What To Do When You Meet Lady D.

So you’ve just met a charismatic, high-powered woman. You know the type. Legions of admirers. A woman capable of raising her followers up and empowering them on to great strengths. The sort of woman who reduces her enemies to insignificance with one touch. And then leaves them for dead on the floor. Oh, yes. You’ve just met Lady Deathwhisper. Want to take her down a peg or two? Here’s what you need to know.

This isn’t just hints and tips to help you get by. If you’ve met Deathwhisper and, more pointedly, the cobblestones in her lair, you’re the embittered adversary. You need a full guide on how to handle it. You need to know everything from basics to tricks for every role of your team. This guide is your friend. It’s going to walk you through the basic tactic for either 10 or 25 mans, and as a bonus I’ll throw in the alternative tactic for 25 mans and a note on the quest you may find yourself on to save Darnavan. It doesn’t matter if you’re there with a PUG group rather than a guild run. In fact, all the better if you are, because this guide assumes it’s not a given that your team know what to do. Just that they – and you – have a grudge against her Ladyship.

So an encounter with Deathwhisper follows a basic two-phase pattern. In the first phase the Lady will, like any leader-with-minions, stay at the back hiding behind a barrier while calling forth waves of minions to attack your group and doing some damage to random players with frostbolts and death and decay. You need to burn down her barrier – which is actually a mana shield – before phase 2 will kick in. Phase 2 is mostly a tank and spank affair, in which you just need to burn her down while she throws frostbolts, death and decay and angry ghosts at your party.

Tanks:

Left side will be 2 melee (fanatic) and 1 ranged (adherent) mobs. Any tanking class should be able to deal with this.

Right side will be 2 ranged (adherent) and 1 melee (fanatic) mobs. Ideally you want a DK or warrior on this side as they have more tricks for annoying ranged types.

  • Be aware that the fanatics cleave: don’t move them around any more than you have to unless you want withering glances from your enhancement shaman.
  • On 10 man the left and right side mobs appear alternately. On 25 man they appear at the same time, as well as an extra wave at the back, which consists of one random mob. You want to put your best kiting tank on the back wave: they tank that mob and take responsibility for kiting any deformed fanatics that spawn in the room.
  • When Deathwhisper’s mana shield goes down your tanks need to tank the Lady herself. She stacks a debuff called Touch of Insignificance on the current tank. It reduces their threat generation by 20% and stacks to five; have your tanks taunt to swap on three stacks.

Healers:

This largely depends on what classes your healing team consists of, and that may or may not change the more times you bounce. The basics apply – if you have a holy paladin he should be able to take care of two tanks, using beacon. Otherwise, put your disc priest, or if they’re confident to do so, resto shaman on tanks.

Healers should just be ready for a lot of damage. More than the fight merits, probably. People will stand in death and decay, probably for a jot longer than they should. Melee might get cleaved in their own rush to get stabbing things. Got a reanimated adherent loose? Oh yep, he’s going to merrily throw deathchill bolts around until someone notices him. Not to mention frostbolt volleys and some rather unhappy ghosts thrown into the mix.

  • Any healer who can cleanse curses – should. Everyone should drop what they’re doing and cleanse Curse of Torpor as soon as anyone in the raid is afflicted by it.
  • Priests can help out by mass dispelling Adherents when they put up the spell reflect shield called Shield of the Occult.
  • Watch your range – this room is just big enough to get out of range of your healing targets or them to outrange you. Be on your toes.

DPS:

Basic kill order:

Deformed Fanatic > Empowered Adherent > normal Fanatic/Adherent > Reanimated Fanatic Adherent > Deathwhisper

  • Some people place reanimated as a higher priority than normals – I don’t, because the less normal adds you have running around the less reanimated adds you might get.
  • Deformed/reanimated fanatics are mostly immune to physical damage: ranged DPS need to kill them. Empowered/reanimated Adherents are mostly immune to magical damage, so they’re meleers’ priority.
  • Normal adherents can be interrupted when casting Deathchill Bolt. They can also be deathgripped. Just be careful not to interrupt or deathgrip them while they have Shroud of the Occult up because it’ll bounce and you’ll be interrupted or, as our unlucky DK found, deathgripped to them. Adherents’ Curse of Torpor should be removed from the party by anyone who can (mages, boomkins, we’re looking at you).
  • Melee should watch out for Reanimated Adherents – we find it can be easy to miss them by assuming that adherents that drop dead are dead, rather than the actual case of the Lady about to reanimate them
  • Normal fanatics cleave. Melee: be sure to stand behind them, eh? Fanatics also have an ability called Vampiric Might, which can be spell stolen by mages.
  • Deathwhisper also mind controls party members on 25 man, one on normal, more on Heroic. DPSers should be ready to CC and snare/slow them before they cause havoc.
  • We also generally find it useful to have some pre-arranged DPS focus solely on the boss in order to get her mana shield down and phase 2 started. In 10 man we have one DPS do this (our enhancement shammy due to her mixture of magical and physical damage making neither add type overly suited to her). In 25 man, at least three should stay on the boss.
  • We’ve found that if you’re a DPS class with a pet it’s generally worth leaving the pet to DPS Deathwhisper unless your pet has an ability that makes him move quicksmart. Otherwise the travel time dragging him around the room will significantly reduce his overall DPS. And give him aching legs.
  • As a last tip and trick, our DK has also found that anti-magic shield is your friend in phase 2. It helps the healers and takes a bit of pressure off all round – and you get free runic power. Win.

The above are exact tactics for 10 man version and extra explanations for 25 mans where necessary. There is an alternative 25 man tactic:

The entire group stands behind Deathwhisper. You can get into position before the fight starts. Melee adds will come towards healers and should be taken down on the way to them in a snare-and-AoE heavy zone created by the ranged DPS. The tanks draw ranged adds in by line of sighting them using the pillars. This tactic has the benefit of reducing run distances for melee and switching times for everyone: the entire group will get more time nuking through Deathwhisper’s mana shield. It’s not so great when everyone’s bunched together and a death and decay patch hits, though.

Oh, and if you find yourself charged with rescuing Darnavan from Deathwhisper’s charms in return for a Sack of Frosty Treasures, the following are all viable tactics when he spawns (usually in the first wave of adds):

  • Have a plate meleer (preferably with some tank kit) tank him off to the side. Be careful not to do too much damage to him as he doesn’t have that much health.
  • Have a hunter pet do the same. It may be difficult for the pet to get it away from the tank. Our hunter solved this with a distracting shot and a bit of kiting to a safe spot where his pet could taunt and tank
  • Have a druid root him, continually. Other CCs don’t work

So, that should be all. Follow these tactics and you should suitably reduce Deathwhisper – that is, to nothing more than a pile of gaudy wrappings under your boots. Ah, justice. Oh, and the elevator will likely land on your head. Don’t be alarmed, elevators aren’t nearly as painful as Deathwhisper laying you low.

How about you? Do you think I’ve forgotten anything glaringly obvious, or have any small tips and tricks to share? This fight is still one of those that can turn from peachy fine to disaster in seconds – do you regularly have problems with this fight?  Do you think there are any particular group setups which work better for this fight – or make it all the more challenging?

Why Slacking Helps You Raid

I confess. My raiders and I have been bashing our heads against a brick wall for a couple of weeks. Our heads have been filled by the red mist ‘o wrath. We’d got the first wing of Icecrown Citadel on farm but our next focus, Rotface, ‘brokseded’ us time and again.

The brick wall suddenly came down on Sunday night. We had an experimental snipe at the Princes and then marched into the Plagueworks to slaughter Festergut and have a positive pop at Rotface. So what happened to stop us seeing red?

Change.

What change has that effect, I hear you cry? Did we change players? Did we somehow plunder a trove of 277 gear? Did we hardwire exact playing requirements into our members while they slept? Not at all. We merely tweaked one of our raiding practices: breaks.

I’ve always said they’re important in raids – it gives your raiders a chance to breathe. Sunday night taught us that organised breaks are even better.

Really regular breaks. We announced to our band of brigands at the start of the evening that we’d be calling a three minute break every 30 minutes, and that we’d like them to be sure to wait until then for quick AFKs for drinks and the like.

Wow, every 30 minutes? Those are a lot of breaks, I hear you cry. It’s a wonder we got anything done, right? Wrong.

Give yourselves regular chances to slack – that is, relax – and you’ll come back after the break more focused than had you pushed on and sat for an hour, two hours, wiping. Your head won’t be full of red mists so there’ll be room for useful things like remembering to move out of slime spray.

Movin’ n’ shaking. Several of my guild play in the same room on raid nights. Usually during a break we stare at the computer screens and brainstorm tactics in increasingly stressed tones.

Instead we decided to test out a terrifying concept during breaks: moving away from the computers and out of the room. We strongly recommended to our raiders that they do the same. We found that the simple change in space and environment again helped us to feel fresh and focused when the break was over. Even just moving about and stretching helped relax some tension. If you have time and inclination to fit in a few actual exercises, you’ll feel all the more responsive in the raid.

Time, gentlemen. After each break we announced the time of the next one. Sounds simple, but I think this was the key to the whole break renovation. Raiders need their creature comforts, right? And if they don’t know when a break’s coming then they’ll slide off after wipe 20 and get the drink they desperately need or the smoke to relieve stress. Meanwhile the rest of the group grumbles while waiting for them to return from their unannounced break.

By announcing break times, we’re allowing raiders to plan ahead. It means they don’t need to feel guilty about making the group wait on them. importantly it also gives them some control back over their own comfort. Our lock wants coffee? He knows the next break is in 10 minutes and can hang on until then.

Content breaks. I don’t mean a break in gameplay. I mean mix your encounters up to get the balance right between learning the fights and actually still having fun. You’re sick to the back teeth of bouncing on Festergut? Right, about time you take your raid to meet the Princes. Perhaps later on go to pay Rotface a visit.

You’re not being inefficient by not forcing yourselves to sit there and practice a fight: quite the opposite. Cut yourselves some slack if you’re working hard and not getting anywhere; you might find you slaughter the next encounter you head to and earn yourselves a morale boost. That’s efficiency.

 

These are small changes but could be useful to any raid group out there. You’re a 3 year-old guild running your A team? Or perhaps you’re running a PUG (breaks are not a PUG killer any more than giving your raid a little bit of trust, but such PUG raid myths is a topic for a future post). In my opinion these changes are crucial for any sort of raid group. Why? Let me explain what I think a well-run raid group is:

  • It’s a social activity. If someone in our group is not having fun for some reason we get uncomfortable and more stressed. Then Rotface smashes us more easily, morale plummets, stress goes up. Vicious circle. Having a break allows us to peel ourselves away from the stressful game environment and remember that it’s a social occasion, too.
  • It’s a team sport. Sure, we don’t leave the comfort of our computer desks and run up and down a pitch for several hours. We do work together using tactics, formations and roles to achieve a common aim. Sports benefit from breaks; think of the oft touted stories of football players eating oranges at halftime, or a weight-lifter taking breaks between sets so they can achieve their best for longer.
  • It’s a company. Wait, that sounds a little mercenary – try ‘organisation’. Either work. Like most companies, we expect our members to perform a certain job and they’re paid for successful tasks with emblems – and occasional epic perks. We invest time and effort to skill-up our members so that they can achieve goals, and improve all the time. We provide a safe (and because it’s a game, fun) environment for them to perform their tasks. All of these are good practices for a company, at least according to a particular book (see below) on company organisation. And like any good company in accordance with this book, we’re flexible enough to cut them a little slack to give them room to be their best.

A person will work better, be more focused, if they feel they are trusted and have some space to relax. Running around like a headless chicken or battering your head against one encounter is not healthy. The benefits extend to groups of people, too.

“The difference between the time it takes you to [achieve your next progression] at ‘all prudent speed’ and time it would take you ‘at breakneck speed’ is your slack. Slack is what helps you arrive quickly but with an unbroken neck.”

– Slack, T. Demarco, page 208 (and a book I thoroughly recommend to anyone wanting to change their raiding style)

What do you think? Does this sound like a useful nugget for your raid setup? Have you been wanting to try something like this for a while and been worried that you’d not cover as much ground? Do you think I’m completely wrong and sticking on one encounter until you’ve got it is best? Or, possibly, do you think the wisdom of this vs. encounter battering is dependent on how many nights your group raids?

 

This is a post by Mimetir, a boomkin and restorman of a raid leader on The Venture Co. (EU). You can find my twitter feed here.

Friends and Raiders: My Healing Team

As a healing lead, it’s my job to keep my healers informed and assigned to positions where they will have maximum effect. I organize, strategize and when necessary discipline the healers. Sounds like all work and no play right? Well the truth of the matter is these people are some of the best friends that I’ve ever made in and out of the game. It’s virtually impossible to spend as much time together as we do weekly and not talk about things other than the game. We laugh and joke together, talk about real life frustrations and triumphs  and when meeting up at places like Blizzcon we raise a toast and throw back some shots in the name of camaraderie.

Another truth is that I wouldn’t be where I am now if it wasn’t for these folks. When I started as Healing Lead, and then moved into Raid Officer it was these folks who helped make the transition easier on me. They are my think tank, my support group and they were the ones that let me know I was doing a good job and helped me find my feet . They were my first inspiration to start blogging and lead to me writing here, as well as being a co-host of my very own podcast and if all goes well, much much more.

I can’t sing the praises of my healing team nearly enough, and as we know healers don’t often get a thank you. Today I’d like to take a moment and introduce you to the healing team of <Unpossible> as well as give them all a great big thank you for all the hard work they put in!

This terror on a motorbike is Wistoovern. A Discipline Priest. Strong of heart and stubborn of mind he has been a stalwart companion of mine both in and out of game for several years. We might not always see eye to eye (he’s almost a foot and a half taller than I am) but when asked to do something he dives right in.

Some interesting facts about Wist here

  • He’s hugged Felicia Day (saw it with my own eyes)
  • He’s “Raid Buffed” his car (if you got the raid buff bumper sticker at Blizzcon you can thank this man, he made them)
  • He innovated the “lowbie chaff” decoy maneuver (where one brings a lowbie to a city raid and then ejects them from the passenger seat while running in for boss kills)
  • He’s a twitch healing shield monkey

 

This is Shammyx the second Restoration Shaman for unpossible. Shammyx was the literal inspiration behind my first blog Way of The Totem. I needed a good place to consolidate Shaman specific raid information without cluttering the guild forums with it, and thus that blog was born. Shammy is a quiet guy with a good sense of humor. A fantastic healer with a large array of alts ranging from Mages, and Hunters up through a DK and Pally. His healing output is always fantastic and he is just awesome to have in any run we do. I can’t see going into battle without his Chain Heal chiming a chorus to my own.

This tantalizing trio of trees is my forest of win! My three ladies Dianarah, Shenweh and Bellabeast. Collectively they are my healing rock. I know I can count on them in a pinch to do everything and anything they can to keep the raid alive. Our guild leader I think said it best:

Let me introduce you to each

Dianarah is my right-hand tree. She is my second in command, my number one well.. you get the picture. Anything I miss, she catches. I know she’s got my back and isn’t afraid to call me out on anything that might be just a little too wacky. In times of need she also carries a Crit Chicken spec to help increase DPS in the raid. You can see her in Boomkin form in the article image at the top here. She is also one of our membership officers and helps make sure our guild is full of amazing people to play with. She also has great taste in tequila!

Shenweh is my left-hand tree. Modest almost to a fault, Shen is the one that will often times play down the praise she receives. She has proven herself time and time again to be just amazing both in heals and personality. She is also the Morale Officer for our guild, and her husband is the Rogue Class leader. She makes sure that our guildies are all having a good time. Thanks to her we now have the tradition of every new boss kill we kick Zabos from the guild. (If you’re on Zul’jin you know who Zabos is then you’ll understand. If you aren’t and don’t know who he is, you’re better off 😉 )

Bellabeast is a recent addition to our guild. Her and her husband (Prot Pally raider) joined our ranks not too long ago but have already become members of our family. Bella is also one of those quiet types not saying much in the raid, but goes about her job with focus and determination. She rounds our the trio of Arboreal Awesomeness

 

Next up is Kaylestera our resident Holy Priest. Kay and I actually met through Twitter of all places. I had made a call out looking for new recruits during our summer raider lull. Kay responded asking some very very good questions. Eventually our conversation bled over to Google talk. Kay originally was from the Firetree server. After talking for a few weeks she took a leap of faith and transferred over to Zul’jin. She brought with her a multitude of people and the ranks of Unpossible swelled. Since then she has solidified herself as one our our key healers in the group. She brings with her Raid Leading experience, her wonderful personality and a great sense of humor. I know during our raids and in between I can count on her to offer information and solutions to encounters and problems that the guild faces.

 

This fellow you might have seen around once or twice, Thespius here is the guilds second Discipline Priest. Again another person introduced to me through that wonderful social media tool Twitter. I was looking for another healer to round out my team and a mutual acquaintance of ours suggested we talk to one another. We hit it off right away and it seemed that Unpossible was just what Thes was looking for. A fun family type atmosphere where we still progress in content but have fun doing it. He transferred servers and was welcomed into the guild very quickly. In game I know I can count on Thes to do everything and anything he can to help the raid succeed, whether it’s going along with a wacky raid strategy or switching specs so we don’t have Shield collision on certain fights. Out of game Thes has also become a fantastic addition to Team Matticus here, as well as appearing as a co-host on the podcast Raid Warning. His personality meshes perfectly with that of the guild and he’s quickly been assimilated as one of us. He wears his <Unpossible> tag proudly.

Last but not least we have an honorary member of the Unpossible Healing team. Archaan is the Priest Class lead and ranks among my oldest friends in the guild. He used to be our resident Holy Priest and eventually moved to shadow for a change of pace and to help out guild needs. Archaan will always be a member of the Unpossible Heal team in whatever form he decided to take. He pitches in and heals when we need him to, he organizes our Priest’s Divine Hymn Rotations and he is a card carrying member of the Dwarven Mafia Mechano Biker gang. Archaan is one of those people I know beyond a shadow of a doubt I can turn to both in game and out of game for advice and conversation. Oh, and he’s actually taller IRL than Wist. Which is a site to see when him and I are walking around Blizzcon. He also has amazing taste in beer!

There they are folks, the healing pulse of <Unpossible>, and a group of friends that anyone would be proud to have. I want to once again thank every single one of them for their contributions to the guild, as well as my own personal sanity. You guys are the best group of healbots this Shaman could ever ask for. You rock so hard!!!

With that I declare today Thank Your Healers Day!! You know who they are, show them a little love, it does go a long way.  From this Shaman blogger I’d also like to issue a thanks to the healing community out there. Between here, Plusheal and the various other blogs and sites the passion for the job is obvious. Thank you our readers because the truth of it is, if there wasn’t such a strong healing community we wouldn’t be here!

(Don’t worry Tanks and DPS You’ll each have a day soon too!)

Have anyone you want to say thanks to? Want to give props to the pugger who pulled off some amazing heals? Lets hear it!

Until next time, Happy Healing!

Guerrilla Raiding: How To Scale Up to 25 Mans

TheFuture

My guild is special. No, really. We’re like a guerrilla force descending from our airborne stronghold to plunge deep behind enemy lines in a surprise raid. This is, you see, an affectionate way of describing my guild’s raids.

We are a small, ten-strong band of fighters not all wearing the same colours because our roots are in a small core relying on PUGgers. It is sometimes a surprise when our raids get going, even though they’re organised in advance. Yet despite these things we’ve managed to storm the citadel right up to Rotface. Not only that, we’re thinking to scale up to 25 man operations. How I hear you cry, is that special?

My guild, you understand, is not a raiding guild. At least that’s what we keep telling ourselves. Herding Cats is a small group of real life friends. But many moons ago we got together, grabbed a few random PUGgers, and poked our noses into Naxxramas, like guilds do. Northrend’s raids became second homes over the months.

In ye olde Naxx runs we decided we just wanted PUGgers to be friendly. Not imbah, not a great tactician, not rocking 18k DPS. Our raids might not be lightning fast but they should be jolly good fun, old chap. Whenever we found a friendly stranger we rejoiced. And kidnapped them. Oh, we didn’t recruit – only invited them to our raids. In this way we cultivated a network of friendly people who fit in with the raiding group.

Our network of non-guildies quickly outgrew the slots we had for 10 man raiding and priority was given to people who were already raiding with us. We thought it sensible to develop a core. Tactically the group would become a single unit capable of learning encounters and to work together in order to move forward. Naturally this had social benefits for our raid members, who were rewarded with progression, loot and group friendships.

The downside of this was that many Herding friends are left out. As the raid leader/organiser, I really feel bad about this downside, as we are lucky enough to have people ask every week if there’s a raid spot for them this week even though they’re often told “I’m sorry but we’re full at the moment.”

So my guild is special but not unique. I’d wager there are a lot of guilds either already in our position or considering adapting to something like it.

How can we include people? 25 mans. Our network is big enough to fill 15-20 slots of a 25 man raid. It’s one huge step for Herding-kind. Dangerous almost. It might bite. Going into the hydra’s den unprepared is a bad idea so we’re arming ourselves and going at it as a team. We’re still thinking about it but this is the current battle plan.

1. Delegation. There are a lot of hats to wear in a 25 man so we’ve agreed to split the hats between the five of us. We’ll have leaders for each role, and they will each have a chat channel to communicate with their players. For example, in the tanks channel the tank leader will ascribe tactics to the tanks and foster communication between them. The other leaders will do the same for healers and melee and ranged DPS. The raid leader’s task is to introduce the raid, keep an eye on the group chat channels, be the deciding force in conflicts and handle unforeseen shenanigans. We’ll also have someone acting as a mentor. Unofficially we’ll have someone else as a morale officer and someone acting as a raid HR department.

2. Housekeeping. This is a brief introduction to the raid, given by the raid leader, which sets out a few basic points. These include our core principles for the run – for example, that we will welcome people amicably and expect them to do the same in return. We’ll also set out other rules on behaviour, breaks, tactics and loot. I’ve spoken before about how important this is, and it can only get more important the more people you have to organise. Setting clear rules from the start creates a safe, fun raid for everyone, Herding Cats veteran or first-timer and gives everyone a fair warning of what’s expected of them before we start.

It relaxes strangers, too. I think that people can join PUG raids expecting an atmosphere of every man for himself; having to constantly defend their playing style, DPS, healing, gear, whatever. We’ve had PUGgers say they’re pleasantly surprised to find a group where this isn’t the prevailing culture.

3. Communication. I believe the more information you communicate the more time you’ll save on wipes. Tactics are fluid things, changeable in progression content and per player experience. We’ll explain tactics for all encounters, provide a chance for suggestions and encourage raiders to ask questions in chat or privately to raid officers at any time. Officers will also keep an eye on their players and have a quiet chat if they suspect a player isn’t clear on something. “Hello Mr.. rogue, nice work on adherents there but you didn’t seem to get any time stabbing Deathwhisper. Any questions about that?” Likewise, we’ll check in with random raiders at random times to find out how they’re feeling.

Communication is most important when things go wrong. When we wipe we have a quick brainstorm in Herding Cats Land. Then we talk to the raid, saying something like “ok, what went wrong there was a deformed fanatic getting loose as phase 2 started. Easy mistake, we’ll get it right this time. Oh, and nice work on her mana shield, guys.”

4. Social. I play this game for fun, don’t know about you. It’s not a single player game and I like interacting with other people. I hope our raiders do too, but in a large group it’s easy for negativity to spread. The morale officer will keep the atmosphere cheery. The mentor’s role is just as important. It’s his task to be there for anyone who’s in any way unsure or needing reassurance. They might be new to raiding, they might be unsure in group settings, they might still be learning their class (who isn’t?). We welcome new players – given the right encouragement they can turn out to be some of the most loyal and best you’ll find.

5. Networking. We can’t fill 25 spots off the bat. We rather like that. It means that we have room to do what we did way back in Naxx times: meet new people and kidnap them to our raids. This way our network will grow whenever we find a new person we like and the entire group will benefit both in raiding and social terms.

If we get a PUGger we don’t like? We call them ‘That Guy’. You know – the guy who backseat raid leads, continually pastes DPS meters, abuses other group members. The list can go on. Ideally we’ll have a very strict policy, backed up by the housekeeping which already informed people what standards we work by. Some people have different attitudes and expectations to raiding than what they find in our group: that’s fine, but if you join a group you go by their expectations.

If someone insults our group members or any Cat finds them annoying in some way, they’re out. Sorry. I don’t care if they’re saved for one raid lockout, I don’t care if they’re the leader of the server’s top raiding guild. I don’t care if they’re hitting 11k healing every fight. I’ll protect my own group over someone who’s just griefed the priest healer they know nothing about. I think this is the most controversial point of our game plan, particularly if we just find someone annoying.

So those are the basics of our arsenal. There are some finer points such as where to begin our venture: we’re thinking ToTC25 for the first raid. It’s relatively short and should be a good ground to help the raid find its feet and bond. Not only that but it should provide some folks with bits of kit for the real progression and leave everyone salivating over the prospect of more next time. We also have a raid spam addon tailor-made for our needs in the works.

And do we, the raid officers, know what we’re doing? Why, yes, old bean. We know the enemy lines and the guerrilla force we’re leading into the Lich King’s chambers.

What about you? Is your guild in a similar position, or considering something like this – are you worried it’ll be a lot more work than you have time for? Are you in a large guild that does in house runs? Are you a PUGger who wishes you did/did not come across more groups like this? Do you think leaning a bit towards carebearing is going to hold us back or benefit us in the long term (and what’s YOUR playing style)?

Five Misconceptions About Healers

Sometimes there is nothing more frustrating in a raid than watching your raid wipe. I feel that the only thing more frustrating than the wipe itself, is watching the healers get blamed right away. As a raid officer and healing lead seldom do I let things really truly get under my skin. But when I see a wipe and I hear the question in vent

“healers, what happened there?”

It raises my ire. I understand that healing is something that quickly comes under the analytical scope when an encounter fails. But when you have someone assigned to lead the healers it’s their job to find out what happened, and on the off chance they do find something wrong it is their job to address and resolve the issue. When a tank or dps starts berating healers about what happened it gets on everyone’s nerves. We’re going to use the term Healer Rage here. Healer rage can take many forms, quiet determination, outright aggression, passive aggressive behavior (such as “missing” a heal on a target) all the way up to outright quitting. You might remember my first post here on World of Matticus where I talked about the 5 Archetypes of the Healer. I broke down what makes a person choose to be a healer in a game like World of Warcraft. Each of those healers are still around and kicking and always will be.

Today I’m going to talk about some general misconceptions about healers, as well as what triggers Healer Rage and how different healers deal with it.

5. All healers are created equal

There are a lot of people who seem to think you can equally exchange Healer A for Healer B and see no difference in the performance of the raid as a whole. I’m not talking classes here, purely about the player. This might seem like it doesn’t happen but it does, and quite frequently.

“Why not bring Dude B, he’s just as good as Dude A?”

Now I’m not trying to be elitist and talk about difference in skill, but the truth is we all have our strengths. Some healers are better at tank healing, they understand it better. Others are better topping off a raid. Some know the intricacies of a short burst fight and intensive healing, while others still are built for longevity fights. We all have our specialties our niche. The idea that you can take any healer and slap them anywhere and get the same performance is not a good one to have.

Why this causes Healer Rage

Dude B is a tank healer, he revels in it. It is his specialty without question. Dude A is a raid healer, he knows the in and out of everything there is to know about keeping the raid at peak health. Raid officer decides to switch their assignments. Dude A is now on tanks and Dude B is healing the raid. When you take a healer out of a comfort zone it is akin to dumping a bucket of cold water on a sleeping person. While some people can handle a shifting role like that, we all tend to have our preferences. Moving  us from those preferences tends to make us just a tad bit grumpy.

4. All healing capable classes are built equal

Some people think that all classes are equitable. What I mean is that a Resto Shaman is the same as a Holy Paladin as a Resto Druid as a Priest. Lets be honest, while this has become closer to the truth over the many years that we’ve been playing this game, it is still a ways off. Sure my Shaman is capable of healing a single target quite well, But an equally geared Discipline Priest or a Holy Pally will beat me every time and vice-versa for raid healing. Sure you can stick them in that roll, but results might not be optimal. This is considering the merits of the classes and talents without accounting for player skill.

Why this causes Healer Rage

Just like above, when you take someone out of their safe spot people’s nerves are on edge and performance can often times suffer. Over the years I’ve come to realize as healers, we tend to like our niche. When Shaman were usurped as the kings of raid healing, there was quite a loud outcry on the forums and through the WoW universe. This is very much the same as the reasoning behind the rage of number 5. I’ve also noticed in both 5, and 4 here that healers thrust out of their comfort zone tend to be quieter and deal with their rage about it more internally.

3. Healing is Easy!

There are some people out there who feel that healing is the easiest job in the game. I’ll be honest, there was a point where I felt that way. That was when I was playing a hunter in 40 man raids and before I had ever touched the healing side of a Shaman. Nothing could be further from the truth. Healing is one of the most stressful aspects of the game. You are responsible to heal any damage taken in a raid, people look at you to stave off that wipe or to keep them up no matter what, because they think all you do is sit there and spam a few buttons.

Why this causes Healer Rage

Healing can be one of the most challenging roles in the game! Not only do we have to effectively manage our own resources such as mana our own health and consumables, but we also have the privilege of playing broker with yo ur health totals! What people often don’t realize is that as a healer we often have to play triage. Prioritizing heals is more than just making sure the tank is topped off and then spilling over into your group or raid. We have to decide sometimes who lives and who dies! That is a heavy burden and one that we often times have to make as snap decisions. When a healer gets criticized for this, it’s not exactly fair, and can cause not only rage but an added level of stress. This is normally when you’ll find healers raging openly either through comments or possibly even over voice.

2. A healer has to carry those who are under-geared / unprepared

While a healer is capable of carrying an under geared tank or healing through a certain amount of damage from players not moving fast enough out of area damage, it should not be expected of us. There seems to be a large amount of players that believe a healer is obligated to heal the tank that isn’t even trying to mitigate their damage or are woefully under geared for the content. Some people think it is OK for them to stand in the middle of a raging fire on the floor because the healer will heal them through it. You may think I’m making this up, but I’ve seen enough dps actually do this and then when asked about why they would say “because the healer has to heal me!”. This also holds true for people who don’t know the mechanics of a fight, yet insist to pull and bring much unnecessary damage on themselves.

Why this causes Healer Rage

Much for the same reason as number 3. Healing is already challenging enough in some cases. Doing things that while funny, are disruptive and unnecessary can really alienate you from your healer. Tanks don’t randomly go into your dps spec and pull the groups in HoR, it just isn’t happening. If you’re a dps and you’re purposely standing in Rotfaces’s slime quadrant just to get your extra couple hits in, that’s completely unnecessary and honestly it’s rude. It is every raid members job to mitigate as much damage as they can, you can’t rely solely on the healers. Eventually you’ll get healers that will respond to this but ceasing to heal you, or openly being aggressive about your actions.

1. Whenever there is a wipe, blame healers first

There is this mentality that every time there is a wipe, you need to yell at or blame the healers first. After all it’s their job to heal you through anything right? (see number 2.) There are few things more frustrating than seeing the group wipe and to hear someone immediately ask “so what happened there healers?”. What boggles my mind is when this happens despite things like mortuary, big brother, raid buff system or several other mods that people may use that announce who dies and to what. We’ll use one of the new ICC trash mobs for an example, Stinky. Stinky and it’s twin Precious are the pets of Festergut and Rotface. They are also mini bosses very much like the trash pulls leading up to the Twin Emps were back in AQ40. Each has an unique ability, but in Stinky’s case I’ve seen this mini boss / trash pull wipe more groups than some of the bosses! Stinky has three abilities

Decimate: aoe that knocks everyone to 15% health
Mortal Wound: 10% reduced healing done to you stacks up to 100%, placed on tanks
Plague Stench: raid wide aoe that ticks for about 3k every 2-3 seconds

He’s pretty much setup to really mess with healers. If you get an ill timed Decimate followed by a quick Plague Stench it is possible to have multiple people in the raid die in one stroke. Every time I’ve seen a group wipe on it, the first thing I hear asked is why the healers didn’t heal through it. Sometimes I’ve seen it expected of healers to time their group heals perfectly to go off when decimate does! I’m not saying healers shouldn’t be prepared for it, but latency spikes and lag can cause heals to not exactly be spot on, and that should be kept in mind.

Why this causes healer rage

When a boss goes down smoothly you almost never hear anyone say; “That was awesome! Great job healers! That was all you!”, but when a wipe happens you will hear the phrase “what happened healers?” way too often. Not everything is within a healers control. Sometimes things happen that stretch our abilities so thin there is no recovery. Random mob abilities chaining together can cause a group to wipe before a healer even has a chance to react. When someone places this burden on the healers, it’s a short trip to off the rage deep end. Healers are already shouldering enough weight in a run, keeping a group topped off, playing healer triage and managing our resources to keep the group going. Looking at the healers after every wipe can cause healers to snap. I’ve seen healers rage quit raids, I’ve seen them rage quit guilds, I’ve seen them completely stop healing on the next pull just to watch the person who blamed the wipe on them die. I’ve heard stories of even worse events that have gone as far as an entire healing team leaving a guild in one swoop, leaving a raiding guild effectively healer-less.

Healers carry large burdens in a raid or group. Sure sometimes we might make comments about something being so easy because a tank out-gears an instance, but those are welcome breaks. We are not omniscient,we are not gods, we are not capable of predicting what is going to happen and when. We are just playing our role in a group, doing what we can to make things go smoothly. Remember, our job is a stressful one and one vital to the raid. Trust in your healing leads if you have one to make sure healers are doing what they need to be, and trust your healers a bit. Basically cut us a little slack, it’s often times a thankless job.

That’s it for today, until next time folks Happy Healing

 

Images courtesy of Icanhazcheesburger.com and staples