Mage, Holy Pally with PS+Glyphed Divine Protection, Holy Pally with bubble

Then we get to the sixth Hour of Twilight and G3 becomes:
Feral Druid, DPS Warrior 2, Mage, Holy Pally (bubble), Ret Pally (bubble)

Now we COULD get into HoSac and other such things and, you know what? We’ll have to if one of the mages, hunters, rogues or shadow priests aren’t there. One of my mages was tentative for Sunday. Do you know what my G3 looked like in the planning stages? Here, I’ll show you:

Feral Druid, DPS Warrior 1, Holy Pally with PS+DP, Holy Pally with bubble, HoSac from Holy Pally with bubble on Ret Pally with Glyphed DP

Hour Six: Feral Druid, DPS Warrior 2, Holy Pally bubble, HoSac from Holy Pally with bubble on Holy Pally with glyphed DP, Ret Pally with bubble.

It’s like musical chairs but with bubbles, Divine Protection and Hand of Sacrifice.

We can play with externals, but the problem with that is you then are reliant on not one, but two people to do their job flawlessly each and every time. I try to steer clear of those scenarios. While on Sunday, the disc priest hit me with Pain Suppression appropriately when called for each time, we missed one once on Thursday. Instead of 5 people soaking, you have 5 people and then a sixth that has to be responsible to help for the soaking.

It’s maddening.

So much for “bring the player, not the class”, right?

Now, I understand that this isn’t quite so bad as, say, Heroic Spine, pre-nerfs. Spine requires (or required) you to stack all kinds of bursty DPS. Still, my progression fight is Ultraxion and I’ll bitch about Spine when I get to it.

However, this is completely ridiculous. Blizzard tends to take an idea and run with it, all too often learning their lessons too late to make meaningful changes to current content. Look at Dragon Soul — is there any real interrupting going on? No, they learned that too much interrupting is annoying, not compelling, after T11. Is there a ton of trash? No, they also learned that from Bastion of Twilight. Cooldowns are used, but they SHOULD be used, but it’s not the kind of craziness that accompanied Flame Scythes on normal Staghelm, pre-nerf. They learned from the design mistakes they made in Firelands.

This time, it’s raid organization and even now, with the 10% nerf, there’s still raid comp stacking that absolutely must happen. Who the hell has 15 people who can consistently solo soak Hours of Twilight? It’s to the point where I have brought up to the officers the possibility of allowing well-geared alts of certain classes to come in for H Ultraxion if it otherwise means we can’t even attempt the boss. Next thing you know, I’ll be in H Ultraxion on my hunter, which is a horrifying thought, not just to me (oh god fading light halp) but I imagine my guild would be less than thrilled. (I sincerely hope it doesn’t come to this. I also sincerely hope I get a decent ranged weapon before it ever WOULD come to this.)

The good news is that it was a 0% wipe on Sunday and several in the 5-7% range, so we almost certainly have him this week — assuming all the people we’re relying on can make it.

If not, I’m going to be spending some Quality Time with my raid notebook, meticulously planning out more cooldown acrobatics. Thanks, Blizzard. I really appreciate all the extra headaches you’re throwing at us that go completely against your “bring the player, not the class” philosophy.

Deep Diving for Deep Corruption

On the Heroic Yor’sahj the Unsleeping encounter, you will certainly find yourself not wanting to kill the purple slime, or the Shadowed Globule, as it is properly named. (I’ll still be calling it “purple slime”, because I’m a rebel. Or something.) Allowing Yor’sahj to absorb the purple slime will cause him to affect the whole raid with one stack of Deep Corruption. This means that if you heal after that debuff has been placed on the raid, they will gain stacks of Deep Corruption. If they hit five stacks of Deep Corruption, they will do a lot of raid-wide shadow damage to the raid. On the 25-man Heroic version, that person will promptly deal around 95,000 shadow damage to each person in the raid.

Naturally, unless you’re trying to wipe, this is inadvisable.

The good news is that about 25 seconds into any phase where purple has been absorbed, the debuff resets itself, so you technically can heal someone more than just a couple of times over the entire course of the phase. One of the best ways to deal with this is to assign healers to specific people in the raid.

You may have already known all of this, but I appreciate you bearing with me, because now I’m going to talk about how to get a World of Logs parse to show you who That Guy (or That Girl) is who is stubbornly cross-healing or healing themselves or someone else when they shouldn’t be, which will stack Deep Corruption during a purple phase and will therefore explode. Every raid group has people who cross-heal or heal someone when they probably shouldn’t, so it’s important that you be able to ascertain who screwed up to nip that problem in the bud, or at least identify the actual problem, rather than insist everything will be fine if everyone just does what they’re told to do.

Plus, your healers (or DPS with self-healing abilities, or people who click the Lightwell when Deep Corruption is up) will be like “holy crap, how did they know it was me?!” when you whisper them and go “Stop cross-healing” or whatever. ;) It’s actually really quite simple, so let’s get started.

First things first, you need to be using World of Logs for these step-by-step instructions to work. It’s likely that you can figure it out with Recount or Skada, but I’m a logs geek, so that’s what I’ll deal with here.

Second, you’ll need to figure out if Deep Corruption ever blew up your raid. If you’re using something like Fatality in the raid, this will tell you why people died and who caused that damage, but I did say we were going to deal with World of Logs, so let’s start there.

Find an attempt in World of Logs where you’re fairly certain Deep Corruption went off. You can determine this by seeing if Deep Corruption caused any damage to your raid on the Dashboard page of a specific attempt.

Then go to the Friendly Fire screen for that attempt. Hover over the top-most person and if it says Deep Corruption, bingo.

In this case, there was a hunter who blew up the raid. But this is almost certainly NOT the fault of the individual who blew up the raid. How do you determine who did the healing to that hunter? Was it specifically the person who was on that group or was there cross-healing happening? Or something else?

Ladies and gentlemen, I give you… The Log Browser.

First thing to do is click “remove” on that Show all events query because otherwise you’re going to have every single thing that happened to your raid sitting in there.

Then, click on Add Query. You’ll see this pop up.

First thing to do is type in Deep Corruption in the Spell box, then hit Save. You’ll now see this on the main log browser page:


Next, hit Add Query again. This time, tick the “Heal” box in the upper half and then, in the Target box, type in the name of the person who dealt all that damage. While it wasn’t Kurnmogh, I’ll use my own name there to show you where to place it.

Hit Save. Your log browser screen should now look like this:

Now hit Run!

The lower half of your log browser window is now jam-packed with information. Here’s what you need to do.

1) Find when Yor’sahj casts Deep Corruption and it afflicts everyone in the raid. This may happen multiple times.
2) Find when Deep Corruption fades from someone and that person appears to hit people with Deep Corruption.
3) Look at the heals that person received between being afflicted by Deep Corruption and when it fades from them and they hit everyone in the raid with shadow damage.

Here’s what my log looked like:

I know, that looks like a LOT of healing. But it’s not.

The hunter receives 5 heals that add to his stacks before he blows up:

1) Priest’s Holy Word: Serenity
2) Priest’s Prayer of Healing
3) Priest’s Prayer of Healing
4) Druid’s Wild Growth
5) Priest’s Greater Heal

Boom.

For the record, Echo of Light (holy priest mastery) doesn’t add stacks, nor does Prayer of Mending, nor does the Glyph of Prayer of Healing, nor do the ticks of Wild Growth — just that initial hit of it.

While this post is mostly intended for 10-man tanks, it’s an amazing guide to what does and does NOT stack Deep Corruption on the Heroic Yor’sahj encounter: A Sunnier Bear: Heroic Yor’sahj Tanking Guide, so that’ll help. Also of note, apparently the heal from the Eye of Blazing Power Firelands trinket (and its heroic version) called Blaze of Life, is apparently currently causing stacks.

Anyhow, hope that helps diagnose some of your Heroic Yor’sahj wipes!

Late Night Math: Pets, Beacon and Heroic Yor'sahj

Apotheosis (A-25m-2/8HM, seeking casters and a resto shaman! </shamelessplug>) got Heroic Hagara down as a server-first and our next target is Heroic Yor’sahj the Unsleeping.

Assuming holy paladins are in the mix, a popular healing strategy is to beacon the tanks and heal the pets in the raid, because heals from Beacon of Light do not stack Deep Corruption and pets don’t receive stacks of Deep Corruption.

The question came up, the other day, about whether or not a hunter should use a Tenacity pet, who has the Blood of the Rhino talent. Would the lower DPS be worth 40% extra healing to a pet and then, ostensibly, 20% extra healing to the tank through Beacon of Light?

This was a popular strategy back on Valithria Dreamwalker. You would park a turtle or some other Tenacity pet with the same +healing talent basically on top of Dreamwalker or right next to her and you’d heal the pet for extra healing done. Unfortunately, this stopped being viable eventually when they fixed Blood of the Rhino to only affect the pet and no copied heals from that (ie: Beacon of Light).

But that was back in 3.3. Did 4.3 mean this was somehow working again?

I bothered Daey to get on his holy paladin, Saerani, while I was on Kurn and we experimented with him beaconing me and healing my pet. The first pet he healed was my cat, Whisper, who has no +healing talents at all, being a Ferocity pet.

So you can see here that Daey hits Whisper for 55355 (crit). This bounces to me for 27677, which is just half of that heal. (Yeah, I miss 100% Beacon transfers, too!) The same with the 27672 hit, that gets me for half — 13836. That is totally expected. This is the control for the experiment. Now let’s look at Daey healing my bear, Fozzie.

First, note that the non-crit heal hits for 40,102. Based on the heals Whisper got, it’s clear that Fozzie has the Blood of the Rhino talent if it hit him for a 40k non-crit.

But then you see that the heal to me was only 14322.

MATH TIME.

14322 x2 = 28644 x 1.4 = 40,101.6 = 40,102.

So the original heal size, without the Blood of the Rhino bonus was 28644. With the 40% extra healing, we get 40,101.6 (rounded up to 40,102). If this +healing did transfer through Beacon of Light, we wouldn’t see me being healed for half of the original heal’s size. We would see it be half of the final heal’s size. The final heal was 40,102, so we would be looking for 20,051 as the heal that I got. But alas, I was only healed for 14,322.

Let’s see how this holds up with the next heal.

Fozzie is healed for 71865. I get healed for 25666.

25666 x2 = 51,332 x 1.4 = 71,864.8 = 71,865

Yup, same deal.

So it’s quite clear — Blood of the Rhino does not transfer any extra +healing from the pet to the Beacon of Light target. As such, on the Heroic Yor’sahj the Unsleeping encounter, I do encourage you to beacon the tanks and heal the pets, but don’t gimp your hunters’ DPS by forcing them to bring a Tenacity pet to the raid. Their regular pet will do exactly the same thing a Tenacity pet will.

A Sigh of Resignation

When the expansion was announced at BlizzCon, I wasn’t thrilled. My reaction was something along the lines of: Mists of Pandaria? We’re going to have PANDAS running around? SERIOUSLY?

I decided I could probably deal with that, despite not being thrilled with pandas, to the point where I now no longer say “sad panda”, but rather “sad moose”. However, that, combined with the changing talent trees and abilities and such left me doubtful that I would really enjoy very much at all in Mists of Pandaria.

Still, I said, I would wait to see if things were as bad as I thought they would be, by checking out the Beta. I signed up for the annual pass so I’d get guaranteed Mists of Pandaria Beta access and a free digital copy of Diablo III. People who have noted my overall unhappiness with the announced details of the expansion have asked me if I plan to continue playing.

To them, I have said “right now, the plan is to keep playing and keep raiding, unless something significant changes or Beta is terrible.”

So I have basically told people that my viewpoint was that everything would continue barring huge changes/proof that said changes are terrible in Beta.

And then, on Wednesday evening, Blizzard announced incoming nerfs to Dragon Soul, both normal and heroic.

I sighed. And then I resigned myself to the fact that, unless the Mists of Pandaria Beta absolutely blows my mind in terms of PVE play (especially raiding), this is my last expansion of World of Warcraft where I will be anything more than a casual player.

Let me be very clear — I am dedicated to my guild and our raid group. I will continue to raid, continue to lead the guild, up to when Mists of Pandaria is released. But after that? I’m really not so sure what’s going to happen. Until release, I’ll stick around and continue to be a source of holy paladin knowledge, will still do a podcast with Majik, will still lead Apotheosis and will still raid with Choice on my off-nights. Beyond that, well, I’m not thinking I want to be a part of the upcoming expansion, which is a shift from just twelve hours ago. Earlier today, my thinking was optimistic: “Hey, unless things in Beta really suck, I’ll probably keep playing.” Now, it’s more pessimistic: “Hey, unless things in Beta are really AWESOME, I’m probably going to quit.”

The reason is the ongoing nerfing of current content.

For those of you who are brave, the complete rant is below, but that’s the short answer.

Continue reading “A Sigh of Resignation”

Updates

Hey folks! I hope the holidays are treating everyone well and that people are enjoying whatever it is they’re doing at the moment, whether that’s in-game or out. :)

As for myself, as some of you on Twitter or in my guilds may be aware, my 93 year-old grandmother fell last week and broke her hip. She’s been in the hospital since then and has come through her surgery quite well. That said, she’s still quite elderly and she has a lot of work ahead of her in terms of recovery and rehabilitation. Thank you to everyone who’s tweeted me with their support. Your positive thoughts, good vibes and prayers are greatly appreciated and I ask that you continue to keep her in your thoughts and prayers. <3

So that’s primarily why I’ve been quiet of late, although there’s also the whole “holiday” thing. It hasn’t been the best holiday for me and the family, but we’ve managed to find pockets of joy here and there.

I have a LOT to say about Dragon Soul, paladins, raiding, LFR, elitism, VPs and the like… but I’m not sure when I’ll have the opportunity to write about it all.

In short:

– Apotheosis is 8/8 and we’ll be pushing H Morchok on the 3rd of January (and we’re recruiting, apply now!)
– I’ve done LFR a few times and have had mixed experiences with it, but overall, it seems to be an easy way to get at least 250 VP, if not 500.
– If a holy paladin gets the green buff on Ultraxion, HOLY CRAP, it is AWESOME, haha! (I normally get blue with Apotheosis, but got given green in Choice last week and I blew up the meters, which was hilarious.)
– I also want to do an in-depth examination of Holy Radiance at some point, but basically, it can be very, very useful. It still doesn’t mean that we are “raid healers” though. We can help on the raid significantly, but we’re still very well used as tank healers. If you have 3 resto druids, 1 holy paladin, 1 disc priest and 1 holy priest, you and the disc are likely best served on the tanks with the others on the raid. Do not forget that while Holy Radiance is all shiny, your group comp might be best served with you on the tank. And that is okay. It really depends on your assignment and your group.
– Ultraxion healing: I recommend resto druids/holy priests on red, resto shaman/holy paladins on green, disc priests/holy paladins on blue. Basically, your strongest raid healers on red, then people who will mostly proc green’s buff on green (Sanc, Wild Growth, Healing Rain don’t proc it, so Chain Heal and Holy Radiance go go go) and tank healers on blue. Seems to work nicely.

Anyhow, that’s all from me for now. Short post and it’s still about 500 words. I am incapable of writing less, it would seem!

Best wishes to you all and have a happy (and safe) new year. :)