Warning: Bad Targeting can Lead to Raid Deaths

targeting

"Great ability develops and reveals itself increasingly with every new assignment."

Baltasar Gracian, The Oracle

I bet this is something not many healers even think about. I’m not here to talk about your raid frames or your raid UIs. They all represent the same thing (health bars).

But a good healer knows better then to simply rely on clicking health bars to heal or to target their fellow raiders.

Targeting methods

There’s two different ways to target your allies.

  • Raid frames: This is the method that just about every healer is familiar with. Simply put, you click on the player’s frame, and you hit the heal button.
  • Heads up: This method involves you directly clicking on the target on your screen. As in selecting their character model. It can take some practice to do. The reason why it’s called heads up is that you have to keep your head “up” on to the screen instead of glued to the frames.

Why should I care about the heads up method?

A fair question to ask. I can easily heal players at will by clicking on their frames, you might say to yourself. But if you keep your head up on the action, you can make an estimated guess as to who the next person to get hit will be. Or give the impression of having really fast reflexes!

It’s like being psychic and being able to to tell the future!

And in the end, being able to predict where the damage is about to go to can only make you a better player. Don’t pigeon hole yourself into using one method or the other. Learn when to use each one.

Allow me to illustrate.

Kel'Thuzad's room, phase 2 with a player ice blocked

This is Kel’Thuzad’s room. Specifically, we’re witnessing yours truly in action during phase 2. See that Ice Block? That is not a friendly one. Any player trapped within loses 104% of their health in 4 seconds. Note that it’s a percent not an absolute.

You have 4 seconds to react. Or else they die.

What’s faster?

Looking for the raid warning, running towards the player, targeting them in raid frames and then healing them? Or targetting the big chunk of ice in the middle of the screen and dumping spell after spell in a desperate attempt to keep them alive?

Your brain takes time to function. Sure we all make split second decisions and react accordingly. But in a situation like this, you take more time waiting for the cue and finding the player in your raid frames as opposed to just clicking the big blue block.

Why is that?

Because the less tasks that are involved in a goal, the faster the goal is achieved. The brain is an interesting part of our physiology and it takes time to “shift” between tasks.

But that’s an extreme example!

Okay, that’s fair enough. I did talk about trying to predict who would take damage and Kel’Thuzad is a bad example of that since it’s nearly impossible to predict ice blocks.

Let’s take a look at Sartharion’s fire walls.

His basic attack is that he sweeps that area from right to left and vice versa with a giant wall of fire that has gaps where your raid can hide.

If you have an absent minded raider or just a really slow person, you can reduce the damage they take. A quick Shield and a Prayer of Mending helps to ensure they live through the worse parts of it. Raid frames can’t exactly tell you that your absent minded raider is about to get slammed with a fire wall. But at least they’ll live through one this time due to your diligence.

Practice, practice, practice!

For some players, targeting heads up can be difficult. Perhaps their mouse sensitivity isn’t high enough or its too low. Maybe their screen resolution doesn’t allow for enough room. Maybe you just don’t have enough real estate or open room to click on stuff.

But trust me when I say that it is an awesome skill to learn to be able to run and gun heal your party. Practice healing while moving. Practice it from different zoom settings. Try it with the zoom as far away as possible and click on the little dots that is your party. Learn to work the mouse to angle around large player models or objects. PvP battlegrounds is a great place to practice heads up healing since you can tell who’s about to engage players within your area.

Try to activate health bars by pressing Shift V. This allows you see the health of your party as the bar is located above their characters in game.

Be diverse as much as possible in your targeting methods and you will go a long way toward being the best you can be.

Image courtesy of theRIAA

Loot Council and You: One Player’s Take On Loot Council and Casual Raiding

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This is a guest post from @katagirl, Matt’s fellow guildie and a WoW Twitterati

Since this blog has its fair share of priests and druid posters – I thought it was high time for a Paladin to step up and give her two cents. There’s been a lot of discussion about the way the Loot Council structure is set up, and I wanted to share my take on it.

My story

My name is Kata, and I’ve been playing WoW for about two and a half years. I’m currently in Conquest, being known as “Queen Pally” or “hey, you’re on Rez Duty…” depending on the day.

Up until WotLK came out, I was part of a few very casual raiding guilds. It was first come, first serve to raid signups, very relaxed hours and atmospheres and don’t even get me started on Ventrilo during raids on Lurker. You’d need pain meds just to log in. I popped around a bit, even launched my own guild for a while that never got to raiding (that’s another saga completely). When Matticus started pitching Conquest, I chimed in pretty quick with ideas and feedback through Twitter and got a good dialogue going. I transferred in and the rest is history.

Anyways, back to loot distribution. I’ve raided with guilds that both use the standard /roll with a Master Looter, and with some version of DKP/ EPGP. Conquest was my first experience with a Loot Council, and to be honest I was a bit hesitant. I was spending money to transfer servers to put myself at the mercy of leadership that mostly knew each other. There was nothing keeping them from looting everything to each other based on their friendships in times previous.

I transferred and began the arduous grind to 80. The first official week’s raid schedule I sat out on, gearing up and watching all these strangers get boss loot. I’ve now been raiding with Conquest for a full month.

I really don’t write this kind of thing, so forgive me if I tend to wax narrative.

My verdict: Our Loot Council works. I’m in a unique position as a plate-wearing healer to be able to pick up any gear. At the beginning, even cloth pieces were upgrades for me. I had interest on a lot of pieces. There were many times my major +healing upgrade would be passed over for a minor upgrade for a priest/lock/druid. But just as many times as I sat at the end of a boss fight without gear, I was rewarded with major improvements over the first few weeks. Other players occasionally even withdrew their interest if they saw it’d gear me up – and that is impressive.

Not once have I felt that there has been a partiality in the distribution of loots by the loot council. Sometimes it did take longer to distribute loot at the end of a boss fight, but it was almost always accompanied by an explanation of the decision.

One thing I expected with a loot council system would be the likelihood of raid members to complain or protest decisions. From time to time, there’s the occasional light-hearted bickering – but I have yet to experience someone throw a fit because they did not get a piece of gear. As I mentioned before, I’ve seen players pass on upgrades for others. That was always a rarity when I raided with a DKP model. The Loot Council approach seems to shift the focus from a “me, me!” attitude to a “we, together” attitude. And it seems to be working. At last research, warcrafter.net had Conquest listed as one of the top geared progression guilds on our server, and top 500 out of over 40,000 guilds in US/North America. (not to brag, or anything!)

How can the loot council work in your guild?

Matt’s posted some great guidelines that he’s used for setting up our loot council. From where I sit, the most important things are being approachable and working towards a team mentality. I know that any of our officers are willing to hear me out if I have an issue or complaint. My opinions are valued, which then in turn makes me respect my leaders. As I’ve seen in Conquest, when the focus is on the team first and individual second things work out smoothly.

Other curious raiding notes

  • Naxx music is creepy if you’re the first one in the instance and you have your speakers turned up.
  • Toy Trains need to be patched so that they cannot be dropped in an instance.
  • Of all the bosses in Naxx, Matt has the hardest time with the Frogger boss. Ask me how I got my position…

Just because I have this public forum, I thought I ought to thank two amazing Paladins that guided me on my experience – Alyeska and Xonelith, who both popped around various servers with me. Without them – I wouldn’t be raiding today. (again with the fiction-type writing with a dedication… but I couldn’t help myself). And to all the players I’ve had the honor to work with… except the few that drop toy trains in raids. YOU know who you are.

Recommended Requirements for Naxxramas (Normal and Heroic)

Your requests have been heard and I am here to deliver. I’ve received repeated emails for minimum Naxx requirements for both 10s and 25s. Unlike the Kara or ZA guides I wrote, this one will be much more brief. I won’t be able to give precise numbers for stats or anything like before due to radical buff changes in raiding. I spent a lot of time writing, re-writing and scrapping this post repeatedly because it’s extremely difficult to pen this. Here’s what you should shoot for.

Before you even read the numbers, you should consult Anna’s blog: Am I Ready to Heal Naxx?

Note: These numbers are good for both Naxx 10 and 25.

Note 2: Your mileage may very. Experiment with different raid combinations to find out what works best.

Tanks

Health: 25000 unbuffed
Defense: 540 (Crit immunity)

Note: Druids will have a higher health pool. 30000 health is a good number to aim for.

Melee DPS

Hit: 9%
DPS output on average: 2000 DPS

Obviously the more the merrier.

Caster DPS

Hit: 17%
DPS output on average: 2000 DPS

Note: Both percentages assume you are completely naked and lacking in hit-increasing buffs. You can find your hit percentage by mousing over the hit rating on your character screen.

Healers

Spellpower: 1550
Mana regeneration: 700 (is what I was able to get away with)

Paladins mana regeneration: around 200 with 25% crit is a good start

Shamans may have slightly lower mana regen.

Treat these as guidelines! Use your discretion. If you can handle a few heroics under your belt, then you’re ready to give Naxx a shot! Don’t expect to be killing Kel’Thuzad or anything right away. Know your limits.

Resolutions

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On New Year’s Eve, I was at a friend’s house celebrating and having a good time in general. I played a clutch game of Taboo of guys vs girls. Heh, one of the memorable ones went something like this:

Aimed shot!
HUNTER!
YES!

All the guys cracked up and all the girlfriends had confused looks on their faces. It was glorious.

Once 12 AM hit, we did the usual toasting and cheering and we went around the room listing off resolutions we’d all do this year. This was done to the sound of a modern day Mo-Town type group on the TV (I resolve to sing on-key in Rock Band). Some of the ones I heard were realistic (I resolve to maintain a 3.0 GPA), to the downright impossible (I will never drink again). Then there were the usual ones that people say every year that never goes through (I resolve to lose 30 pounds).

Of course, the last one was made by me. Then a friend spoke up and said something like this:

”Matt, you shouldn’t do that. Don’t set a goal as a resolution. Set a process. Resolve to walk around for at least 30 minutes a day. There’s a Starbucks nearby you, I know that much. Or even go to the public library. Spring and summer are a few months away. Come out and play soccer with us sometime.

And I thought about it and I realized he’s right. You can’t have a goal without a way of attaining it.

Blog

Goal 3000 subscribers

Process: Continued discipline in blogging, raising awareness of posts, more use of Twitter. This blog is in it for the long haul as is the editorial team. Double or nothing.

Goal Increased content (to at least 1.5 posts per day)

Process: Further expansion into the healing arena. More partnerships with player/bloggers. Looking to team up with a Resto Shaman, Holy Paladin and a Disc Priest on the blog to provide more.

Game

Goal Top 10 server

Process: Ner’Zhul is one of the most competitive servers to play on in terms of raiding. Around 20 guilds have taken down Malygos and done Sartharion with 1 drake alive. To do this, loot council will have to continue making smart choices. I need to remain diligent about upcoming raid content and experience it first hand myself via the PTRs if it’s possible.

Goal Avoiding burnout

Process: For the sake of myself and the blog, I cannot risk overdoing it. Healing is both fun and stressful. I can’t do it all the time or else I risk losing interest or not playing my best. To do this, I may level an alt like my Paladin or have some more fun on my Shaman (who is now 2/5 T7.5).

Goal Raid achievements

Process: Going to start looking at these in more detail and determine what we can do and what’s out of our reach. I’m going to start publishing achievement strategies (or at least, my proposed approach).

Personal

Goal Let things go

Process: There are people out there who intentionally go out of their way to try to irritate me for no reason (in life, in game, etc). Yeah it’s annoying and it’s incredibly dumb for them to do that. I’m just going to ignore them until they have something intelligent to say.

Goal GPA to 2.5

Process: The last semester saw my GPA climb to a 2.25. That’s enough for me to get into my program. I got momentum going into the exam. Found me study buddies, converted all my notes, and (the key) applied real life examples to all the concepts I learned. I realized late that the best way to understand a concept is to apply it.

This will be an intriguing 2009. More guest posts are coming (thanks to all the submitters)! A lot of ideas are on the to-write list.

But I think I’m going to go for a walk first.

Check out some other New Year resolutions from the WoW bloggerati:

What are your resolutions? Feel free to add it to the comments below or write on your blog with a linkback here (it shows up under trackbacks).

Image courtesy of sofijab

Circle of Heartbreak: Proposed Fixes

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This a guest post by Jason who examines other ways that Circle of Healing can be “fixed” other than using a cooldown.

Within my guild I’m referred to as the “Pre-Nerf Priest,” lovingly, I’m sure.  However, I’ve recently started getting in-game whispers asking me to heal some heroic “before the nerf hits.”  It’s one thing for gentle ribbing from your guild, those you live, die, and progress with.  It’s a different matter entirely when strangers are bringing it up in the first line of dialogue they’ve ever had with you.  It’s the latter scenario that has really opened my eyes to just how big this coming change is.  Not only are the Priests concerned, but also it appears that every class is painfully aware of what’s to come.

Of course I’m referring to the proposed Circle of Healing nerf coming in patch 3.0.8.  For the uninitiated, Circle of Healing is the spell responsible for life on this planet, grants Chuck Norris-like invincibility allowing all DPS to AoE at will with no ill consequences whatsoever, and (rumor has it) Circle of Healing has beaten WoW.

Twice.

Alright, so maybe that was a bit of an exaggeration. Circle of Healing (CoH) is actually one of four AoE healing spells available to Holy Priests, and the only one requiring a specific talent build as it’s the 41-point talent in the Holy tree. CoH heals five targets in the party or raid within 15 yards of the target. It is one of two spells that can effect targets in the entire raid, and it and Wild Growth (Druid specific ability) are the only instant-cast AoE heal in the game with no cool down timer. In that last part we find our problem.

Blizzard has expressed concern with the over-use of CoH by holy Priests. I’ve personally witnessed usage up to 50-60%. Blizz reports that there are individuals out there who are using it 70% of the time or more. Understandably, they feel that if we’re leaning on the spell this heavily, it’s overpowered.

The proposed nerf is a 6-second cool down to be applied to the spell.  To me this means the spell isn’t healing for too much, it’s an issue with the raw number of times it’s being cast in a raid/dungeon. Their developers and designers put a lot of hard work into those other spells, and dang-it, you need to use them more!

For me, CoH has always been that emergency spell I can pull out of my pocket when things are out of hand or when the boss mechanic calls for it.  Those accidental patrol pulls with vicious AoE, Loatheb’s 4-second window to heal, Malygos’s Vortex ability are all examples of situations where CoH is a godsend and can save a raid.  This is the true value of the spell: the utility of it.  Yes, the 6-second cool down would indeed lower the number of times a Priest can use CoH in an encounter, but it also removes all the previously mentioned utility and, to me, removes all purpose and uniqueness from the spell. 

Further, how creative is a 6-second cool down?  Come on Blizz, you can do better.  However, since you seem set on your solution, let me propose a few of my own.  The idea here is to create a limitation on the use of CoH by giving the players a choice with consequences, as well as retain the core purpose of the spell. 

Think of healing as a water balloon fight. Throwing a water balloon at a single target is relatively easy.  You have one balloon, one target, and two hands (in most cases).  You’re clearly well equipped for this task.  Now take 5 water balloons (6 if you have a special piece of paper stuffed into a book) and hit the 5 driest targets at the same time.  Not so easy is it?  Not only do you have to aim these 5 harbingers of the soak, but it also takes 5 times the effort to throw them.

Yes, you could alleviate the additional strain by waiting 6 seconds between tosses to make up for the additional strain.  However, the purpose of all these water balloons is to make a lot of people wet, fast, in the case of a heat wave.  What do you do?  You have two choices.  Toss progressively smaller and lighter water balloons until you are no longer able to do so, or continue to strain with the same size balloons, throwing slower and slower until your arms give out.  At that point you rest, recover your strength, and are able to resume barraging your victims… err… targets. 

So let’s apply this to CoH with some game-specific mechanics.  While there are several ways to do this, I’m going to mention the two that makes the most sense to me:

Holy Exertion
– Casting CoH causes the debuff “Holy Exertion” to appear on the caster.  The debuff lasts for 6 seconds and can stack up to X number of times, with each cast of CoH refreshing the debuff timer.  Each additional debuff lowers the effectiveness of CoH by a set amount in one of three ways (not all three, just pick one):

  • With each use of CoH within the 6 second window, one less target receives the heal until it reaches 0.
  • Each cast heals for Y% less healing until the amount healed reaches 0.  So if Y is 25%, then after four CoH casts within a 6-second window, you have 6             seconds before casting it will generate heals again.
  • Increased mana usage.  Each cast within the debuff window requires 50% more mana, for example. 

Holy Exhaustion – Similar to the above mechanic with a 6 second timer on a “Holy Exhaustion” debuff, however, there is a more severe penalty for over-using CoH.  In this case, all of your healing spells would be impacted by your decision to use, or not use CoH.  See the following two possibilities:

  • Every time you cast CoH while the debuff is active, you become exhausted.  Each cast causes some percentage decline in your haste rating.  For example, you cast CoH once, the debuff becomes active, no haste penalty.  You cast it again within that 6-second window, and you take a 5% haste penalty.  Again and it’s 10%, then 15%, and so on and so forth.  Sure, this won’t impact CoH as it’s an instant heal, but 6 seconds with a flash or greater heal that takes 50% longer to cast could be fatal to a tank or dps player.
  • The other option is that once the debuff reaches a specific number, you are exhausted and can no longer cast any spells for 6 seconds.

So why are these better solutions to the problem than just slapping on a 6-second cool down?  These allow the spell to remain true to its design and purpose while adding a degree of penalty if over-used.  Now instead of spamming CoH, or under the proposed solution, hitting it and counting to 6, we have to analyze the fight on the fly.  Is it worth taking a possible haste reduction or losing all my heals for 6 seconds to get off this one last CoH? 

Blizzard has said they want to make healing “more fun” and move away from the whack-a-mole model we currently have.  I think they have a great opportunity to start moving in that direction with the CoH change.  Let the players know the risks and weigh the consequences.  Give us something with substance to it, not just another bland spell we’ll tap every 6 seconds.

Image courtesy of woodsy