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.

Guild Recruitment & Roster Management

Recruitment. Just that one word makes me want to run for my mommy. Of all the administrative tasks a guild has to handle, recruitment is the one I most loathe.

“Is this too many melee DPS? Wait, do we need more ranged? Is five warlocks on the roster really too many? Wait, I thought we had like six resto druids…”

Apotheosis is getting very close to being basically full for Cataclysm’s launch. Actually, we’re probably already sitting at full, but there’s always something that will come up and throw a monkey wrench in our plans. You have to allow for RL emergencies, RL schedule changes, RL issues in general, as well as burnout, general malaise, boredom and the like.

Not to mention the fact that our raid attendence requirement is 75% over four weeks. That means an average of 2 nights a week and then one week where you raid for 3 nights, to maintain Raider status.

So if the typical raid requires, say, six healers, you need a minimum of 8 or so on the roster in order to mathematically make sure you’re covered in terms of attendence.

If the typical raid requires 2-3 tanks, you want to make sure you have 4 who can all do the job at about the same level of competency (ie: not using potentially poorly-geared offspec tanks to start out).

Plus, you kind of want things to be relatively balanced. At least I do. I don’t think five of one spec/class is a good thing, but we currently have five warlocks interested; two destro, one demo, one aff and one undecided. Does five warlocks screw us over? No, but it makes fitting them all into a raid more difficult if every one of them shows up on the same night.

I’m working on a second recruitment/pre-Cata video right now. I hope to have that up tomorrow sometime and a third one up in two weeks. And then a “ZOMG CATACLYSM” video the day before launch.

It’s kind of weird, recruiting for a guild that hasn’t done a whole lot this expansion. I mean, if you want to get really technical, we’ve gotten up to Thaddius in Naxx 25, got Sarth (no adds) and didn’t get Maly.

That’s sad.

In the couple of weeks pre-4.0, we did get to 11/12 ICC 10.

And this last week, we got Lower Spire and Plagueworks down, Blood Prince Council down and Valithria Dreamwalker rescued.

So, really, 9/12 ICC 25 (regular!) isn’t terribly impressive.

Until such time as we get a couple heroic modes under our belts, I’m recruiting based on the success we had in BC. Yeah. Not a lot of people particularly care what we did two years ago. ;)

Still, we’re filling up those spots on the roster and getting there.

I’ve posted to the Alliance recruitment forums (old and new), the realm forum (old), MMO-Champion, WoWhead forums, LookingForGuild.net and edited our info on Wowprogress.

Anywhere else I should post? Like, where do rogues hang out? Seriously. WTB a rogue or two. And an enhancement shammy!

Cataclysm Beta Builds 13221 & 13241

As always, thank you to MMO-Champion for listing the patch changes!

I never did talk about the last beta build (13221) so I’ll talk about those changes here as well.

13221:

* Holy Radiance’s effectiveness now diminish on targets farther than x yards away.

That’s cool. It was a little OP for someone 20 yards away to get the entire benefit of something that comes from us in a pulsing wave thing.

* Divine Light base healing has been increased by 30%. From 8538-9512 to 11100-12366

* Flash of Light base healing has been increased by 30%. From 5313-5961 to 6907-7750.

* Holy Light base healing has been increased by 30%. From 3202-3567 to 4162-4637.

* Holy Shock base healing has been increased by 30%. From 3033-3285 to 3943-4271.

Holy crapsicle. Buff time! Hooray! Maybe now I won’t feel like my heals are completely ineffective.

* Lay on Hands no longer restores mana.

That’s okay! No worries! The new Glyph of Divinity means that anytime you cast Lay on Hands, you gain 10% of your maximum mana. That’s on a 7m cooldown with the new Lay on Hands major glyph.

* Beacon of Light now lasts 5 min, up from 1 min.

Well, that’s handy. We can now remove the major glyph of Beacon of Light which reduced its mana cost to 0 and put in that snazzy new Lay on Hands glyph. :)

* Mastery: Illuminated Healing now absorbs 10% of the amount healed, up from 8%. Now lasts 8 sec, up from 6 sec. Each point of mastery increases the absorb amount by an additional 1.25%, up from 1%.

Effing. Awesome. 8 second shield that’s a minimum of 10% of your heal and mastery givs you even more absorption? This is amazing.

All around, 13221 was a huge buff to holy paladins.

13241:

* Holy RadianceĀ  20 yards range added to the tooltip.

Good to know.

* Light of Dawn now uses Holy Power instead of Mana. Now heals up to 5 targets. No longer has a cooldown – Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone for 1008.96 to 1124.15 per charge of Holy Power.

Okay, this is NOT a nerf, I repeat, this is NOT a nerf! Walks was telling me about this earlier tonight (guild stuff has me buried, so I haven’t tested anything yet). Here’s what he has to say:

Walks: The new Light of Dawn is kind of amazing.

Kurn: The lack of cooldown is really that good, eh? Is it a smart heal? (That would be asking too much, I imagine.)

Walks: Yes to both. 3 stacks of HP will heal for about 8.5k non-crit. It is a smart heal, but the players must be in front of you.

Kurn: Wait, SERIOUSLY?! A directional, smart heal, that heals for 8.5k non-crit? SS or it didn’t happen!!!

Walks: I will later! <3 Raid time. Oh, the LoD glyph lets it hit a sixth target.

So here we have an ability with a variable “cooldown”, that is a smart heal! It’s our version of Wild Growth and Circle of Healing! Complete with the glyph that will add another target to the heal. This is, to be blunt, awesome. And is finally a 31-point talent worthy of its spot. IMHO.

* Blessed Life now cannot occur more than 8 seconds (up from 2 seconds).

PVP talent for sure.

* Protector of the Innocent now affects heals on any target except yourself.

Small nerf, but it makes sense. Why proc a heal on yourself after you’ve just healed yourself?

Overall, holy paladins are looking AWESOME.

But basically, you want to go out there and hit full raid groups of people with Light of Dawn while you still can. ;) My record is 26 people, not including myself.

I'll take it.

Apotheosis went in to ICC 25 for the first time as a guild. Here’s what we did.

– 1 attempt at Marrowgar heroic, before we did a one-shot of Marrowgar regular

– One-shots of LDW, Gunship, Saurfang, Rotface and Festergut (all on normal, even Gunship, sadly due to some buggy interface issues)

– One wipe on Putricide, followed by a clean kill

– One wipe on Dreamwalker, closing out the night

I was emphatically not prepared for a few things (Putricide phase changes are at 80% and 35%. Remember this!) and we definitely need to iron out some issues, but it went okay.

Tomorrow, I begin going through the logs and wearing the Healing Lead hat, which will involve talking to the healers. We had a ton of overhealing, which is fine, but I suspect there are some other issues as well that will need to be touched upon.

It was pretty disappointing to see that a healer and a tank just flat-out didn’t show. The tank had some last-minute recording to do with the band he’s in. I’m going to have to give him my cell number I guess, so he can text me in the future or something. Very bad to have a tank who just doesn’t show.

The healer? No idea. Would have been great to have a resto druid. But alas.

At least we had a feral druid who knew the fights and was able to be a kitty and a bear as needed. And we had E, the wonderous priest, pinch-heal for us.

So despite a slow start (looking for fillers) and some DC issues, it went pretty well. I hadn’t thought we’d get Putricide so easily, but we did. :)

My officers kicked ass and did a great job together. At one point, it was almost like we were in BT again. Good times. :)

All in all, it went well and we’re going to try to go back on Thursday. I think we’ll start out in Blood and then move to Frost. That gives me some time to sit there and write up a coherent Sindragosa strategy…

Next week, assuming we do this again… Heroic Marrowgar is gonna be our bitch. :)

Kurn's Healing Lead Philosophy

Tonight, November 2nd, 2010, Apotheosis will step into ICC 25 for the first time as a guild. Indeed, this will be the first 25-man raid we’ve run together since Naxxramas and Obsidian Sanctum back in February of 2009.

For the first time since then, I’ll be a raid leader in a 25-man group. And for the first time since April or so of 2010, I’ll be the healing lead.

I’m not the most fantastic raid leader. I am, however, a pretty darn good healing lead. I’m good at distributing resources, I’m good at identifying issues the healers may be having and I try my best to assign people based on their strengths both as a class and as a player.

So tonight, I get to test out my healing lead skills (along with the raid leading skills — gah! Suddenly, I’m glad that I did some ICC10s with the guild pre-4.0…) and get to look at (and thus, evaluate) some players for the first time.

While thinking about how I’m going to work things tonight, I thought I’d share a bit about my healing lead philosophy, which seems so different from many others I’ve seen or heard about.

1) Clarity of Instructions. I’m going to give you clear instructions as to who your target is. I will rarely say “you two, you’re on tanks, everyone else on raid”. I will assign you a tank and, taking a cue from my most recent healing lead, if you’re “on raid” I will probably assign you a group or two. If there’s confusion as to where to stand, I’ll assign that as well. (My healers from my Bronzebeard guild may recall the detailed guide I had for where to stand on Freya!)

2) Asking for Feedback. After a new fight (wipe or not) I will generally ask the healers how that was. Was anyone too stressed? Was anyone bored? Does anyone have any suggestions for the next time that would make things a little easier or better spread out? Back when my Bronzebeard guild was learning Yogg, this kind of feedback was invaluable. Same with when my RL friend’s guild was learning LK. Remember that feedback from healers doesn’t mean you have to take their suggestions or anything. It just means being aware of their perceptions of the fight. Remember that sometimes people will see things you won’t.

3) Having a Sense of Humour/Being Understanding. People make mistakes. It’s exceedingly difficult to wrangle 25 people together and do something “right” on the first attempt. The raid group is made up of people, too. I don’t have too much of a problem wiping the first few pulls on a boss, so long as we learn from each mistake. And as long as we’re learning, it’s all cool. If someone stands in fire for the third pull in a row, I’m less understanding. But for the most part, I’m a fairly understanding raid leader and healing lead. Perhaps a little too forgiving, but I don’t want to have an environment where people are afraid. Fear is a terrible motivator. I want to motivate people to do better because they want to do their best for the team, not because they’re scared Kurn is going to yell. (Although when I yell, you better freaking watch out… ;D)

Perhaps the best example of having a sense of humour about things is this one time on Yogg-Saron, where one of our healers didn’t get inside before someone started the fight. I was laughing so hard I was crying, particularly as this priest was using /say to crack us all up. Like /say Knock, knock? and such.

I mean, at that point, you already know the attempt will be more difficult than it should be, and may even result in a wipe, so why not laugh about it?

4) Understanding How the Classes Work Together. This is actually what’s got me a little worried about tonight, since I don’t really feel all that comfortable with the various changes. Obviously, I know how paladin healing has changed and I know chunks about how holy priests and disc priests have changed, but resto druids remain a little bit mysterious to me and I’m basically hoping that shammies haven’t changed much at all. ;)

When approaching a fight, you need to know how to divide your resources, though. Six healers? Who’s on the tanks? Who’s on raid? How do you make that decision? Part of it is what the classes are capable of, obviously. In the pre-4.0 world, you never would have put a holy paladin on anything but a tank (or a single target who is taking obscene amounts of damage). Now, however, druids can do some outstanding single-target healing, so while you probably still won’t want a holy paladin on “the raid”, you can probably put a druid on a tank to help pick up the slack from a paladin’s gimped Beacon of Light, which will allow the druid to help out on the raid as well.

(Probably.)

5) Understanding How Your Players Like to Play. No matter what’s more efficient or what’s “better”, you will undoubtedly run into healers who are not team players and will grumble and complain about how you’re wasting their awesome talents by assigning them to X or Y instead of Z. Usually this behaviour is seen in those who place a great deal of importance on healing meters instead of on their job, which is to keep people up.

If a shaman does terribly at doing anything but spamming Chain Heal, but does BRILLIANTLY at that, then they’re obviously going to be happier spamming Chain Heal and will probably look for ways in order to do that and “cheat” on their assignments. So head it off at the pass and, if you value them as a team member, assign them to what they’re going to do anyways. Of course, if you can swap them out for someone more team-oriented, that’s probably the best choice, but if you can’t (and who has a plethora of spare healers?) then try to work with them.

6) Know What You’re Seeing When Examining Parses. The worst thing to do in terms of evaluating a healer is to look at where they stand on the full report of healing, or even just the boss fights. It’s terrible. It doesn’t take into account anything like movement, assignments, cleansing, etc. What I look at, in order:

a) All healing done during all bosses: Just to get an idea of things. If all my healers are clustered nicely around 15% of healing done, sweet. But they probably aren’t. Looking at this doesn’t mean whoever tops it is godly. Rather, a large spread means that there may be problems in assignments or how the healer followed assignments. It’s telling you what to look at when you look at the individual fights.

b) Healing done on individual fights: Did we lose people? If so, how? Was it DPS failing to move out of the fire or was a healer slacking? Was it a tank death? What was that tank’s healer doing? This is where I get an idea of where the fight went wrong and if it was preventable and what healers were doing at that time. I will dig into the log browser and expression editor here. Was a healer locked out of all their spells thanks to Curse of Torpor and THAT’S why their tank died? If so, it’s a mage or druid or resto shammy fail for not cleansing the curse in time. That sort of thing.

c) Overhealing: Was overhealing a problem? Were people sniping other people’s heals? Overhealing can show if people are respecting assignments or not and can also show you if your assignments aren’t right. For example, if you have 7 healers and all of them have 65%+ overheal, drop a healer!

d) Abilities used: What were the primary spells your healers were casting? Is what they were doing right? Wrong? Unsure?

e) Uptimes: If your paladins aren’t keeping Judgements of the Pure up over 90% of the time during boss encounters, that’s a fail, for example.

7) Communicate With Your Team. If you see issues with your healers, tell them about it! Don’t just assume it’s going to fix itself. And be specific. Don’t be all “yo, dawg, don’t be fail”. Say something like “You know, I noticed that your Prayer of Mending use wasn’t very high, but it’s really something you should endeavour to use on cooldown as much as you can.” Being tactful here is key. And if you don’t understand why they’re doing something, ask them! “Hey, I was wondering, why are you using X glyph instead of Y? I’d love to hear the reasoning. From what I’ve read, X is more efficient, but I’d love to know if it’s not the recommended one!”

Basically, my healing lead philosophy is one that encourages teamwork, feedback, communication and specific instructions. It’s also a lot of work for the healing lead because you have to do your research and talk to your healers, which is something a lot of people don’t have time for, nor do they bother to make time.

I tend to either have the time or make the time for it and all the healers I’ve worked with in this game have noticed it. Trust me, healing leads — that extra five minutes you spend with a healer of yours can be the difference between them thinking you’re a snob who never has time for them or thinking that you’re pretty awesome and you know your stuff.

Trial of the Idiotic Crusader

There are three things anyone who’s read this blog for any length of time knows about me:

1) I hate 10-man raids.

2) I’m a pretty decent holy paladin who is very familiar with the changes to the class, given time on beta and such.

3) I’m pretty damn well-geared. (Bear in mind that chardev isn’t all the way up to date, but at least the gear I’m wearing there is what I’m wearing on live.)

Tonight, a certain priest was asking in guild if anyone was up for TOGC10. I didn’t say anything. I purposely didn’t say anything. Until like, the third time she asked and I was like, well, crap.

So I sighed and let her know that if she desperately needed me, I’d heal. But I had a few things to do first — update a website, take a phone call… it would be 15 minutes at least, probably closer to 20. Ended up being about 30, but anyways.

It was mostly a guild group. 2 tanks (both paladins), two healers (me and O), then a hunter, an ele shammy, a warlock and an enhancement shaman all from our guild, with a ret paladin and a DPS warrior as pugs, rounding out the group.

I don’t know what anyone else was assuming about it, but I assumed the following:

People aren’t going to know what to do and this is going to be painful.

By and large, I was right. I wasn’t horribly frustrated by that. I expected it. I did not expect 7 wipes on heroic beasts. Nor did I expect a Jaraxxus one-shot.

This isn’t a blog post about how my guildies and I (well, mostly my guildies) got Tribute to Skill or got the TOGC 10 achievement. (I’d never done it all the way before.) It’s not even a blog post about how I still hate the warlock and felhound on Faction Champs or the pain that Light Vortex can bring. Nor is it about how we didn’t even actually get a burrow on our first Anub attempt.

It’s about my experience healing.

Fuck that place.

It dawned on me, perhaps on our fourth wipe on heroic beasts, that we are at that stupid time of the expansion where:

a) we are not tuned in our abilities,

b) the environment has not changed so that our abilities have even a SEMBLANCE of being tuned.

You can get away with this in ICC with 30% more health, more damage, more healing and more absorption.

It is very much a different story when attempting to do content that is a little more challenging than your average dungeon without a buff.

O and I are good healers and both very experienced in TOGC. We’re both 4/5 TOGC 25 (stupid Anub…) and, between us, we have 33 kills of heroic beasts on 25-man. Granted, she had those kills on her druid instead of her priest, but hey. Experience, you know? It matters.

So while I anticipated some problems, I was, in no way, prepared for the amount of problems we had.

First of all, I kept losing my tank on Northrend Beasts.

I didn’t know why. I STILL don’t know why, except for two attempts.

Seriously, I’m looking at the logs right now.

Barring attempts where I got Paralytic Toxin on the worms… and barring the attempt where someone got trampled and so Icehowl enraged (and no tranq shot was cast!)…

So attempt 1: Paralytic Toxin, which means running, which means not casting.

Attempt 2, Trample/enrage.

Attempt 3, not sure why, but my tank (as opposed to my brother, who was also tanking) ended up with both Molten Spew AND Acid Spit. Ow.

Attempt 4, ah yes, there I was standing around, casting, minding my own goddamn business and someone runs past me with a Snobold on their head. No, they didn’t run past me. They ran right next to me. So that the Snobold was actually IN RANGE of me.

[22:04:52.365] Madrana begins to cast Divine Light
[22:04:52.365] Snobold Vassal casts Batter on Madrana
[22:04:52.365] Snobold Vassal’s Batter interrupts Madrana’s Divine Light
[22:04:52.469] Snobold Vassal Batter Madrana 992 (O: -1)
[22:04:52.771] Madrana Retribution Aura Snobold Vassal 284 (O: -1)
[22:04:53.971] Gormok the Impaler Impale PallyTank 7046 (O: -1)
[22:04:54.377] Gormok the Impaler hits PallyTank 7474 (O: 7941)
[22:04:54.785] PallyTank dies

Dead tank.

Attempt 5, Paralytic Toxin.

Attempt 6, I tried to squeeze a heal out to a DPS who had stood in the fire just a touch too long and then got caught with the long cast time on Divine Light. Even with over 1000 haste, it’s just SUCH a long cast. My instincts definitely betrayed me here. Divine Light may be the spell the most similar to the old Holy Light and it may even have the same Clique bind as my old faithful HL… but the cast time ALONE needs to set it far, far apart from Holy Light. 2.5 second talented base cast time. That’s crap is what it is. In this world of content where your tank can and WILL die within 1-2 GCDs, that’s a death sentence.

Attempt 7, at least it wasn’t my tank who died. O got a Head Crack from a Snobold and couldn’t adequately cast, so Fog went down.

It’s not all bad RNG, but it looks like a lot of it was. If only I hadn’t been silenced. If only O hadn’t been silenced. If only Icehowl hadn’t trampled someone. If only…

We one-shotted Jaraxxus, though, mostly because hi, it’s a healing fight and O and I could probably both heal our way through that fight in our sleep, having a combined 29 kills on 25-man heroic Jaraxxus.

We wiped twice on Faction Champs before O had to go (she hadn’t anticipated taking so long with the issues we’d had on the beasts) and we pulled in my favourite BC-era priest, E.

Faction Champs down on the first try. At least this fight hasn’t changed much. I still hate Unstable Affliction.

Also, the Horde (or, I guess, Alliance, if you’re Horde) druid is still in perma-tree form. FYI.

On to Twin Valks!

This was the suck. Mostly because it felt like I couldn’t do anything EXCEPT spam Divine Light in order to keep up the tank. We’d gone with a one tank setup wherein the DPS all get dark aura and burn the crap out of the white Valk, leaving the tank to just use passive AOE and such to hold aggro on the black Valk. It was fine… unless I wanted to judge or something. So I judged on the pull on the third attempt and spammed Divine Light, so that it was more than half my healing done and I had pathetic use of the other spells in my arsenal.

Now, while this is somewhat an unorthodox method of doing it (I would have been much more comfortable with Fog and the pally tank on one mob each) it’s still ridiculous that due to the insanely high cast time (at least, relatively speaking), I can’t even afford to judge once a minute on that fight and have to use my other instants very sparingly.

Holy paladins are very broken here and I would submit that Holy Light should have a medium cast time. When they talked about a three-heal system, here’s what I thought:

FoL: Short cast, very expensive, average throughput

HL: Medium cast, medium cost, average throughput

DL: Long cast, expensive cost (not very, but higher than medium), huge throughput

Instead, we have:

FoL: Short cast, very expensive, average throughput

HL: Long cast, very cheap cost, less than average throughput

DL: Long cast, expensive cost, huge throughput

There HAS to be a step between FoL and HL/DL. That’s what we’re really missing. A two-second (talented) cast time on a casted spell. Like the old HL with Light’s Grace up.

Anyways. Anub’arak went smoothly, surprisingly, despite poor positioning. We had one wipe but we learned that, with hero, we could push him into P2 without a burrow.

Naturally, we pulled him a second time without first checking to make sure hero was up. Whoops.

We kited him around in the burrow phase without issue and then burned him down. Props to E for being a kick-ass healer, as per usual.

So that was most of my evening. I hate that instance. I never, ever, EVER want to do it again, not on normal 10 or 25 and certainly not on heroic 10 or 25. It’s just not meant to work with our current abilities and talents.

After getting down to a 1.3s Holy Light, having Sacred Shield and things like Divine Sacrifice/Divine Guardian and running TOC/TOGC with those tools and that speedy cast, I could do anything. Running it tonight (well, technically last night) was a painful reminder that I am gimped far beyond what I recognize and that I am nowhere near as good a healer as I was three weeks ago.

What sucks is that it’s not that I’m not a good healer. It’s that my mechanics make me a worse healer than I was. I could reliably do my job, three weeks ago. This raid picked away at some of my confidence.

See, I KNEW that I could do what was required of me in there. Or I thought I could. Now, I’m not so sure. And I’m not so sure it’s even that I’m not making the right decisions, because I think I AM making the right decisions, just about all of the time.

The mechanics, especially when matched against that particular instance on that particular difficulty, are just flat-out going to lose against TOGC10. Did we get the achievement and finish the instance? Yes. But would it have gone about 10 times more smoothly back in the world of 3.3.x? Hell yes. I wouldn’t have had any problems. None. I know my capabilities.

And what I saw in TOGC10 really hit me hard.

We have an ICC 25 coming up on Tuesday and perhaps one on Thursday. Guild runs, predominently. I was feeling pretty good about maybe flipping the switch to heroic Marrowgar and maybe BQL and maybe even Dreamwalker.

After the TOGC run? Not so much.

I’ll post more pally stuff soon, btw. I’ve been lax, I know. Guild stuff is always beckoning!

(By the way, still recruiting for Cataclysm!)

Kurn's Q&A #27

Wow, folks, it’s been a long, long time since I last had enough search terms to pull off one of these posts!

Looking over the last month, I have, oh, 2,927 search terms that brought people to my site. Hi, 4.0.1, thanks for the bump in traffic! ;)

1) Let’s consolidate all the “holy pally 4.0.1” stuff, shall we?

Go read my What Holy Paladins Need to Know for 4.0.1 post.

2) madranah + server

Interesting. Someone from one of my old guilds is looking for me? Sorry, people, I’m kind of doing this “GM of a guild for Cataclysm” thing, so I’m not going to join your reformed guild, even if one of my RL friends is in it. ;)

3) base mana paladin 85 kurn

I believe that would be 24,732 mana.

4) divine favor 4.0.1

Divine Favor has definitely changed. Once upon a time, hitting it gave us a guaranteed crit on Holy Light, Flash of Light and Holy Shock. Now, it’s a buff that lasts 20 or 30 seconds (depending on whether or not you’re glyphed for it) and increases your spell haste AND your spell crit chance by 20%. Not only that, but because Divine Illumination is gone (15 second buff that used to halve the cost of all spells for the duration), our 2pc T10 bonus has changed. Whenever Divine Favor is active, your healing spells are 35% stronger. So not only do you have 20-30 seconds of increased haste and crit chance (both of which strongly increase your throughput) but if you pop it while wearing two pieces of Tier 10 gear, you’ll have a bonus 35% healing going on as well.

While I still like to use this to offset Divine Plea, this is a fantastic utility spell for us. Either you use it to cover Divine Plea usage or you pop it when your targets are about to eat dirt. Or as often as possible on Dreamwalker. ;) Beautiful!

5) do improved judgements and enlightened judgements stack

Yes, Improved Judgement and Enlightened Judgements stack and so, with the base Judgement range of 10yd, you can get a maximum of 40yds as the rangeĀ  on your Judgement spell.

You should not concern yourself with Improved Judgement yet, though. Enlightened Judgements is handy for the hit and a bit of extra range, but we have very few points to place at 80, so don’t waste two of them on Improved Judgement until you’re at 84, looking for a talent to spend a point on. I recommend 3 in Divinity and 2 in Crusade, then I’d fill out Crusade (3/3) and Eternal Glory (2/2) at 82 and 83, then Improved Judgement at 84 and 85.

6) does sacred shield use gcd

It certainly used to. That said, it’s gone. They got rid of it in 4.0.1. Rest in peace, Sacred Shield. You will be missed.

7) divine intervention gone in patch 4.0?

Also gone, yes. Don’t ask me why. Shaman still have Reincarnation (30m cooldown), druids still have Rebirth (although one druid popping it will put everyone’s on the 30m cooldown!) and warlocks still have Soulstones on a 15m cooldown. And yet, paladins lose their wipe-prevention ability entirely. Way to go, Blizzard.

8) lifeblood 4.0.1

It’s godly. I wish I still had Herbalism on my paladin. Lifeblood now grants 240 haste rating at 450 Herbalism, as well as producing a small heal. Sick! :)

9) addon for speed of light procs paladin holy

You don’t need an addon for this. At 3/3 Speed of Light, every time you cast Holy Shock, you get 4 seconds of 30% spell haste on Flash of Light, Holy Light and Divine Light. You also don’t need an addon for this because it will be changing to a flat spell-haste percentage (1% per talent point). So, for the time being, count to four after using Holy Shock. There’s your addon. ;)

10) 4.0.1 judgement 4% mana

I believe it was Walks who pointed this out to me, but right now, Judgements will not proc Seal of Insight. I tested this out myself today and got absolutely 0 procs while judging. That’s okay, though. Soon enough, we’ll be getting 15% of base mana back when judging with Seal of Insight up. Mana is, by and large, not a problem for us right now anyways.

And a bonus one!

11) holy paladin eternal glory vs paragon of virtue

Because mana isn’t a huge problem right now, I would advise against Eternal Glory for the moment. You basically have to take at least one point in Paragon of Virtue when building a PVE holy spec, so PoV wins over EG at this point in time. When we hit 85, especially considering that PoV will also reduce the cooldown of Hand of Sacrifice, I’ll seriously consider 1/2 Enlightened Judgements and 2/2 PoV when building my holy tree.

And just to pimp out a rockin’ resource, don’t forget to take a look at Oestrus’ Guide to the Chakra Sutra! Oestrus will be healing in Apotheosis in Cataclysm, on her little d0rf priest. :)

Finally, Apotheosis is recruiting for Cataclysm! Sadly, we are not in need of any holy paladins at this time. However, if you want a great raid group who DOES need a holy paladin, definitely check out Choice of Skywall, the guild I spent the last four months in. I can’t say enough good stuff about these people!