The 300 Stat Food Question

The Heroic version of Blade Lord fell to us on Thursday. The last few wipes were edge-of-your-seat attempts largely because we kept wiping with less than 5%. Players had a hard time making the run from one side to the other. We had some deaths early on and I ran out of battle res’s for them. Tornadoes were snatching up people out of the air. We hit the enrage timer multiple times. Eventually, we scored the kill with around 11 seconds left before the berserk.

After one of our close attempts, one of our officers made the comment that players should be busting out their own 300 stat food instead of the usual 275 stats.

Kudos for making a fair point.

We were a couple of million health short of finishing off the Blade Lord at the time and there are no arguments from me saying that if the players alive had those extra stats, it would have easily translated into a kill. The combined 600+ stats would’ve turned those low percentage wipes into a kill.

As the GM, I could “demand” the players make the necessary changes and effort. But deep down I know that’s no small feat. How am I supposed to enforce a directive like that? This is one of those things where I have to appeal to them. Your GM needs to make the case to you that this stuff is important and the time and energy to get this steroid food created is worth it.

Now if I go down this route, I’d have to ask players to valor cap as well.

I know for a fact that not everyone valor caps. People are sick of doing their dailies and their faction grinds. I get that and I had to bite my tongue for the longest time. Even though I personally just suck it up and do them to get my coin rolls and stuff, I find ways to deal with it. I’ll watch something on Netflix while mindlessly knocking them out. Not everyone has time to grind these out either because people have to work or they have family obligations or other things and don’t have the capability to commit that time to them.

Raise that bar too high and you run the risk of alienating (or worse, running out of) the players that you raid with. It’s a fine line to walk.

I’ll be completely frank.

As GM, I’d love it if every player did the following:

  • Valor capped on a weekly basis
  • Provided their own potions and flasks
  • Pushed their dailies enough to hit exalted with all the factions
  • Continue pushing dailies to sustain bonus rolls on a weekly basis
  • Did their own cooking with their personal supply of 275 and 300 stat food

But this is not a realistic expectation for a guild of this calibre as much as it pains me to admit it. We’re not the kind of organization with those level of demands. Based on that list, the average player does maybe 3 or 4 of those tops.

Hitting exalted with the Pandaria factions has a high value early in the expansion but it greatly diminishes as you gain gear from raiding. It’s just not as important in the late stage.

Further analysis of our raids and our logs showed that we can improve our performance in other areas with greater effect without exerting that much time and work. Using Phoenix Style, I discovered that while a large majority of our players were already pre-potting, there were still a small number that were not. That’s unfortunate because if they had been, it would’ve easily been enough to secure the kills earlier!

This is partially my fault to blame. Our raiding roster often has a turnover and sometimes you expect players to do already do things like pre-pot, but some people don’t because they don’t have access to the herbs or don’t know an alchemist who can make this stuff for them. Personally, I think potions and flasks are much more accessible nowadays than they were in the past. I don’t think there’s any reason or excuse at all to come to a raid without a supply of your own. I did not make that expectation that players are to utilize pre-pots but I set the record straight on that one shortly before Blade Lord dropped.

Where does this leave us with the steroid food?

My thought was that if we were consistently pushing bosses into the enrage timer with all players alive and executing near-flawless, that’s when the super food should be used. If we’re just learning a new boss or if players continue to die to simple things, then we shouldn’t use them just yet because we’re getting outskilled and need to tighten up our play.

Going back to that Blade Lord example, we were consistently getting better at not dying in the first 80%. But had we perfected our survivability on Blade Lord, then this discussion would not have come up.

Eventually, a compromise was reached. It just so happens a small group of players are chefs and just love cooking, farming, and fishing. They generously volunteered their time to stockpile the bank with a large supply under the conditions that these items should only be used in the event of an imminent kill. Of course, the raiders were asked to provide the necessary items like the Black Pepper and Rice Flour items which are only purchasable with Iron Paw tokens.

Our next step is Wind Lord. This guy seems easy — In theory.

By the way, thanks for the Blade Lord pointers, LedonLite! They helped!

What Keeps a Guild Together?

This is my weekend question to you.

Doesn’t matter what the size or purpose of the guild is. But what factors do you think contributes to the longevity of an organization? I wish I had a sample size of GMs or Officers I could talk to. I’ve always wanted to know what that one key ingredient was.

Is it progression related? Or is it based on the people within? Does it have to do with the standards or policies set out by the leaders?

While it’s foolish to expect guilds to last forever, that doesn’t mean that you can’t at least study and find out how to weather your guild through tough ordeals. 

What do you think keeps a guild together?

New absorb UI!

patch52-absorb

The default UI’s been updated in the latest patch 5.2 PTR build. We’ve clamored for the ability to view absorb information. That stuff was added into the combat log sometime ago. Now we can actually see how much our shields will absorb for in the various frames.

patch52-monkaoe

Monks get a new Level-60 talent called  Ring of Peace:

Ring of Peace forms a 8 yard sanctuary around the target for 8 seconds, causing all enemies in the area of effect to be silenced and disarmed.

What you don’t see in the above picture is that the ring gradually diminishes and grows smaller in size. You bet it’s a PvP talent! It’s great for any defensive or offensive work that needs to be done. If I manage to root a bunch of players, I hope a Monk drops this right on top.

patch52-insanity

Finally, here we see the reworked Shadow Word: Insanity.

For Shadow, this ability causes Mind Flay to gain the Insanity effect when it’s cast on a target with 3 Shadow damage-over-time spells on them. Insanity causes Mind Flay to deal double damage for the duration.

In essence, when your target has 3 DoTs active, Mind Flay does double damage. Now my question for the theorycrafters is this:

Since Mind Flay will always do double damage with 3 DoTs up, does this mean we should activate Devouring Plague with only 1 Shadow orb or continue to save and use Devouring Plague at 3? The only way to negate this question is if the Insanity effect were to somehow scale based upon the potency of Devouring Plague.

5.2: Returning to Wrath level Shield spam?

Okay, that’s not actually going to happen. As much as I miss the days of 1 button Circle of Healing during Burning Crusade and non-stop shielding in Wrath, it was largely so I could keep watching my NHL games without having to compromise my performance too much.

In a recent thread about PTR class and set bonus issues, Ghostcrawler mentioned the following:

We are going to nerf Divine Aegis for Prayer of Healing, but also lower the cost of Power Word: Shield (for Disc only) and increase the healing and damage of Penance. In 25 raids, Disc is using Prayer of Healing almost exclusively and we don’t think the Spirit Shell change will be sufficient to change that. We actually want Disc to get back to using PW:Shield a little more, along with Penance. Disc’s throughput is overall too strong in PvE, not even counting the fact that absorbs are often more beneficial than heals.

The Divine Aegis aspect on Prayer of Healing gets tuned down but we get cheaper Power Word: Shields instead.

I don’t know what it’s like at the 10 man level, but at the 25 man level, Disc Priests are predominantly using Prayer of Healing. It’s just that effective! More tactical usage of Penance and PW: Shield needs to be done clearly. Right now, we have the ability to run two Priests in our composition. You’d think that 2 Disc priests would limit the amount of shields being thrown up because of the whole Weakened Soul debuff and the fact that shields cause a dent in mana.

But realistically at the 25 man level, two Disc priests sharing the burden isn’t going to shoot the raid in the foot. There’s lots of targets to go around. There’s damage coming from all over the place (in most cases). Those shields provide an extra buffer and can buy players an extra second or two. Bonus points for cheaper shields.

Remember when Discipline sucked back in the day?

I just hope it doesn’t go too far in the other direction and we find out massive quantities of shield spam are back in season. I don’t think it is because we learned how that was in Wrath and while it was strong, it wasn’t fun.

What other clarifications?

The Golden Apparition from the Healing 4pc heals the lowest % health friendly target within 40yd. Note that it has no visual yet, but will not work like Shadowy Apparitions. It is a simple missile, not a summoned unit.

Good to hear. I’m getting annoyed at my Shadow Apparitions sometime just sitting there. Glad to know my healing priests won’t have to suffer from that. Cant’ wait to see this bonus in action though. I hope the missile isn’t as slow as the Shadow Apparition. Wouldn’t it be embarrassing if, you know, by the time your holy guardian activated and healed your ally they were already at full health because your healers were already doing their job?

Angelic Bulwark and Spirit Shell can no longer be dispelled.

On the one hand, this sucks because I can’t offensively get rid of these buffs on people in PvP. On the other hand, this is awesome because now I won’t lose them during PvP.

We are going to redesign Shadow Word: Insanity.

Can’t wait to see this. There’s something about this ability that strikes me as off whenever I try using it. I’ve mainly stuck with From Darkness, Comes Light. Honestly, 4 seconds isn’t that small of a window to get Insanity off on a boss.

So then why do I feel so awkward using it?

Our current though on Solace is that it will provide damage and healing for both Disc and Holy. So Holy could use it for some Atonement-like healing, as could Disc, but Disc won’t double dip and shouldn’t feel like it’s mandatory. That could change (all of this could change) as we try it out and iterate more.

Took a look at this on the PTR. Holy Fire gets changed to Power Word: Solace so it’s one less button that takes up your spell book.

Neat! I think we’re approaching that point where we’re starting to have too much crap in our spellbook so I do like the fact that we’re condensing something. Unlike Holy Fire, Solace is instant, offers you 1% mana back, but has a 10 second cooldown.

The current version of Solace is a 1.5 second cast time which restores 0.7% maximum mana but has no cooldown.

Doesn’t the new version of Solace seem a little too low in the mana return area?

Khendra, we have no objection to using Prayer of Healing when you need to heal a bunch of people. That’s what it’s for. But when you’re using Prayer of Healing in preparation for future damage because DA and SS make your AE heal better at shielding than actual Power Word: Shield, then that even further reduces your options. (In 10s, Disc tends to use Atonement more, so they’re doing something more than just PoH spam. In 25s, we see some Atonement use, but it’s fit in when possible and healers in 25s are just always going to be able to specialize more.)

We might in the future add another AE heal for Disc (I think you can make a compelling argument that in this day and age, healers need a variety of interesting AE heals and maybe only a couple of ST heals, while healer design for years went in the opposite direction) but that’s not the sort of thing we want to drop on you in the middle of an expansion. In the meantime, if Disc uses Penance and PW:Shield some more (and Flash Heal in PvP) and doesn’t trounce all the other healers, we will be satisfied and hopefully so will priests.

Won’t be seeing that until 6.0 is my guess. We’ve got a ton of single target healing. Having Divine Star, Cascade, and Halo access were all great because we could customize our AoE healing based on the task at hand.

Another baseline AoE would be interesting though. You’d be hard pressed to find a method for AoE absorbs that isn’t already covered by what Spirit Shell can do.

Okay, I’m guessing it’s an AoE absorb. They think it’s a little excessive to chain cast Prayer of Healing in advance of a Bonestorm even though that’s the best method in countering incoming damage (even if every player’s at full health).

Can’t wait to see what they’re thinking about doing though though!

As for me, I’m still rolling around in Shadow. We’ll be challenging Blade Lord tonight. We’re getting picked apart by Wind Step and Unseen Strike combinations. Not quite sure how to counter that. It’s not like we’re losing half the raid. But each time an Unseen Strike hits, we always lose a player. I’m sure we can battle through it and add another heroic notch to our belt but if anyone has any pointers or suggestions, I’d be grateful.

Are these changes going to cause you Disc Priests to consider reverting back to Holy? Or no change at all? What do you think about the proposed Solace change?

Challenge Mode: Part 2 – Scholomance

Last night, we scored two hard mode kills back to back with Feng and Garajal. Once we got the mechanics down in place, it was easy and straight forward. Garajal had hard caps on both healing required and damage needed. We dropped down to four healers and managed to take out Garajal with under half a minute remaining on the enrage. Not a bad play. We’ll be gunning for Elegon and Blade Lord next.

Tonight’s challenge mode is Scholomance. I think this one will take a little long in “getting it” compared to Gate of the Setting Sun. This will be the first time I’ll be healing a challenge mode in some time since we agreed to try switching me over to healing instead of playing Shadow. Although nothing’s wrong with playing Shadow, our new composition will help us long term and help shave precious seconds off the timer as needed. Although for Lilian Voss, we’ll be running 4 DPS on it instead. The logic is if we can take down Lilian in the first phase, we avoid the entire second and third phase of that fight. I hope my Vampiric Embrace and other spells with Dark Binding will be enough to keep us alive long enough.

This is the first time I’ll be running Invisibility Potions. There’s this place called Fungal Rock down in Un’goro Crater that just has these sprouting all over like crazy. We’re expected to use those in order to bypass Professor Snape’s room (the one with all those yellow ads).

One of my guild mates mentioned an item called Restorative Amber. I’ll need to get myself some of this. I don’t think I’ll need it, but it’s nice to have it anyway just in case we’re off by a few seconds. The downside is that stuff is 10 gold each. I normally resort to Pearl Milk Tea to get my mana up but discovered quickly that it resulted in my awesome food buffs getting overwritten by Mastery. There’s an NPC at the shrines that sell something called Golden Carp Consomme and he helps in restoring mana without sacrificing the food buffs.

I’m excited though! Hope to add another gold!