Ultraxion Quick Thoughts

The trash pulls majorly suck. Reminds me of the old spider room before taking on Sindragosa. Just non-stop fires everywhere. We just barely managed to endure and survive long enough. I think 2-3 drakes on the ground at a time is the limit.

Ultraxion himself is not just a gear check for your character. It is a gear check for your computer. We suffered heavily from disconnects, lag issues and other general frustrations because of the way the encounter was set up. Make sure your Recount, Skada and other related meters are disabled. Shut down anything else that isn’t important.

Hell, I even dropped down to 50 FPS at one point (#FirstRaiderProblems, right?)

Alas, we were a few thousand DPS short. LF ranged and melee DPS <3.

Enjoy the weekend.

Dragon Soul Thoughts

I like the new raid. The pace is overall easier compared to Firelands. I know the Raid Finder makes it extremely easy to barrel through but I liked the way it’s turned out.

The Advantage of the Raid Finder

When I tried it out on the PTR, I was disappointed at the amount of time it actually took to get going. I endured 10 minutes of players dropping queue and requeuing on the PTR. But with a much larger population on live servers, it doesn’t take that long to get going actually. The raid finder came in handy during day one. It’s nice to see all the new writeups, strategies and so forth but it is another thing entirely to be in the instance itself. Granted, the raid finder difficulty is extremely forgiving. But to visually expose yourself to the effects, the abilities, and the terrain adds another dimension entirely.

I know that when Tuesday came around, a a number of players on the team just happened to get sick on the same day. At the very least, they were feeling just well enough to duck into the raid finder for a few hours to try out the tool and check out the place. We stomped through the place in around 90 minutes. Realistically, expect to spend between an hour to 2 hours inside there depending on overall raid skill. I’ve been really lucky with my groups as I’ve only experienced around 5 or so wipes through the entire night on my alts and such.

On epic gems

One thing I am not satisfied with is the way epic gems are handled. When you take down a raid boss, you get a Mote of Darkness which you can use to cash into a vendor. Depending on which way the dice rolls, you could end up with green quality gems or epic gems. And the prices for these things are outrageous. Red epic gems have skyrocketed to as high as 25000 gold already. Yeesh! During Burning Crusade, you could either mine them (Mount Hyjal) or loot them off bosses (Black Temple). In Wrath of the Lich King, I believe they were prospected and then purchasable via points or emblems. They’re trying something new this time around and I don’t know if I like the way it’s being done. In previous guilds, epic gems were handled from a collective standpoint. That is, we would bank every gem we get and then hand them out (master looted or a specific miner would get them). This time around, epic gems are now solely in the hands of the players and their own luck. I have difficulty asking players to give up any epic quality gems that they get to the guild. Perhaps the best way to reconcile it then would be to place the responsibility of epic gems back in the hands of the player.

Normal difficulty

The standard raiding difficulty should not be underestimated. Don’t think you can 2 heal this stuff yet on 10 man, for example (unless you’re rocking full Firelands heroic gear). For unprepared raids, it can still present a challenge. I’ve been a part of organized groups who just can’t seem to ping pong their way to victory on the Warlord.

Don’t get me started on the lightning phase of Hagara. As the wise Mel tells me:

Truism of WoW: When you have to avoid chain lightning, you can’t. When you want to chain, everyone is [perfectly] spread to avoid it.

So while coordination efforts are trivialized in the raid finder, expect it to be a little more punishing in the harder difficulties. Speaking of which, let’s not forget that this patch is supposed to last us until Mists of Pandaria. Either they’re getting close to a testing period or hard mode Dragon Soul is going to be really hard. Firelands went from the end of June until now (end of November). That was around 5 months.

Anyway, day one was capped off with a respectable 4/8 finish. I’m expecting Deathwing to provide much more of a challenge. I’d be thrilled if we can score a full clear during week one. I don’t want to set myself up for disappointment. Just going to take it boss by boss and concentrate on the present.

How has your experience with the raid finder been? Are you satisfied or bored with Dragon Soul? Hell, do you even find it appealing at all with the stuff you’ve seen?

Shaman Healing Talents for MoP – Choose Wisely!

Welcome to part 3! Looks like Shamans are heading into the expansion in the best form since their Ulduar buffs! Let’s take a look at their offerings.

Shaman talents

Matt’s selections

mop-talent-shaman_thumb1

Level 15: Affects movement of enemies. Nothing healing her but would most likely take Earthgrab Totem.

Level 30: Stone Bulwark totem seems about right. But nothing that screams healing for me here.

Level 45: Tranquil Mind totem seems quite awesome for PvP. Windwalk is another option but the usage of both would be heavily dependant on boss encounters and so forth. I’ll pick Tranquil Mind for the ability to ignore spellcast interrupts.

Level 60: Yet another raid healing cooldown for Shaman since SLT might not be enough going into Mists. Healing Tide totem looks to be the Tranquility look-alike. Don’t discount Fortifying Waters either as 10% reduced magic damage will come in handy (I just don’t know when).

Level 75: Ugh, torn between Nature’s Swiftness and Echo of the Elements. Probably the echo. Would be nice having duplicate shaman spells shooting around.

Level 90: Totemic Projection. Being able to tactically place your defensive totems would be a big asset. Elemental Harmony would be a situational talent in case you need to overload an area with water totems.

It does seem that Shaman are going to go into this expansion with a massive boost to their capabilities. With the additional healing buffs and utility talents, they have become that much more competitive. There are 5 talents here that help with healing (or at least, can be considered defensive minded).

Skills

Some of the former Resto tree talents are now merged into the skills that players can receive as they work their way up in levels. Resurgence, Ancestral Awakening and Tidal Waves are the ones I can see. New 85+ skills have not been released yet. I’m not sure if any information on what it could be has been released yet. Hoping to see an Air Elemental totem though. Not sure what it would do. It could just stand there and look pretty while calling down bolts of healing from the sky healing nearby players and shocking nearby enemies. Probably too overpowered. I’m thinking the Shaman tree is just about as complete as you can get for any healing class.

What say the rest of you?

Paladin Healing Talents for MoP – Your Picks?

Here’s part 2 featuring the favourite class that everyone loves to hate on: Paladins!

Paladin talents

Matt’s picks

mop-talent-paladin_thumb[2]

Level 15: Speed of Light. 1 minute cooldown but at least as Holy they have a personal defensive ability.

Level 30: CC abilities. Repentance, but otherwise there’s nothing that directly affects healing here.

Level 45: Appears to be the defensive paladin section. Nothing healing related, but would personally select Sacred Shield. Never know when you might get spiked. Plus it lets you eat a fire once in a while.

Level 60: Leaning heavily toward Holy Shield. Another ability that stops incoming damage relative to your Holy Power? Cool!

Level 75: Acts of Sacrifice. But there is nothing that helps healing here. Clemency does come in handy if you need two Hand of Sacrifices back to back. I guess it could be thought of as another single target CD.

Level 90: I guess it depends how powerful Holy Shock will be at this stage. I can already see Paladins chain casting Holy Shock over and over again on different players after a large AoE hit. Holy Avenger does look attractive for 10 seconds of maximum Holy Power.

Depending on how you look at it, there are possibly 4 abilities you can grab which will help you do your job as healing. The rest of them are pure utility such as the CC. The talents do not appear to be as diverse as the priest ones in terms of healing selections. But then again, paladins fill three roles. Priests have just two roles as they are unable to legitimately tank. Overall not a bad list. I feel as though additional talents could be brought in or modified here.

Skills

Paladins receive a new skill called Blinding Light. It’s essentially an AoE disorient. Now that’s going to be a fun skill in PvP. Can’t think of too many raiding applications for it yet unless there’s additional crowd controllable mobs.

I’m not exactly a regular Paladin healer so feel free to share your insights on your own selections and why you would differ on your picks.

Shaman and Druids coming up next!

Priest Healing Talents for MoP – Which Would You Pick?

Been meaning to do this for a while. Wanted to analyze all the new proposed talents for the different healing classes to see which ones I would choose if I played that healer.

Priest talents

Matt’s choices

mop-talent-priest_thumb1

Level 15: Nothing. All various CC effects. May as well go with the bread and butter Psychic Scream.

Level 30: Nothing. All various movement effects. Probably Body and Soul for me in most cases.

Level 45: From Darkness, Comes Light would be my main selection. Depending on the encounter, strategy and positioning, Divine Star would be an excellent alternative. Not opposed to blasting the spell down one direction healing the group.

Level 60: Defensive, personal cooldowns here. Leaning heavily toward Desperate Prayer.

Level 75: Wow. This is the hardest selection to make. I think I would take Power Infusion. Not only could I use it on myself for extra healing speed but in the event I don’t need it, i can toss it onto another player. But Twist of Fate and Serendipity are both excellent choices. You really might not be able to go wrong with any of these choices.

Level 90: This would be the second hardest talent selection to make after level 75, I think. Vampiric Dominance offers the ability for you to splash or cleave heal your group. Void Shift* offers another single target cooldown. Vow of Unity is another modified single target cooldown which gives your healing spells a pseudo Binding Heal effect with the added bonus of redirecting half the damage your target takes to you. Void Shift wins!

* For those who are curious, due to the wording of the talent, I believe that the health percentage swap is only temporary. That is, if my target had 30% health and I had 100% health when I used Void Shift and I healed myself from 30% to 60%, the health pools would reverse again so that my target had 60% health and I would have his health percentage (before being healed for that additional 25%).

If the expansion were to come out today, I would be satisfied if these were the talents that came with it. It really does make you think. In some of these cases, there isn’t always a clear cut answer as a simple strategy change or a different encounter could lead to a radically altered talent choice. The latter talents are designed to really make you excel as a healer.

Skills

Where did Vampiric Embrace and Devouring Plague go? That was the first thing I noticed. Nice to see I get Lightwell folded into the Holy skillset without having to actually spec into it. Train of Thought received the same treatment as well. No word on what our level 85+ skills are. But I think Discipline is receiving the castable Shield past 85 at some point.

My thoughts on the rest of the healers will come later this week!

EDIT: WHERE DID PRAYER OF HEALING GO?!