When should you change your raid strategy?

I have been reading numerous posts lately about how to pick a strategy for an upcoming boss fight and even more discussion about how to go about tailoring a strategy to your particular group. While I have read many good suggestions and valuable tips, I still think I disagree with the the basic premise of “choosing which strategy is best for your group.” The portion related to tailoring your approach based on your specific group is good, but the vast majority of the time, boss fights have one basic strategy that they were intended to be completed with.  Everything else is a modification of the basic strategy. Each decision to make additional modifications should be for a specific and, more importantly, *intentional* reason.

Here are the basic reasons for modifying a boss strategy. Whether it be during the research stage, during an actual raid, or after a full night of raiding, once you get some logs, a little perspective will help with the decision making process.

Wait! I can think of examples of multiple strategies used for bosses!

No, I actually put a fair amount of consideration into that statement.  For the most part, all WoW raid bosses have one basic approach/strategy that everyone used to defeat them.  That being said, almost every group that originally “progressed” through the boss fight made certain modifications to this basic strategy in order to adopt it to the particulars of their own group and situation. Generally though, each boss encounter has a single strategy/approach that is dictated by the mechanics of the encounter. Far too often I see people confusing two different modifications to the one basic strategy as somehow being completely separate from each other.  Understanding where something comes from is an essential step in the road to gaining mastery over it.

For example: in the Yogg Saron fight, the basic strategy required to complete the encounter is to kill sarah by blowing up adds next to her, then you send people through the portals to damage the brain, finally you kill Yogg himself all while dealing with the various adds/abilities/”bad stuff.” Whether you tank the adds in phase1 in the center of the room next to Sarah, or tank them by the door and then kite them into the center is a difference in tactics, the strategy is the same. Who you send into the portals during phase 2 is a question of assignments, the fact of the matter is though, in order to get to phase3, you send some people into the portals and they have to damage the brain to push through the phase while everyone else does stuff to stay alive.  In phase 3 you can tank the adds over here, over there, all grouped up or separated out, the individual assignments and tactics used will vary from group to group and depend on a number of factors but the basic strategy used to complete the fight is always going to be the same.

Reasons for modifying your strategy

You overgear or “out-awesome” one or more of the basic mechanics of the fight.

I’m not going to spend much time on this one although I think it is the most prevalent reason for differences in strategies being discussed. 10 man Sartharion 3D is a great example of this as is Yogg+0. Both are highly technical fights with what were some very unforgivable mechanics when they were “current content.” With access to greater gear and higher performance numbers from your average raider, it became possible to ignore the majority of these encounters core mechanics and opened up access to “new strategies” (and again, I am arguing that it is the same basic strategy to kill the boss, you are just choosing to ignore/skip a portion of it)  It is important to be aware however if you have chosen to ignore one of the basic mechanics of the encounter.  This can often be especially important when you get to the point of switching the encounter to hard mode or try and work on one of the raid achievements.  If you have only learned how to do the fight using some kind of short cut or something that ignores a basic mechanic, then forcing yourselves to relearn the fight is often times a tough sell for the raid leader and a frustrating experience for your raiders.  My advice is to learn to do it “right” the first time through.

You are missing some sort of raid utility buff/skill integral to the fight.

A lot of fights require something to be purged, dispelled, stunned, interrupted, etc… Especially when you are doing 10man raiding, it isn’t impossible that you will find yourself without one of these things while standing in front of a boss who “requires” that skill. Thankfully Blizzard is aware of this possibility and usually provide some method to address the issue.  For one, they have spread around all of the basic raid utility skills so that the likelihood of finding yourself in this position has gotten MUCH less likely.  In the past, they have usually toned down the adverse effects of the ability in case you don’t have the ability to purge/interrupt/cleanse each one.

One example of this for us in ICC were the occasions we found ourselves in front of Saurfang with 3 melee and no hunter to distracting shot kite one of the adds.  We have done this fight with just about every composition of range and melee possible at this point, and our raiders have pulled all of them off without any more struggle than we were having at the time with “optimal” setups.  Another example is when we were progressing through Naxx 25 and reached Instructor Razuvious without any priests in the raid, sorting out how to do that was an adventure all in itself.

The plan isn’t working

You outlined the plan on the guild forums ahead of time, you gave a brief synopsis over vent before you started, why isn’t the boss dead yet? Being able to accurately articulate the answer to “why isn’t this working” is a critical step that a surprising number of people get wrong in my experience. Here are some questions to ask yourself when trying to figure out the answer to this question:

How many times have you attempted the fight already this raid using this plan? If the answer is less than ~15-20, then unless you either clearly misunderstood some mechanic during your research, you probably need to collect more data.  Unless you feel that everyone in the raid is executing the plan exactly the way they were asked, keep trying.

At what point in the fight did the group diverge from “the plan?” Was it a milestone you failed to meet?  Unless everything went exactly as it was supposed to and your dps are putting out the same numbers they always do, you probably just need to let everyone work out their own kinks with some more practice.  Depending on the type of milestone involved, possibly consider things like switching between 2 and 3 healers.

Are people dying? Every raid leader should have some sort of death tracking addon installed so you can easily review what caused people to die and what happened to them in the ~15 seconds prior to death.

  • Tank death: did they use their defensive cooldowns appropriately? Were they where they were supposed to be? How much healing did they receive during their last ~10 seconds alive? If the healing received looks low, all appropriate cooldowns were used, and they were not out of healing range for some reason, it might be a “healing issue.”

If the healers weren’t healing the tanks, then what were they doing?

Were they all moving or unable to heal for some reason, maybe the positioning needs to be changed.

Were they healing someone else/themselves? Then those people need to get better at avoiding damage and your healers need to either have better healing assignments or different healing priorities.  This is one of the biggest mistakes I see raid leaders make in blaming the healers for people dying when in reality it is the healers being forced into a no-win decision in to try and compensate for other people’s mistakes. Find out why they weren’t keeping the tank alive.

  • Healer death: were they standing somewhere they weren’t supposed to be? Did someone fail to taunt/CC an add that killed the healer?  …there shouldn’t really be any other reason for the healer to have ever died.  Keeping themselves alive, followed closely by keeping the tank/their assignment alive is every healers only real responsibility in most fights.
  • DPS death: Were they standing where they weren’t supposed to be?  Did they pull aggro on something they weren’t supposed to?  If they weren’t killed via a one-shot, how much healing did they receive before they died?

If you can’t figure out why your plan is failing and the boss isn’t dying, then your biggest problem isn’t with the plan you are using. Thankfully there are a wealth of resources available to you as a raid leader and a truly amazing number of members in the various raid leading communities that are just waiting to help you figure it all out. All you have to do to find help is be able to do is follow two simple steps:

  1. Generate a combat log during your raid and upload it to one of the available *free* services that will parse the information into a useful format.  My personal preference is World of Logs.
  2. Ask someone for help.  Everyone starts out as a newbie at some point, none of us are born with the ability to play wow or lead raiders.  Some of us still remember what it was like starting out and we are more than happy to offer help.  Being able to provide a log of the your raid attempting the encounter in question will allow FAAARRR more useful feedback then trying to communicate all of the details through any other method.

Have you ever had a boss kill which came from a simple, yet overlooked strategy modification?

Weighing in on the Purification buff and future cooldowns

Shaman healing has been a bit… rough for most people. Our numbers haven’t been much in the way of competition compared to holy priests, holy paladins and now disc priests along side druids. We’ve got a lot of tools, but were lacking some necessary power when compared to other classes. As I’ve proven you can post good numbers and be competitive in certain environments, but it’s a lot of hard work and takes a lot of coordination. The devs over at Blizzard have definitely noticed this and have issued a response.

Shaman

We are also applying a hot-fix for Purification for the Restoration shaman passive from 10% to 25%. We think that shaman healing per second is not as competitive with other healers and while we hoped to bring down Holy priest and Holy paladins (in particular) in 4.0.6, which we did, shaman still appear to be behind. In this case, it is simply easier to buff Restoration shaman rather than nerf everyone else or re-balance the encounters.

In Addition – Restoration Druids and Restoration Shaman

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hot-fix, but it is something we are looking at for the next major content patch.

As always, we appreciate your continued constructive feedback and will do our best to keep you informed of ongoing developments.

First off all, the buff to purification is more than I could have hoped for. Some napkin math shows that the 15% increase, pushing it to 25% will give us a large and much needed throughput boost. This boost, if my math is right, will make us competitive with those pesky priests and paladins. While shaman everywhere (including myself) are rejoicing at this change which will be implemented in a HOT FIX (that’s right folks we really don’t have to wait for a content update for this), this isn’t the best of the news.

So if you’ve been reading anything I’ve written for the last year, you know that I’ve had this sort of strange addiction to a spell that went away back in the days of early Wrath beta, Spirit Link. The devs talked about bringing it back for Cataclysm, but sadly it was was scrapped, and I shed a long and lonely tear for the death of my beloved. That however did not keep me from bringing up almost a year ago that we quite possibly needed a defensive cooldown. It would seem that this time around, Blizzard agrees. They’ve already stated that they are looking for this in the next major content patch. To me this seems to smack of the fact that it is likely we will actually get that cooldown. So, on the off chance that Blizzard reads this, I’d like to offer once again some ideas on how to make it work.

First of all, Riptide should likely be removed as a talent. Every, single, restoration shaman takes the talent. With it being that, well for lack of  a better word here, required shouldn’t it be made a base-line bonus for choosing restoration? At least two of the three other healing classes have similar spells as baseline spells, so why should ours require the use of a talent point? I suggest making the new top tier resto talent a cooldown. Here’s some ideas on that

Spirit Link

20% of base mana 40 yd range

3 min cooldown

The shaman calls upon the spirits of their ancestors to watch over their companions and help ease their burdens and suffering

30% of all damage taken by party members within 40 yards is redirected to the Shaman (up to a maximum of 50% of the Shaman’s health times the number of party members).  Damage which reduces the Shaman below 20% health will break the effect.  Lasts 15 sec.

I still really like this idea. It’s like a hand of sacrifice, and it plays to the whole idiom of shaman being about the group healing, and in this case group mitigation. Big cooldown, big cost.

Ancestral Guidance

8% of base mana 40 yard range

3 min cooldown

Calls upon the spirits of the targets ancestors  to watch over and guide the friendly target. The guardian increases the healing received by the target by 30%, and also prevents the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 sec.

Very similar to Guardian Spirit, but again right up the shaman’s alley. Think about it, shaman are the spiritual stewards of their communities. Often communing with the deceased for guidance, luck, a good harvest or safety. In the real world, in times of war there are accounts of shaman calling forth the spirits of their ancestors to inhabit their body for a short time, giving their actions and abilities that supernatural edge that only the departed could grant. They could also bestow this gift upon others. So this could fit as well.

Embrace of the Earth

10% of base mana 40 yd range

3 min cooldown

The shaman calls forth the spirits of the earth to imbue the target with a supernatural resilience, reducing all damage taken by 50% for 8 sec.

This one is a lot like Pain Supression, slightly elevated mana cost, slightly more damage reduction, without the threat reduction. It fits with our lore, calls forth the element of earth which is traditionally the element we call on for survival.

Aegis of the Tempest

15% of base mana 40 yd range

3 min cooldown

The shaman summons the spirits of the very air to protect a friendly target in the form of circling cyclones. Increases dodge rate by 80% and reduces incoming damage by 50% for 10 seconds.

Air is the one element that is wildly under represented in our arsenal. We get Wind Shear, and a few air totems but that’s really it. This cooldown could be a great way to work that into the game for us. A cooldown that allows us to use the air to protect the tank, seems pretty fitting. I’m thinking something like a deterrence for the tank we can pop on them would work pretty well, just can’t make it a 100%.

Now, these aren’t perfect. Not by any means really, but it’s a start. I actually have a notebook full of ideas. I mean, it’s no surprise I’m addicted to shaman in and out of game, so I’ve been jotting down ideas for well over 2 years now.

So while I’m excited at the idea of getting a cooldown and my mind is all aflutter with ideas, I’m curious as to what you would want for a cooldown. What type of cooldown would you like? damage reduction? instant save from death?

Question: When do you Call a Wipe?

Keeping the post really short today. Whether it’s in a 5 man, a 10 man, or a 25 man, I’m curious as to under what circumstances your raid leaders call a wipe.

Does it ever frustrate you when your raid leaders do?

Does it annoy you when they should and don’t?

For the raid leaders, does farm versus progression content impact the times you call wipes?

I’ve called snap wipes when we lose 2-3 people in the opening minute of a fight. I’ve called for a continual push even when we were down a half raid.

What’s your take?

Recovering From a Bad First Guild Date

I issued a Valentine’s day blogging challenge earlier on Twitter. It wouldn’t be fair of me to not participate. Any bloggers are welcome to join in. It’s a fun way for bloggers to throw a Valentine’s spin on their posts. If you do accept the challenge, feel free to e-mail or DM me a link to it and I’ll round them all up at the end of the week. I’m sure you can come up with some ideas if you think hard enough.

1327762_rosesPerformance anxiety.

Nervousness.

Fear.

Intimidation.

Those are just some of the few things any prospective raider will experience on their first “date” with the guild. As much as we love to hear a happy ending to a story, the reality is that it isn’t always the case. Here you are, a  player trying to court your new guild. You want them to love you. You want them to be attracted to you. Why? Because you want to be with them too.

But then you screw up.

You stand in the fire. You eat one too many Shadow Crashes. You accidentally dropped a totem in the wrong place.

For whatever reason, your “date” just wasn’t impressed with you at all. Here you are trying to establish a solid foundation with them but you blew your chances because of some silly mistakes. The question they’re asking themselves: Can you be trusted to not screw up again in the future?

Meanwhile, the question you have running through your head is: Will they give me a second chance?

Probably not. At least, not right away. If you epicly messed up, you won’t have a shot. But you know, maybe that guild likes you just enough for another look. But you have to prove yourself.

Communicate

“Hey, I know I screwed up here, here and here. I’m just a little jittery because it’s my first time here. I’ve watched the movies and I know the abilities, but I guess I was just overwhelmed with anxiety. I know I’ll do a better job next time.”

Sometimes a little reassurance to the guild is all that’s needed. Everyone loves a person who recognizes and owns up to their own mistakes. It’s a sign of a truly mature individual who understands they’re not perfect. Now I can’t speak for everyone, but someone who can see where they screw up without having to be told about it is perfect in my eyes.

Listen

Hear out what the guild has to say. If you’re not sure, ask them what you did wrong so you can try to make amends for it. If you know your DPS rotation is messed up, why are you still following the same bad habits? This is especially true if someone is playing the same class as you. Listen to what they have to say, consider it, and see if its right for you. When they drop little hints about what you can do to be better, listen to it.

If that player isn’t you, then you might just need to take a hard look at yourself in the mirror and make the choice between walking away or dealing with it.

Don’t screw up

You were given a second chance. It’s extremely unlikely you’ll be given a third. Don’t mess it up again by choking. They’ve said yes to you again so you better show up and show them who the real you is. Polish up the armor and maybe shotgun a flask.

When they ask you where the nearest raid is, you can curl your muscular Dwarven arm and go “that way”.

Even though you didn’t make the best of first impressions, you might still have a chance to get into the guild of your dreams.

They want to like you

Last thing I want to impart is this:

No one is out to get you.

The guild that you’re going for, you have to remember that they want you to be the one. They don’t want to go back to the recruitment boards again searching for Mr. or Ms. Right. They’re looking for someone who will stick around for a long time.  You’re here because they think they found a potential match and they’re rooting for you to be with them! They want you to ace it so they can go back to drinks! It’s up to you to either validate or prove wrong that claim.

Speaking of which, we’re looking to shore up our roster with a Holy Paladin, an Elemental/Resto Shaman, Rogue and a Mage. But we’ll look at any other classes though. Come check us out.

Does Your Guild Use Set Interrupt Teams?

Have you ever been in a raid with less than stellar interrupts? I’ve seen it happen many times. A small number of players  seem to have that confidence where they feel they can conquer just about any spells or abilities thrown their way. That is, until the encounter decides to throw a wrench in their plans. It usually sounds a little something like this:

“I got next inter—No, I’m trapped! I can’t do anything!”

If you’re lucky, there’s another player with an interrupt who can bail that player out. If not, the group may have just suffered a large setback. Having dependable interrupters on your raid roster is one of those little things that grant peace of mind to everyone. Your raid leader can rest easy knowing that certain abilities will be shut out. There have been times when I cursed because a key melee player had to run out or died due to some random ability.

From what I’ve seen, raid groups usually have a minimal amount of players for interrupts. This allows for maximum DPS time from other players because if don’t need to worry about catching key abilities, they can focus more on their DPS.

But the case I want to make here is for stability. Doubling up on interrupts can help cut down on the number of wipes due to unnecessary boss attacks going off.

Some examples include:

  • Wind Shear: 6 second CD, 2 second lock out
  • Shield Bash: 12 second CD, 6 second lock out
  • Pummel: 10 second CD, 4 second lock out
  • Kick: 10 second CD, 5 second lockout

This is just the start though. There’s a whackload of other classes with interrupt capabilities (Mages, Death Knights, etc).

How should you set teams?

Your interrupt teams will vary by encounter. A typical setup would involve two teams of 2. Preferably, the interrupters would share similar cooldowns and lockout times. Back in Burning Crusade, there was an encounter called Reliquary of Souls. You could find it in Black Temple. That encounter really brought out the necessity for skilled interrupters who could identify which skills to let go and which ones to shut down (like Deaden, Spirit Shock, etc).

A more recent example encounter would be Maloriak where Arcane Storms and Release Abberations need to be controlled.

Every interrupter should use macros to announce their interrupt skills. Actually, if you want to take it one step further, I highly recommend an addon called RSA. It’ll announce whether you were successful or unsuccessful with your interrupts. Or even if your kick got resisted or if the target is immune! Great to have!

If you have a skilled player who can carry interrupts on their own, then you can definitely disregard this post. I’ll raise my coffee cup to you on that. For the rest of us who sometimes struggle with blown interrupts, that safety net will do more in the long run.