Frustrated by Ulduar? Here’s Why

Guys, I have a theory. I want to write about the perceived “easiness” of Ulduar. Random conversations with other WoW players on Twitter and reading of blogs inspired today’s post.

Here’s the theory.

“Ulduar’s easy mode wasn’t cleared because it was easy. It was cleared because the top guilds raid way more than you and I.”

No really?

But let me explain further to the guilds, leaders and raiders who appear to be frustrated by their guild’s lack of progress. Many guilds have forgotten what it’s like to hit a progression wall. Raiders who felt good about themselves and their abilities started having doubts about themselves. More on this later.

Don’t compare your guild to Ensidia or Vodka. Don’t use them as benchmarks to your guild’s success. They are the top guilds in the world for a reason (One of the raid leaders likes to occasionally remind players of this fact). They’re on a completely different level.

It boils down to hard work.

These are guilds that spent extensive time on the PTR. Every time a new boss was active, raid groups were already in and ready to engage. They would spend hours in there wiping relentlessly experimenting, trying new things and making strategy adjustments.

Sounds like your guild right now, doesn’t it?

The learning process that guilds are going through right now has already been experienced by top guilds on the PTR already.

Don’t be ashamed of yourselves or disappointed. Flashes of sadness, anger, and determination (in that order) routinely flood through me during raids. I’m disappointed at myself for not executing. I become angry because I know I can do better. I’m then determined to prove myself right.

It’s called challenge.

And here’s where the payoff lies. It’s the steadily ticking down of boss health. As it counts down from 10% to 9% all the way down to 1%, the adrenaline is still pumping. The euphoric feeling that courses through your body after a kill? That’s what accomplishment feels like. It feels good doesn’t it?

When I measure and compare progress with other players or guilds, one question I like to ask is their hours spent raiding. The problem with using weeks is that the range which guilds can raid vary tremendously. Some guilds log 6 hours a week. Others log 18+. As an example, it took Conquest troopers around 7 hours to get from the start of Ulduar to the kill of Deconstructor. If a progression guild takes down Kologarn after a 16 hour raid week and a progression guild knocks out Kologarn after two 8 hour raid weeks, then I’d say they’re about on par because it took both guilds the same amount of time to get there (16 hours).

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You know this. I know this. I’ve talked to players both in different guilds and abroad on Twitter. Everyone knows this. It’s still a difficult and bitter pill to swallow. Like the great Morpheus once said, “There is a difference between knowing the path and walking the path”. The average time it takes for a typical heroic raid to learn and kill a new boss is around 2 hours. Shorten that time if players watched videos, read strategy, or have done the 10-man versions.

Even now, we start seeing progression gaps among the different guilds. The spread from first, to tenth, to twenty-fifth is increasing. It’s becoming increasingly visible to separate the “pretenders” from the “contenders” (Hockey playoffs are still in my head).

To the guilds leading the progression charge, I salute you. I’m always interested in reading what guilds like Fusion are up to (especially with their popular StratFu blog Edit: Defunct) and how they handled particular challenges. I’ve heard stories of how some guilds prefer to keep their raid secrets a secret. Never really bought into that policy. I always preferred to teach players and learn from others.

Lessons from Talent is Overrated: Welch’s 4 E’s

I’ve been reading a great book called Talent is Overrated: What Really Separates World-Class Performers from Everybody Else. I’ve learned a lot of great lessons and many of the stories are some I’ve found to be inspiring to me online and in the real world. Hopefully you’ll feel the same way.

Former CEO of General Electric, Jack Welch, had a set of criteria he would use when looking at prospective employees to promote into the upper levels of management. It’s called the 4 E’s! Let’s see if we can take them and apply them to players looking to break into the demanding responsibilities of raid leadership. These are all general (and well rounded) traits that Welch would key in on.

Energy

Self-motivated and driven. These are players who aren’t tired (or don’t give off that impression). They want to do something. It doesn’t matter if it’s the first hour of raiding, or the 4th or 12th hour. Their level of energy remains high, focused, and committed. They’re always eager to get going and try something new when strategies don’t work.

Ability to energize

Having someone who can not only motivate themselves but the others around them is a huge benefit. These are players who don’t need a spark to get the raid going. They are the spark that helps to ignite other players. It’s this up tempo attitude that separates okay raid leaders from great ones. This is a trait that doesn’t have to be limited to leaders either. It could very well be anyone.

Edge

(It means decisiveness, but a word was needed that started with the letter e)

Whether you are right or wrong isn’t as important as making the decision in a timely manner. Ideally you want to be right (or have positive results) more often than not. I personally cannot stand indecisiveness. That’s why I’m not a big fan of “co-gm” or democratic guilds. I don’t like standing around waiting 10 minutes for a raid leader to decide Abom wing or Military wing. Loot’s a different matter entirely. But for other raid-to-raid decisions on progression content like who’s tanking what, which boss to do, what strat to try, who sheeps what, and all that, it’s better to just pick a name and get it done. This becomes especially true in make or wipe situations when picking which Druid should battle res, for example.

Execution

This is also known as the follow through. Can you deliver? That’s all there is to it. The ability to execute is a broad look at all the players involved. Sure you’ve topped the healing charts. Every incoming add is CC’d or destroyed. Your tank miraculously survives 3 seconds past an enrage timer. But the raid boss or encounter must be beaten for all of that to matter. You can say all the right things. You can do all the right things. Yet at the end of the day, you’re going to be evaluated by your guild on the coordination and objectives achieved.

Val’anyr’s Vilification?

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As I’m sure you’ve seen yesterday, MMO-Champion put up the stats for Val’anyr, Hammer of Ancient Kings. As of the time of this writing the link is gone. Here’s the link go ahead and click it.

Val’anyr Armory

Poof! Searching for the item on armory as well has yielded no results. This comes at a time where every healer has been foaming at the mouth for stats and a chance to claim the legendary mace that had been promised to us. I’m certain when people saw that the stats were released, like me, their hearts beat a little faster with anticipation and hope.

Here’s a link over to MMO-Champion’s Val’anyr photo but I’ll go ahead and post the stats here for you guys to take a look at.

+52 Stamina

+54 Intellect

Equip: Improves critical strike rating by 47

Eguip: Improves haste rating by 46

Equip: Improves spell power by 587

Equip: Your healing spells have a chance to cause Blessing of Ancient Kings for 15 seconds allowing your heals to shield the target absorbing damage equal to 15% of the amount healed

To be honest when I saw that slathering of stats my heart sank a little bit. I was expecting something with a bit more oomf. It’s an item level 239 which is a step up from items like Guiding Star who clocks in at an item level of 232. The stat increase is about 6-8 points higher (average) then iLevel 232 gear, spell power is a bit higher, by 30 to 40 points, and the item budget seems in line for the haste and crit as well. It follows the same jump from say Torch of Holy Fire (iLevel 226) to Guiding Star.

Don’t get me wrong the shield proc alone makes this thing worth it’s weight in gold, but I was expecting something a little more awe inspiring. Something that said “yes that is an amazing weapon and worth every second of the time I put into assembling it!” Lets take a look at the games past legendary weapons.

Vanilla WoW Legendaries

Back in the days when Molten Core was endgame, two legendary items were introduced. Sulfuras, Hand of Ragnaros and Thunderfury, Blessed Blade of the Windseeker. These items were are amazing. Hand of Ragnaros on an enhancement shaman was the most fearsome thing in a battle ground, if he hit you, you were going to die. Thunderfury on a tank was like a cozy fire on a snowy night, you knew you were safe and warm no matter what happened. They were awe inspiring, you knew those who had it knew what they were doing, went to great lengths to get them and they stacked up heads and shoulders above the other items in the game at the time. To be honest well into burning crusade Thunderfurry was still being used as a premier tanking weapon, it was just that good.

Later on in vanilla WoW, Naxxramas came to town. It brought with it two more legendary items to the game.The Corrupted Ashbringer / Ashbringer and Atiesh, Greatstaff of the Guardian. I include the Corrupted Ashbringer and The Ashbringer because it was amazingly well done, and little things like walking into Scarlet Monestary and having all the NPC’s bow down to you was truly epic. The corrupted Ashbringer also talked to you in whispers(click HERE to listen on youtube). The item alone spawned so much speculation it became a legend in it’s own right. People guessing when they would allow the quest to cleanse it or if they would bother at all. The item has fan sites !

Atiesh  had four different flavors for healers and casters here they are for you to look over. Atiesh 1 , Atiesh 2 , Atiesh 3 , Atiesh 4 .  It’s stats were amazing in any iteration and the time to build it as well as the lore behind it was truly powerful and awe inspiring. Compared to other staves at the time like Spire of Twilight from old Naxxramas, Thadius. It also felt truly epic if you walked around with one of those.

Burning Crusade Legendaries

Burning crusade continued our story into outlands and eventually brought with it two legendary items. The Twin Blades of Azzinoth and Thori’dal the Stars’ Fury. The twin blades have been iconic since we were first introduced to illidan back in warcraft. They had a great set of stats, and the set bonus for them were really good. Star’s fury from Kil’jaden is a jaw dropping item. It may not have a ton of quest or lore behind it, but it’s rarity and the unique ability of the bow to not have to use arrows is amazing. It is still the best bow in the game,  and hunters still crave it. Most servers you will still find groups trying to go do sunwell and among those groups you’ll likely see many hunters chomping at the bit to get in for a chance at the bow.

Compare those legendary items to Val’anyr. Each of the legendary items prior to the mace has been leaps and bounds ahead of the weapons of its time in the sun. Each item truly felt epic and getting one was something to be proud of, perhaps even an apex for that particular content. With the leaked stats on Val’anyr it seems more meh. It’s proc is very very nice and depending on if it has a cool down on the proc or any other restrictions will determine whether it’s good, or really epic good.

I asked for reactions from my friends on Twitter . I asked if they thought it felt like a legendary item. general consensus was “IT NEEDS MORE SHINY!” to quote one of my Moo Cow Healy friends Kiki. It’s good, but it seems like it would be more on par with its item level and as a result could potentially be replaced when Ice Crown drops as a raid.

I think they took the link down on purpose, perhaps to tweak things before people start getting enough shards to build it.

What are your thoughts on Val’anyr? Do you feel it is legendary quality?

Till next time

lodsig11

Feel free to follow me on Twitter

Image of Mjolnir courtesy of www.Marvel.com

Healing Ulduar: Ignis the Furnace Master

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For other bosses in Ulduar, check the Ulduar Healing strategy page.

Here’s a rather unconventional approach to killing Ignis which utilizes the side of the instance. Using this method does appear to be rather cheesy, but it takes a lot of pressure off many players. Credit this to Kimbo for figuring this out. Ignis is one of the early optional bosses you’ll encounter first in Ulduar. I recommend working on Razorscale first before doubling back to the Furnace Master.

Quick notes

  • Standard tank and spank
  • Periodic Constructs will activate

Abilities

Scorch – All enemies in front of Ignis will take quick dot damage for 3 seconds (ticks every half-a-second). Constructs within the area will start to heat up and become Molten.

Flame Jets – Geysers of flame shoot up from the ground and throw raid members up into the air. If the Flame Jets connect while a player is casting, they’ll be interrupted for 8 seconds. Targets take fire damage over 8 seconds.

Slag Pot – Ignis will charge a player and grab them tossing them into his Slag Pot (the pot hanging around his waist).

Activate Construct – Activates a Construct with 3.8 million health.

Strength of the Creator – When a Construct is active, damage done by Ignis is increased by 15%. It’s a stacking buff. When a Construct is taken out, the stack is removed.

Ability examples

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Scorch on the ground

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Construct

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Here’s a shot of some of the melee players in the air after a Flame Jet.

Setup

Here’s our non-conventional setup. If you look to your left and right, you’ll see two pools of water that are surrounded by a ledge. Start heading for the one on the left (facing Ignis) that’s nearest the entrance ramp. All ranged DPS and healers should stand on the ledge.

The reason you want to set up in this position is to think back to the days of Starcraft where players set up choke points for enemies to go through. Constructs that spawn, if their aggro is gained by a ranged player, will have to run all the way into the pool and then up the ramp in order to take out a player (green path). The extra distance the Construct has to run should be more than enough time for your off tank to attract the Construct’s attention.

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Main tank

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Your tank’s going to be running laps along the red path. The ranged group should not be affected by Scorches. Your healers are going to have to strafe along the blue arrow to maintain range with the tank. The upper line is a little under 40 yards.

Execution

Once Ignis is engaged, your main tank will pick him up and start keeping him moving in a roundabout fashion pictured above. After a period of time has passed, Ignis will begin to activate Constructs. Off tanks need to snatch them up and bring them into Scorched areas and hold them in there until they turn Molten. When it hits 20 stacks, it becomes Brittle.

What do you get when you combine something incredibly hot with something incredibly cold? The object becomes extremely brittle. The same thing applies here. The chance to crit the Construct increases. Damage done over 5000 will effectively kill it. Be sure to target Brittle’d Constructs with your ranged players as they explode dealing damage to players in close proximity.

Have players keep an eye on Flame Jets. If spellcasters are caught casting when Flame Jet connects, they’re locked out of casting for 8 seconds. Not good if you’re a healer.

Healing

There are four healing areas to cover in this fight:

Main tank – One healer should be enough but other healers will need to keep HoTs as active as possible especially with numerous Constructs.

Off tank – If there are Constructs up, your off tank is going to need heals as well.

Slag Pot – Ignis is going to charge and pick up a player and toss them into his sack. While in his sack, they will take 5000 damage every second for 10 seconds. Keep a dedicated raid healer on Slag Pot duty. If there’s no one in there, that healer then returns back to healing the raid.

Healers won’t be able to cast too many spells in there. But healers with instant spells should be able to cast them as much as they can. Priests, for example, can Holy Nova while inside the pot.

Raid – Flame Jet and Scorched melee players are going to involve the bulk of the healing here. Chain Healing Shamans will be at their finest especially since ranged players will be strafing along the ledge. After getting hit by a Flame Jet, I will personally light up a few Holy Novas while I’m in the air.

Healing loot

Flamewrought Cinch – Leather

Lifeforge Breastplate – Plate

Pyrelight Circle – Ring

Scepter of Creation – Wand

Healing Heroic Emalon the Storm Watcher

emalon_phixr If you didn’t know already, Emalon is the new boss in the Vault of Archavon in Wintergrasp. Unlike his cousin though, he’s got a bit of a kick to him and look out because he brought friends!

The encounter starts with Emalon in the middle of the room and four tempest minions surrounding him. Generally you’re set up is going to be one Main Tank and one to two Off Tanks. The offtank will grab all four of the Tempest Minions and drag them off to one side of the room, while the Main Tank grabs Emalon and take him towards the opposite side.

Emalon’s Abilities

First it should be noted he hits very hard on plate. Average hit pushes up around 20,000 damage.

Chain Lightning: Like the name inplies it’s a chain lightning, but the more people it chains to, the more damage it does. The raid will have to be spread out to avoid players eating a rolling chain.

Lightning Nova: This is similar in effect to Loken’s nova. He will occasionally spam a raid wide blast that deals increased damage the closer you are to him. Melee who are not fast to move out of it, and the MT will take a large hit (upwards of 20,000). If you are not in the immediate vicinity when it goes off you can expect to take roughly half the damage.

Overcharge: Occasionally Emalon will cast overcharge on one of the Tempest Minions. This will heal the minion to full health and increase that minions damage output by 20%. After 24 seconds the minion will explode causing massive raid wide damage.

Beserk: On heroic difficulty, Emalon has a 6 minute enrage. This will increase his damage output by 500%.

Healing Emalon

Emalon is a fun fight for healers. He hits hard and there is a lot of raid wide damage going on. The fight is set up though that group healing (Chain Heal, Circle of Healing, Wild Growth and glyphed Holy Light) becomes less effective as generally people are spread out to avoid Chain Lightning.

Main Tank Healing

Two healers should be assigned to the MT. I’ve found that a Disc Priest and a Resto Druid do wonders to even out the spikes in damage. Keeping HoTs on the tank as well as aggressively shielding help to smooth out the damage. The healers on the MT will have to keep a steady stream going as the tank will be eating novas at ground zero, large melee hits and potentially chain lightnings if the melee are not far enough away.

Off Tank Healing

The OT is similarly going to be taking a lot of damage. It is suggested to have two healers dedicated to the OT. Healers should keep a full range of HoT’s on the OT and be ready to drop large heals as adds gain Overcharge. The OT will be taking some of the nova splash as well as being beat on by four adds.

Raid Healing

For healing the raid you should have two to three healers assigned. Between Chain Lightning and Lightning Nova there will be a lot of raid damage being thrown around. The raid will be spread out though and so group healing should be replaced with a series of quick heals (Lesser Healing Wave, Flash Heal, Flash of light) as well as having HoTs up on as many targets as you can. Shamans I would suggest dropping Healing Stream Totem. It’s a 30 yard range so even with people spread out it will still hit most. Similarly Tranquility can be used to great effect because of it’s 30 yard range. Group heals can be used at certain points, such as when melee crowds around Tempest Minion to burn it down. They will be close enough together for a time to shoot off a couple quick Chain Heal, Wild Growth or Circle of Healing before they move back to Emalon.

It’s a fun fight. It forces healers to utilize different heals and keeps us casting pretty much throughout the entire encounter, so make sure you have your MP5/Regen gear on and potions at the ready.

Until next time, Happy Healing

lodsig1