As an aside, I’m about 90% sure that the tank and healer combo she refers to in the post consists of my brother (prot pally) and me (disc priest), since we’re on the same battlegroup which makes it possible. Which is just uber coolness in and of itself. My brother was adorably pleased at even the possibility that someone thought he was a rockin’ tank in BRD. What tipped me off was the bit about how they patiently explained how not to aggro the entire damn bar.
Yeah, if that’s not me, I want to meet that person, who was likely the person in charge of attuning their ENTIRE GUILD to MC and Onyxia. The way I was. Curse you, Jailbreak!
(You know, it’s odd. I hated Reginald Windsor. With a passion. But I rescued his stupid ass over 25 times for various groups. Including twice for my friend Majik for reasons that have to do with him being a failure. ;) And now that I can’t rescue him, I find I miss him and the entire Onyxia storyline. Call me crazy, but I always looked forward to Dragonkin Menace, the Burning Steppes quest that started the whole quest chain.)
I really relish my Tuesdays off. I get to watch Lost and the newly-returned V and get to do WoW stuff that *I* want to do. Which includes writing on the ol’ blog. :)
1) best way to heal heroic falric with a shammy
Well, I don’t know if it’s the best way, but this is how I do it.
The real problem with Falric is the Defiling Horror for two reasons. The first is because it’s a horror effect, so Tremor Totem does nothing. The second is because everyone takes 16k damage. So what I do is endeavour to keep everyone topped up as close to max as possible before he casts the horror.
To recover from it, I cast Riptide on the tank and, using my hasted Healing Waves from Tidal Waves, I heal myself and a caster. Then I’ll Chain Heal off the Riptided tank, which will hopefully hit the tank and 2 melee. Then I’ll RT/HW anyone else who still needs health. Total time, with my crappy haste (400 haste + Wrath of Air) is about 8-9 seconds. I usually have enough time to get everyone to full, or close to it.
Apart from that, try to stay close together and bunched up for Chain Heal to get the maximum use possible from it.
2) choker of filthy diamonds or soulcleave pendant
Choker of Filthy Diamonds has more haste and mp5. Soulcleave Pendant has more crit. I definitely prefer the Choker for a holy paladin or possibly a resto shammy and likely a resto druid, since the nerf to Gift of the Earthmother, leaving the crit to priests. Maybe? I’m not sure how crit is for a holy priest these days, but I know crit is still awesome for a disc priest.
However, the Choker is off Rotface and the Pendant is off Saurfang. Really depends how far you’re getting into 10-man ICC, I think.
3) divine plea timer
Okay, I’m assuming you want a timer to tell you when Divine Plea is back up. For this, and any other cooldowns, I use OmniCC. It was my first-ever addon, as I recall. And it’s the one addon I cannot play without.
If you were looking for a timer to tell you how much of the 15 seconds your Divine Plea is still up for and such, I recommend Power Auras Classic to monitor if the buff is active on you or not.
4) hos divine shield holy macro wow
I haven’t actually tested this out, but this ought to work:
/cast Divine Shield
/cast [@target] Hand of Sacrifice
/raid Hand of Sacrifice is up!
/in 10 /raid Hand of Sacrifice is done!
That’s four lines and should work with two button clicks or presses. I highly recommend that your shield come FIRST in the macro, lest you be ruined in the face by whatever insane damage is hitting your target. Also, your @target could be @focus as well or even this:
5) paladin group buffs how to
Oof. Okay. The first thing to know here is what buffs other classes give that are equivalent.
Warriors: Battle Shout is equivalent to unimproved Blessing of Might. Improved Blessing of Might (2/2) requires the warrior to have 5/5 Commanding Presence to be equivalent. That’s in the third tier of the Fury tree. This is not part of a typical warrior build, as I understand it.
Shamans: Mana Spring Totem is equivalent to unimproved Blessing of Wisdom. Improved Blessing of Wisdom (2/2) requires the shaman to have 3/3 Restorative Totems which is the fourth tier of the Restoration tree. However, it leads to Mana Tide Totem which virtually all restoration shammies take.
This is the general order that I, personally, recommend for pally buffs:
Death Knights (DPS): Blessing of Might, Blessing of Kings
Death Knights (tank): Blessing of Kings, Blessing of Might
Druids (bear): Blessing of Kings, Blessing of Might
Druids (kitty): Blessing of Might, Blessing of Kings
Druids (moonkin): Blessing of Kings, Blessing of Wisdom
Druids (trees): Blessing of Kings, Blessing of Wisdom
Hunters (survival/marks): Blessing of Kings, Blessing of Might, Blessing of Wisdom
Hunters (BM): Blessing of Might, Blessing of Kings, Blessing of Wisdom
Mages: Blessing of Kings, Blessing of Wisdom
Paladins (prot): Blessing of Sanctuary, Blessing of Kings, Blessing of Might, Blessing of Wisdom
Paladins (ret): Blessing of Might, Blessing of Kings, Blessing of Wisdom
Paladins (holy): Blessing of Kings, Blessing of Wisdom
Priests: Blessing of Kings, Blessing of Wisdom
Rogues: Blessing of Might, Blessing of Kings
Shaman (enhancement): Blessing of Might, Blessing of Kings, Blessing of Wisdom
Shaman (elemental/resto): Blessing of Kings, Blessing of Wisdom
Warlocks: Blessing of Kings, Blessing of Wisdom
Warriors: Blessings of Kings, Blessing of Might
Of course, if you have a warrior in the group, it’s likely more beneficial to have them pop Battle Shout and you do kings than it is for no kings and your might, even if it’s improved. Same deal for wisdom and mana spring.
Alternately, you can buff everyone with Drums of Forgotten Kings and then give physical DPS might and healers and casters wisdom.
6) dk tanking halls of reflection
Note: I am not a death knight, nor am I a great tank. However, if you’re going to do the LOS method on Falric and Marwyn, just drop Death and Decay and hide around the corner. For any casters or the riflemen, Death Grip is great. For the chase scene, D&D is still awesome to use and you’ll want to Death Grip or Strangulate the Witch Doctors to bring them close if they’re a little far out. Blow your cooldowns when you can, saving Army of the Nub Dead for the second spawn of adds at the fourth wall on the chase scene.
Hit boss. Don’t touch Frozen Orbs unless there are basically no ranged. Collect loot.
9) shammy tanking gear 3.3
Okay. You can equip a shield. This does not make you a tank. There is no mail gear out there at level 80 that has any kind of defense on it and very little leather, due to the druid changes. You would basically have to stack resilience. The major problem with shaman tanking, apart from the fact that you’re squishy as all get-out, is that a key to tanking is avoidance, like dodging, blocking and parrying. Your parry talent, Spirit Weapons, also reduces threat. Bad combo.
I don’t advise shaman tanking unless you’re doing it for fun with friends OR your tank on Lady Malande on the Illidari Council in Black Temple DROPS and your resident enhancement shaman thinks quickly, throws on a shield, pops Shamanistic Rage causing your raid leader to shout out over vent “ALL HEALS TO DUPER, ALL HEALS TO DUPER!”, which never had been heard before and never would be heard again. Ever. ;)
10) soul shriek aggro reset
Nope, there’s no aggro reset associated with Soul Shriek, as far as I can tell. It IS, however, a silence. Make sure someone is assigned to cleanse this magic effect off your tanks!
The time between about 5am and 7:30am on a Saturday morning is NOT the time for you to attempt to do any kind of random runs whatsoever.
4 (!) attempts at lowbie runs as a healer, 1 attempt at a random heroic as a DPS.
Results, 0 dungeons completed.
1) An SM Armory run where the tank was AFK to begin with for 8 minutes, then ran in, pulled the whole hallway, did NOT hit Consecration, got stunned and as I hit Dispel Magic for the stun, promptly let my face get eaten. Then the died, because I was dead. And they left group. So I did, too.
2) An SM Armory run, in progress, where I zone in and promptly see “healz hurry!” and see that a warrior, who is out of range on my Grid, is at half health. I run into the courtyard and aggro three mobs, because they hadn’t cleared the courtyard, nor informed me of such. Had I not been disc, I would have died instantly. Instead, I drag them to the group on the other side of the courtyard and down two hallways. The warrior promptly laughs at me and says “ur a girl thot ud b smarter then pullin stuff”.
… I respond with “I’m sorry, would you like me to leave?”
Uhuh. I believe you.
Two pulls later, the warlock soulstones the tank. Trying to be somewhat helpful, I mention that if they’re going to SS anyone, they ought to SS the healer.
“but hes runnin in and almost dyin”
“Actually, he’s not, because I’m healing him. And I’m getting aggro from mobs, because he’s not hitting them all and I wear cloth, so it really should be a healer who gets a soulstone.” Note that I’m not ACTUALLY asking for a soulstone. I’m just trying to point out the flaw in the logic.
“lol i where cloth too!!”
I just sigh to myself and we keep going. We get to a hallway and the tank just groups up the melee and starts hitting them, etc. Does he even TOUCH the caster? No. So I sigh again and shield the tank, and then myself, and the caster starts throwing fireballs at me.
“Aggro,” I say.
The tank does nothing.
“I have aggro from that caster,” I say.
“THE CASTER IS HITTING ME,” I say.
Then the tank laughs at me and goes to get it. “lol y did u pull it???” he says.
“I didn’t pull it, you didn’t hit it. Can you please be sure to hit all the mobs in the area?”
“lol i did” comes the reply. “lol ud think the healer wuld b smarter then a grade 3er.”
I’m about to go “PARDON?” when he does this:
“<— thats me!”
… my tank was in Grade 3?
So I let them pull the entire hallway down from us and then I left. Because I’m not going to be insulted by an idiot in Grade 3, who needs to l2tank anyways. My parting words were:
“Yep. I’m smarter than someone in Grade 3. I’m smart enough to leave.”
3) A Razorfen Downs group, my first time in the instance ever, where the tank and a warlock were both ghosts and trying to FIND the instance, for about 7 minutes. The rogue then PUTS ME ON FOLLOW and afks. Seriously. He just stands there, following me. And none of us can kick him because the 15 minutes aren’t up. The tank leaves, I leave. Very weird.
4) Back to SM Armory. At least I’ve hit 35 by virtue of the last several attempted runs. “big pullz btw” says the paladin tank and charges down the hall. It was an exact duplicate of the first attempt at a random run I’d had, except this time, I didn’t touch the tank and let him die. Then the mage tries to “tank” and frost novas everything and blinks away and is like “priest run!!!”
Heroic Halls of Reflection. I dread that loading screen as much as I do the Oculus, I swear. We do the first waves just fine. Second set of waves was okay. We’re on the second boss. And then I have aggro. WTF? Oh. THE TANK IS DEAD. Why is the tank dead? BECAUSE HE STOOD IN THE WELL OF CORRUPTION and had something like 8 stacks of it on him. Way to be, Mr. Tank. Way to be.
We wipe. I leave the group.
I hereby propose “WoW Role School”. This should be an in-game set of instances designed to help teach tanks, healers and DPS how to play their roles. I’m not talking about micromanaging which spells and abilities are used (except things like Frost Presence, Righteous Fury, Defensive Stance, Bear form) but showing people what their role truly is in a group setting.
You get, say, five of them as you level up through to 60 or so. Here’s an example of what a protection paladin would go through.
1) Level 15 (when you can queue for the LFG tool): Depending on your class/spec, you are shown how to heal, DPS or tank by virtue of a 15 minute mock dungeon run with tips. The instance would start up and you’d be given a quest. For example:
“You appear to be putting your talent points into the Protection tree, young paladin. Would you like to learn how to hold the attention of hostile creatures while your group kills them and you are healed?
– Yes, I would like to learn to tank
– No, I would prefer to learn to heal
– No, I would prefer to learn to do damage”
And then the quest would be accepted. “Hold the attention of 5 separate creatures from your fellow party members.” And they would be NPCs, NOT the morons you get in LFG, so you’d get the group focus firing, etc. Would teach about Righteous Defense.
2) Level 25 – same deal, now teaches the use of Righteous Fury, Hand of Reckoning and Consecration, for example
3) Level 35 – more elaborate pulls, LOS, casters, runners
4) Level 45 – BoSanc, some other class skills, etc
5) Level 55 – Mock up of Strat UD, need to clear down to and kill Anub’Rekhan.
And then, if you queued up for another role, you’d have to do it over again from that role’s perspective, for whatever level range you’re at.
For any veteran player, this would be easy. You could EASILY do these mock-up runs in the span of 10 minutes at most. But the people who aren’t familiar with the game/class/etc, would be required to learn some of the very basics of their class/role.
So why am I bitching about this? Haven’t there always been fail people in groups? Yes. There have been. But the level of ineptitude I have seen recently, this morning even, demonstrates two things to me.
a) It is SUPER easy for people to find groups via the dungeon finder, meaning more people are using it and more people are doing level-appropriate dungeons as they level toons.
b) More than ever before, Blizzard is forcing us to play with others in a group situation where we must rely on these total strangers (usually from other servers within our battlegroups) to perform their roles adequately.
I’m not asking for people to be the best tanks, healers or DPS in the entire world, really. I’m asking for tanks to make sure they hit the mobs so that healers don’t get aggro when casting a shield. I’m asking for healers who know enough to WAIT to cast that shield/heal when the tank is doing anything like a gauntlet or just a big group. I’m asking for DPS who don’t put the healer ON FOLLOW and then AFK!
Is it our choice to use, or not use, the Dungeon Finder tool? Yes. But I believe that since Blizzard has encouraged us to use it in a multitude of ways, from Emblems of Frost and extra Emblems of Triumph to extra experience and Satchels of Helpful Goods, then they’ve got a responsibility to ensure that the tool is populated by people who won’t make you want to throw your computer out the window and cancel your damn subscription.
I’m levelling a priest. (I know, shoot me.) I’m levelling with my brother, who’s levelling a paladin. I’m disc, he’s prot. We’re primarily doing it through the random dungeon finder.
As such, I feel compelled to write up a quick guide to some very basic concepts of running dungeons, particularly at low levels.
1) Understanding Threat.
Threat, also known as aggro, is a good thing to have if you’re the tank and a bad thing to have if you’re anyone else.
What IS threat? What IS aggro?
It’s the attention you get from enemy mobs that makes them want to rip your face off and then stomp on it for good measure. As such, it’s highly recommended that the person in a 5-man group that tries to gain threat from enemy mobs be the “tank”.
A “tank” is named such because they are supposed to be large, intimidating and heavily-armored. Like, you know, a tank. In the World of Warcraft, you have four classes who can perform this role. They are: warriors, druids, paladins and death knights. For the purposes of this guide, I won’t discuss the death knights. I assume (perhaps mistakenly!) that if people can get to level 55 in this game, they have a basic idea of the tank/healer/DPS/aggro dynamic.
Warriors typically drop their talent points into their protection tree if they’re planning to tank and will probably wear a shield. You’ll want to see a druid shift to bear form to tank. A paladin will also be putting points into their protection tree if they want to tank, also putting on a shield.
Your tank is basically a distraction. They’re the ones who are supposed to use their various abilities to make themselves appear to be the largest threat those mobs are facing at any given moment. They wear heavy armor and have abilities that are very dangerous-seeming, plus have special talents and abilities to prevent all that insane damage from splatting them into next Tuesday. In reality, it’s the DPS (damage dealers) who are the largest threat, because they’re the ones dealing all the damage. Meanwhile, the healer is healing the tank so the tank can continue to generate threat. In an ideal situation, only the tank is taking damage so that the healer can heal through the encounter with ease, while the DPS attack the mob or mobs and deal a lot of damage.
So, are we clear on this? Tank grabs mob’s attention -> DPS deals damage on mob while mob is focusing on tank -> Healer heals tank and DPS/themselves if needed.
The trouble with this situation is that, for the game to be a challenge, threat is EASY to produce through damage and a little more difficult to produce for a tank. The tanks need to smack the mobs around a little bit in order to generate enough aggro from them to ensure that the damage dealers can do their jobs and go to town.
Here’s the catch: If the tank runs around near the mobs but DOES NOT hit them, this is called a “facepull”. That means that the tank has gained the attention of the mobs by physically approaching them, but the tank has not used any abilities to generate threat.
If a facepull occurs, ANYTHING the party does to EITHER the tank OR the mobs will result in that individual “pulling aggro”, which means becoming the most hated person by those mobs.
Anything. So long as it’s to the tank or to one of the mobs. Or to each other, if you’re already in combat by virtue of being close enough to the action.
So if I’m the healer of the group and the tank runs up to a mob and just STANDS there, getting beat on, if I heal him, I start looking threatening and the mob will go “HOLY CRAP, look at THAT person!!!” and come charging at me, with the intention of ripping my face off and stomping on it.
Similarly, if I’m a DPS and I start hitting the mob before the tank has had adequate time to generate aggro on it, the mob will go “Who the hell just hit me in the face?!” and then, you guessed it, it will then come charging at me, with the intention of repaying the favour.
Thus, to prevent your face getting smashed in, wait for the tank to establish aggro. This should only take a few seconds, but may take longer if more than one mob has been pulled.
“So what do I do if I pull aggro, even though I’m sure I won’t because I’m reading this awesome guide by you, Kurn!”
Glad you asked! Rather than run away from the mob and trying to hide in a bush, somewhere, you should run TOWARDS the tank. Yes, even if it means running through the mob who is trying to give you a mouthful of Chiclets. This means that the tank will be in range of the mob to hit them and pull them OFF of you. (Hunters, feign death. Rogues, vanish. Night elves can also Shadowmeld temporarily and priests can Fade, but don’t expect miracles.)
Some tanks are better at holding aggro on groups of mobs than others. In particular, paladins dropping Consecrate are amazing at it, although druids can abuse Swipe and that’s also pretty good. Death Knights are moderately better than warriors, but are still unable to generate the same kind of constant area-of-effect (AOE) aggro that paladins and druids do very easily. Warriors, well, they have a few tricks up their sleeves and a good warrior won’t have a problem with holding aggro on several mobs, but do be sure to give them a few seconds before you start in on things.
Related to this concept is the gauntlet mechanic.
There aren’t too many gauntlets in the game and I think the first one we really encounter in dungeons is in Shattered Halls, a level 70 instance in Hellfire Peninsula, but there are a couple of spots in level 80 dungeons/heroics where this mechanic comes into play.
What is a gauntlet?
A gauntlet is a section of an instance where mobs never stop spawning, so the way to get through it is to have the tank barrel down the hall or whatever it is, run all the way to the end, hold aggro on all of them and then AOE everything down.
Notable gauntlets in WOTLK dungeons:
– the trash for Skadi in Utgarde Pinnacle
– the trash towards the Scourgelord in Pit of Saron (the tunnel)
I don’t think this is technically a gauntlet, but you can treat the trash between the first and second bosses in Halls of Lightning (Slags) as such.
The trouble with a gauntlet is that the tank is running through, so they are NOT building threat. That means that a healer should NOT cast a heal, DPS should NOT damage mobs and NO ONE should be ahead of the tank. (Pre-shielding a tank with Power Word: Shield or Sacred Shield or Earth Shield is fine, though. But no hots!)
Ideally, the tank will have either Retribution Aura (from any paladin in the group) or Thorns (from any druid in the group) on them to better build aggro as they’re being beaten on, but those aren’t always available, so, in general, you’re looking at a whole hallway of facepulling. When the tank gets into position, they’ll start generating aggro and then the healer can start healing and the DPS can start damage. It is IMPERATIVE that, unless the tank is literally about to die, a healer not heal the tank. Let them get low. Under 50% is when I begin to worry. The panic sets in at about 30%. But do your best to not cast before they get to that point, or else six mobs are going to peel off the tank and splat you into the wall.
I should also note that if you want to be conservative (and there’s nothing wrong with that), you can agree to stop about midway through the gauntlet, AOE things down there and then move to the end and AOE things down there as well. This is a particularly good plan if the healer is new to the role, the tank is new to the role, if they’re unsure about the instance or if either is undergeared for the content.
Cooldowns like Pain Suppression, Guardian Spirit, Hand of Sacrifice and Lay on Hands are things that healers can cast on the tank as well, right at the end, to help stabilize the tank before they start healing. Tanks can also use their own cooldowns, like Divine Protection, Shield Wall, Last Stand, Enraged Regeneration, Barkskin, Survival Instincts, Frenzied Regeneration, Icebound Fortitude, Anti-magic Shell, Anti-magic Zone and the like.
2) Casters and How to Move Them.
Ever been standing there, halfway down a hallway in Scarlet Monastery or something and had a caster just shooting at you the whole time? But if the group gets too close to that caster, they might pull another group or another patrol? Of course you have. Everyone has.
Ever wonder what to do about it? Wonder no longer.
Long story short: Line of Sight (LOS) around a nearby obstacle or pull as far back as you can so they come to you at least a little bit.
These are the basics that people in my recent low-level pugs have emphatically not mastered. I don’t think most of them are even aware of these concepts. Thus, a post.
(As an aside, I was on my priest and shielded a bear who insisted on collecting the entire room Interrogator Vishas is in and was chided by a rogue or a shaman for doing so because it would prevent rage generation. Hah, WoWWiki says that: “As of Patch 3.1, [Power Word: Shield] will still allow warriors and druids to generate rage from damage absorbed.” Yay me for not being fail! And yes, I will be careful not to shield my brother too much when he gets Spiritual Attunement.)
Whew. Okay, Holy How-To #4 coming this week, I swear. Stupid healing meters…
I would imagine, although I haven’t verified this, that yes, the 5% extra healing from Seal of Light stacks with the 5% extra healing due to Divinity. I’m pretty sure it works, but I haven’t re-glyphed/respecced to figure out if that’s working.
I normally run with Seal of Wisdom on along with Glyph of Seal of Wisdom, so I don’t usually have the opportunity to see what my extra healing is like with Glyph of Seal of Light — except on Dreamwalker. But, uh, that fight is hilarious when it comes to comparing numbers. My Lay on Hands crit for 131k at one point, so that’s not the best time to make comparisons.
3) does 10 man onyxia give frost badges
Nope. The only instances to drop frost badges (technically Emblems of Frost) are ICC25 (2 badges per boss, 1 badge for the miniboss), ICC10 (same as ICC25) and VOA 10/25 where ONLY Toravon drops 2 Frost Badges each. Onyxia, in both raid sizes, will only drop two Emblems of Triumph.
4) does shadowmeld clear debuff on sindragosa
Okay, let’s talk about what debuffs you mean. If it’s Chilled to the Bone or Instability, the very act of not doing anything for a little while will clear the debuff. If you’re talking Mystic Buffet, then no — the only thing that will clear that debuff is getting out of Sindragosa’s line of sight. I would imagine, though my paladin is a human so I can’t test it out, that if you’re not out of line of sight of her, you’ll still take a stack when she casts it.
5) how do i dps in dungeons assist warrior
These days, lots of tanks just go into a dungeon, pull the whole group and use their AOE abilities to hold aggro. Hell, I do this. I rarely switch targets when tanking on both my paladin and my druid and this, my friends, makes me a fail tank. I SHOULD be switching targets and trying to get more aggro on each target individually. But I don’t because, nine times out of ten, it’s just not needed.
Because so many tanks do this, it’s generally safe to target your tank and assist them (the F key, by default) and focus on THAT target for DPS. Please always do watch your threat meter, though. Pulling aggro is your fault, even if your tank sucks. Moderating your damage output is entirely within your control, even if that means you just plain stop attacking or you wait five seconds for your tank to secure aggro.
6) holy paladin requirements for icecrown citadel
Ooh, good question! I guess it depends on if you’re doing 10 or 25-man, but here’s what I would recommend.
– 4pc T9 (ilvl 232, minimum)
– 232 weapon/shield at minimum
– 245 or better helm/belt/bracers/boots (Onyxia, crafting, BOEs)
– 226/232/245 + rings/neck
In terms of stats, for a Holy Light paladin, I would strongly recommend somewhere around 2350-2500 spellpower, 28k mana unbuffed and at least 650 haste.
Key trinket pickups before you go: Talisman of Resurgence from Triumph badges, either Pandora’s Plea from Mimiron in Ulduar or Darkmoon Card: Greatness (90 int) or the Tears of the Vanquished from regular 5-man TOC.
7) how to make grid beacon of light 60 yard range
I’m presuming here that you want to have Grid show someone within Beacon of Light range, right? I’ve been trying to play with range fading on my Grid (pro tip: doing so RIGHT BEFORE your guild pulls Sindragosa is NOT the right time to do so!). I’ll post here when I’ve played with it adequately. Ideally, I’d like to have those in 40yd range of me to appear with full opacity, those at 60yd range to be about 75% opacity and those any further to be about 50% opacity. Or something along those lines.
8) is there a macro addon which accounts for global cooldown
If you mean, is there a way I can do something so that I can have two abilities on the GCD in the same macro and just hit that macro once…. no. There is the “/in” function but it doesn’t work for something on the GCD. I’ve always used it for announces.
9) wow icc disc vs holy
There are several fights that will use both disc priests and holy priests very well throughout ICC. It really depends on the rest of your group makeup. If you have a holy paladin or two, you’ll want to be holy. If you have no holy pallies, you’ll want to be disc and focus on single-target healing and raid-wide mitigation. The instance has several fights that play to the strengths of both types of priests. :)
10) wow paladin how to behave in dungeons
Lesson the first: BUFF PEOPLE. A general guide to who wants what buff:
– might: rogues, DPS death knights, ret paladins, feral (kitty) druids
– kings: everyone else
Why? Because might, even unimproved might, is 550 AP. In order for kings to give that much attack power, DKs and ret pallies need to have over 2250 strength in order for the 10% bonus on that to be 225 extra agi/strength, which is 550 AP for them. Rogues and kitty druids only get 1AP per agi, so they’d need 5500 agility in order for kings to be better than even unimproved might.
What about hunters and enhancement shammies? Both gain additional attack power from intellect, through Careful Aim and Mental Quickness. Plus, the extra agility will give them both more crit as well. Survival hunters also gain an extra 10% of their stamina as attack power. On my hunter, unbuffed, I have:
So kings will afford me 413 more attack power. But also another 2.6% crit just from the extra agility. And because, as survival, my crits proc Replenishment and various other abilities, crits are good. :)
DPS warriors can put up Battle Shout (equivalent to might) so kings them and they can buff with Battle Shout. You should also kings prot warriors, obviously.
What else? As a paladin, be aware of who can cleanse what. If you’re in, say, Old Kingdom, as any role, and your healer is a tree, guess what? You need to cleanse diseases and magic effects. If you’re somewhere with a priest? You get to cleanse poisons. A shammy? You need to cleanse magic. If you’re not doing that stuff, you fail as a paladin. When I tank as a pally, I cleanse. When I heal as a pally, I cleanse. You need to get Decursive or something to help you be aware of what to cleanse and when.
Also, auras. If you’re on Garfrost? Use Frost Aura. If you’re fighting Koralon? Fire Aura.
And judge! Judgement of Light takes priority over Judgement of Wisdom, because everyone in your party has health, but not everyone will have mana.
Man, that last one could have been a whole post on its own, eh? Heh. :)
It’s been a weird few days of heroics and randoms and such, but after a couple randoms/regular dungeons today, I hit 80 on my druid and my brother hit 78.
After I hit 80, I trained (GOOD GOD, 19g a spell?!) and organized some of my gear, bought some new relics to replace the pieces of crap I had. The 2 Emblems of Triumph per daily random is really very nice. I had 50 badges to spend and spent 40 of them on my new relics.
So then, I thought I should probably run something, get some quick badges to help get my gear up to par. Naturally, I would be laughed out of the instance if I tried to tank with my awesome 23k health or whatever, so I figured I’d heal. After all, as long as I was in tree form and no one died, they wouldn’t really think to inspect me, right? Right.
But which instance? I looked at the ones that were already unlocked for me and when I saw Halls of Lightning, I elected to not choose a random instance.
So I picked The Nexus. I needed a new mace anyways, plus it’s five badges, so hey, what could go wrong?
14 minutes after zoning in, I’d lost just one person (a DPS warrior who was standing next to the first mini-boss on a whirlwind) and we were on Keri.
And she dropped it. That’s right. On my very first trip to The Nexus, she dropped the War Mace of Unrequited Love. This is unheard of. Madrana ran The Nexus about 9 times before it dropped — easily. Katarah ran it a bunch, too. So for it to drop for me on the very first run?
I totally had it coming. Keristrasza OWED me that much.
Now, if only all of my druid’s drops would be that easy…
I admit it. I remain almost entirely ignorant when it comes to the Blood Prince Council fight. And yet…
Basically, I heal the living crap out of my target while having a beacon on another tanking person and stay away from anything I see that is obviously bad.
And I get an achievement for my ignorance and I beat out the other holy pally on the meters, even though he used Judgement of Light, haha!
Speaking of numbers, I really have to remind myself, frequently, that meters suck. It’s kind of hard not to put faith in them, though, when you’re doing well. ;D Honestly, it just means that people weren’t healing my target and sniping my heals. I know that. But it looks so pretty! I mean, look at this from an attempt on Blood Queen Lana’thel!
Truthfully, I have to say that the two-piece Tier 10 bonus for holy paladins has changed my entire playstyle.
It is this:
While your Divine Illumination talent is active, your heals are 35% stronger.
I have a keybound macro to take advantage of that. Shift-S pops Divine Illumination and then Divine Plea. So I’m at 85% of my ability instead of 50%. This almost certainly means a tank will not die when I pop Divine Plea. Not only that, but everything is super cheap to cast! AND I’m regenerating mana?! Hi, two-piece, I love you. Marry me.
I generally pop it when I realize my mana is at about 60-65%, will probably refresh Beacon and Sacred Shield and continue spamming merrily along. Then when Divine Plea is up again, I’m usually down to about 35-40% of my mana. So I pop Divine Plea with the Talisman of Resurgence to offset it. So instead of healing for 12-13k, I’m healing for around 10k. Totally worth it.
Then, next time Divine Plea comes up, I still have Avenging Wrath if I really can’t wait another minute for Divine Illumination to be up again. Instead of 12-13k, I’m healing for about 8k. Less worth it, but it’s better than not having any mana, particularly in a situation where I can’t melee to regen or can’t even spare the globals to judge in the hopes of a Seal of Wisdom proc.
Thinking about it, I should probably pop DivIll/Divine Plea around 70% mana to ensure that I CAN wait a little between DP coming off cooldown and using my trinket and then waiting for Divine Illumination to come back up after DP comes back up after using the trinket with it.
Anyways. Healing meters are bad and I feel like a bad player for not really caring enough to know the details of the Blood Prince Council fight and I should adjust my Divine Plea usage just a wee bit.
Oh, and in brief other news, Maj, my brother and I pretty much ruin Old Kingdom, Drak’Tharon and Violet Hold. No kidding, my brother does leet hunter DPS after a quick respec. And Maj got a couple of upgrades today to render him uncrittable by a boss 3 levels higher than him. And my tree got nothing except experience, which is fine. I’m level 76 now. And totally out of rested! WOE IS ME, people. WOE.
So my good ol’ buddy from Eldre’Thalas, Majikmarine (who was my mage officer, the original founding member of Apotheosis, who has always been my partner in raid-leading crime), reactivated his WoW account and transferred his level 73 death knight over to Proudmoore so that he could level up with my brother’s hunter (72) and my druid (75).
He specced some form of tank (haha, I know so little about DKs, I’d have to armory him to look it up) and so we queued up with him as a tank, me as a tree and my brother as leet DPS.
We OWN Ahn’Kahet. It is our itty bitty little bitch.
I showed Maj the pulls for the most efficient clear the first time and when we queued up and got it again, we tore through it.
All the while, we were on Vent.
It was really a lot of fun and I hope to make it a regular, daily happening, for at least the month that Maj’s account is active. The queues are close to instant, the instances take no more than a half hour at the most, Maj is learning to tank on the DK, I’m getting the hang of healing a tank who isn’t quite crit-immune, but is DEFINITELY not uber squishy… I have people with whom I can bitch about idiot ret pallies and idiot DKs!! Ecstasy! :D
I’m getting increasingly worried by what I perceive to be a trend. That trend is the lack of quality in random groups.
I pug a lot. I have the pet pug on all four of my 80s. When the new 5-mans came out, I pugged them constantly. I’m now down to pugging four times a day on my 80s (plus the weekly raid, but that’s a whole other story), once on each of the four for two Emblems of Frost each.
Increasingly, people suck.
In the last 24 hours, I have four stories of failure. Not necessarily to mean that the group didn’t finish the instance, but failure nonetheless.