Reminder: Updated Dispel Mechanics

Just wanted to post a quick reminder of the dispel changes. Every healing class has the capability to remove harmful magic effects from friendly targets. You may have to talent into it somewhere, but it is possible.

In encounters going forward, any highly important buffs that need to be removed will come in the form of magic. Other negative debuffs will annoy the raid or make life a little more difficult, but they will not get to the point where the encounter becomes literally impossible to do.

For example, if Lich King were to become a Cataclysm encounter, Necrotic Plague would be a magical ability so that any healing class could remove it.

Druids

Remove Corruption – Removes a curse and a poison (Removing magic requires the Nature’s Cure talent).

Paladins

Cleanse – Removes a disease and a poison (Removing magic requires the Sacred Cleansing talent).

Note: Protection and retribution paladins cannot cleanse remove magic.

Priests

Dispel Magic – Removes 2 harmful spells from allies or 2 buff spells from enemies.
Cure Disease – Removes a disease.

Note: Shadow priests cannot remove diseases in Shadowform but can still dispel. No change to Body and Soul. It will still remove a poison if you Cure Disease yourself only (Won’t work on others).

Shamans

Purge – Removes 2 buff spells from enemies.
Cleanse Spirit – Removes a curse (Removing magic requires the Improved Cleanse Spirit talent)

Note: Disease and poison removal abilities have been removed. Yes, that includes the totems.

Mages, warriors, hunters and warlocks (Fel Hunter) have no changes to their dispel mechanics.

Actually, come to think of it, Necrotic Plague is still going to be a disease in post 4.0.1. That means the only way to remove it is by having a priest or a holy paladin in the raid.

Oh dear.

Hopefully, it’ll be hot fixed so that it becomes a magic effect or something. Unless they don’t expect anyone to raid past 4.0.1. Right?

Updated Flexible Raid Lockout System

**Forgive the slight grammatical errors. I wrote it in a hurry and overlooked the “it’s” that I had written incorrectly. Thanks to those who pointed it out.**

Up until today, the new 10/25 raid lockout method has been met with praise and condemnation. Most of us have believed that if you started a 25man, you could stick with that 25, or downgrade to 10 on the same lockout. It was thought that you could not “re-upgrade” to 25man. Until now.

As posted on MMO-Champion today, Bashiok wrote a Blue Post about the new system that we’ll see VERY soon.  As in, 4.0.1 soon. In terms of current raiding, this new system will only be in place for ICC and Ruby Sanctum but will persist through all of Cataclysm. The post itself took a couple times for me to digest it, so I’m going to attempt to break it down for you. (Key word: attempt)

Its Purpose

The purpose of this new “Flexible Raid Lockout System”, as opposed to trapping people into raid IDs or limiting their raid potential, seems to allow a more fluid movement through a typical raid week. Before this system, you’d step into a raid, and as soon as you killed the first boss, you were locked to that ID. The raid could sit dead mid-way through, and you’d be stuck. You couldn’t really progress unless you found people from that raid or people that weren’t saved yet. Except for guilds, it would be really hard to continue.

Its Mechanic

Each raid, rather than being designated an entire lockout, has a lockout for each encounter in it, regardless of raid size (10 or 25). For Icecrown Citadel, this means 12 “lockouts”. As Bashiok said, they want raiders to have the “opportunity to defeat each encounter once a week.” You are locked out of each individual encounter as you down a boss. A couple things to keep in mind:

  • You cannot enter a different raid where bosses that you’ve defeated are still alive.

What does this mean? Let’s say you’ve killed Marrowgar, Deathwhisper and Gunship in your raid on Wednesday night. On Thursday, you cannot join a raid of either size that still hasn’t defeated Gunship. From what it seems, that raid would have to defeat Gunship before you joined in.

  • Upon entering a new or different raid, you’re not saved to their “list” until you down a boss. Getting saved to a more progressed raid will lockout all bosses until that point.

In using the example above, if you’ve killed Marrowgar, Deathwhisper and Gunship, and join a different raid that has the first four bosses, as well as Rotface & Festergut killed, you won’t be saved until you down any of the other bosses alive. If you defeat Putricide with them, your raid breakdown will now say that you’ve defeated Saurfang, Festergut, and Rotface as well (even though you didn’t ACTUALLY kill them).

  • You can switch between 10- and 25-player raids along the way. The above stipulations still apply.

You can kill the first quarter on 10-man, join a 25-man to kill the 2nd quarter, then finish out the rest on 10-man. We once thought that once we downgraded to 10, we couldn’t upgrade to 25. This obviously is not the case anymore.

Heroic / Hardmode

Heroic Mode or “Hardmode” seems to work on a very strict lockout system, where once you’re in, you’re in. I’ll try to bullet-point how this works:

  • If you down a boss on Heroic (in any size), you can only continue to raid Heroic with that specific raid. You cannot change raid sizes and continue on Heroic.
  • If you down a boss on Heroic and join a different non-Heroic raid, that raid cannot upgrade to Heroic with you in it.
  • You cannot join someone’s else’s raid if they’re already defeated a boss on Heroic.
  • If you down a boss on Heroic, then the rest of the raid clears the rest without you, you can still join another non-heroic raid that already has your same bosses down.

The one problem I have with this is not being able to join a raid with Heroic bosses already down. If my guild starts Heroic ICC without me because I have to work on the first raid night, then it seems like I can’t join the raid mid-run. Is this intended to make it harder and “more Heroic”? Or is this maybe an oversight or misreading of the mechanic?

—-

I do like that you can continue to raid if your normal group can’t, but the restrictions on Heroic seem just an ounce too tight. Overall, this really will allow people to raid 25s if they want or can, and doesn’t penalize people for only being able to do 10mans. It in fact let’s them join in on a more progressed 25-man raid that may need an extra body. With it being a little less restrictive than we all thought, I’m really looking forward to seeing this new “lockout system” play out. What do you think? Interesting mechanic? Or too confusing?

Priests: Inner Fire vs Inner Will

We’re gaining a new self buff in the expansion. In addition to Inner Fire, we’re gaining a new one called Inner Will.

So the question is, which self buff should be used?

More power?

You can’t ever go wrong with having increased spellpower from Inner Fire. That’s an extra 1080 spellpower that you otherwise wouldn’t have had. I consider if the de facto self buff to use in most cases. The extra armor buff isn’t going to hurt either. Probably the default buff to use once our regeneration hits a point where we’re not struggling for mana as much. If I’m leveling, then I’ll definitely be using this for extra fire power.

More speed?

Inner Will reduces the mana cost of your instant spells by 15% and it increases your run speed. I’ve noticed myself resorting to using Inner Will more often in some of the dungeons I do and leaning towards a heavier spell usage involving Renew, Power Word: Shield and Prayer of Mending. This sounds like its going to be the armor buff of choice for Renew Priests if the viability is still there. Anything involving lots of running? Yeah, I’m going to toggle this on as well.

Don’t forget about Inner Sanctum. I wouldn’t spec into it normally. But if you find yourself using Inner Will more than Inner Fire just to run around faster, then it might be a worthwhile investment. I don’t know if I find the 6% spelldamage reduction side of it useful. I guess it will come down to hard mode specific fights where it would be needed to help with survivability. 6% feels a bit low to me. I mean if they were going to combine it with Spell Warding, shouldn’t it be upped to 10% instead? Of course, I’m probably forgetting the fact that we have a massive health pool.

Yes, I’m positive there are going to be encounters where that 6% is going to make or break you. Anyway, when you’re leveling, go with Inner Fire. When you’re doing dungeons or raids, use the one that’s going to benefit you the most.

POLL: Will you raid 10 man or 25 man in Cataclysm?

One of the best — or worst things depending on your view — to happen to raiding in a long time was the inclusion of smaller group sized content. I talked a little bit about this over on BDTU with my pieces on the Evolution of WoW part 1 and part 2.

The trend started with the addition of Zul’Gurub, a troll instance of now infamous reputation, when it broke from the 40-man raid standard and offered 20-man content. It hailed back to the days of Blackrock Spire being a multiple group raid, and people loved it.

Karazhan further stoked the fires of the smaller group raid desire, and did so while offering epic and story filled content. Players loved it so much that the forums were filled countless replies asking for more smaller group . With Wrath came the revelation that all raid content would be be available in 25-man flavor as set forth by Burning Crusade, but also  in new raid 10-man flavor (all of the raid, less than half the calories). Different levels of gear purchasable by badges came out (as well as loot tables that varied between 10 and 25 man), and both 10 and 25 man raids dropped the same badges. The trick, and the problem, was that people felt compelled to run both 10 and 25 man versions to maximize badges. Some people felt that you absolutely had to run both to “beat the game”.

This is also a result of how loot was distributed. Badges gave you the entry level gear for the items at the end of this expansion cycle. Badges gave you the “entry level” piece for the tier set, this was considered the 10 man version of the tier. Tokens in 25 man raids would drop that allowed you to upgrade the 10 man piece to the next level up. Heroic 25 man dropped yet another token that allowed you to upgrade it to it’s maximum potential. You can see how it would be assumed the more badges you had the better gear you had and the quicker you could climb the gear ladder right?

Well, the devs didn’t like that, nor did less hardcore players (or those of us who don’t have the time to devote to constantly running raids all week long) and a new system was proposed for Cataclysm. The system says that the same content will be provided for 10 and 25 man versions, and the reward levels will be the same. That is to say that the Ilvl of gear will be on par between versions, and they will share the same loot tables. The major difference will be that 25 man will have more damage and more health to worry about in boss fights and such, and you will get MORE loot drops than the 10 man content does. Also, a raid regardless of being 10 or 25 man, all share the same raid ID and lockout. Do a  25 man version and kill a boss? Cool. Split into two 10 mans of the same thing and that boss is still dead for both groups. You can’t up-convert from 10 to 25, but you can down-size if attendance becomes an issue or some such.

So this brings up an interesting question for a lot of guilds and raid groups right now. Is it worth it to run 25 man content if the rewards for 10 are the same? Is the extra loot enough of a benefit to keep you raiding in 25 man content or do you give up and just say screw it? I know a lot of guilds are going through this debate right now. I know some of them personally. This happened in a smaller capacity when Wrath was announced to have 10 man content. Some guilds decided the smaller size was for them and paired down into tight-knit, more tactical 10 man groups. So now that the gear is equal level between 10 and 25, aside from quantity, I know many guilds that have weighed the pros and cons of both formats and decided to go for the smaller size.

My guild Unpossible recently had this discussion. We pulled all of the officers into a private vent chat and hashed it out. it was about even split on the case of 10 vs 25, and there were a lot of good points made. After a good half hour discussion, we decided that we would stay a 25 man raiding guild. Our structure was already in place and had been since the release of Burning Crusade, and it has been stable and working since. We have a dedicated group of raiders who love the group we are in and the dynamic we have going. We also decided that we just felt more comfortable in the 25 man environment.

For me personally, I voted in favor of keeping the 25 man raid group. I love the logistical challenge of tracking so many players — and yes I know it’s not the 40 man content or raids from vanilla but I served my time in those — and the dynamic we have set up between all the various parts of the raiding group works well together, and I’d hate to break that up. I also didn’t like the idea of balancing multiple 10 man groups. Something I’ve seen over the last few years, people have an easier time being benched for a raid than they do taking part in a raid that is behind another group. I didn’t want to breed an environment of Group A vs Group B and cause any unnecessary drama.

So with Cataclysm on the horizon, has your guild discussed this at all? Has your raid group decided whether it will raid 10 man or 25 man content? Were you already raiding as a 10 or 25 man group? What do you think the benefits of both are? What about the drawbacks? I’d love to hear your opinions on this and see how the community as a whole has decided.

Will your guild raid 10 man or 25 man content in Cataclysm?

  • 10 Man / 10 Man Hard Mode (68%, 346 Votes)
  • 25 Man / 25 Man Hard Mode (20%, 103 Votes)
  • Banana (12%, 61 Votes)

Total Voters: 498

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Until next time, happy healing!

My experience with the Queue Q preforms

I had a bit of time over the AV weekend and I wanted to spend some of it acquiring some honor. What’s the best way to do it? Queue for AV of course. What’s the better way? Queue for it in a preform.

But how do you queue for AV in such large numbers when its technically not allowed?

Enter QueueQ.

These guys are a no nonsense PvP organization that comes from a variety of servers within the Bloodlust Battlegroup. There’s a large vent that everyone connects to. Whether you are from Proudmoore, Kil’Jaden, Aman’thul or Ner’Zhul, everyone’s allowed to get in on the action. Each group is under the command of a preform leader who controls the play.

There isn’t a special technique to get in. When the leader calls for it, everyone queues at the same time. As soon as a number pops, everyone calls out which AV they get and they hold off until they see if enough in that preform get in. If yes, they take it and roll with it.

The level of precision and control in these raid groups is inspiring. Every group has assigned towers or objectives they need to go for. An auxiliary force is on standby in case Horde forces push past the bridge and start capturing bunkers.

Typically, there are two main ways to win:

The blitz

Full PvE gear is equipped, and its a straight charge to the end zone. Multiple tanks are needed to keep the battlemasters in check as Drek gets taken down fast. This yields something like 2000-3000 honor in under 6 minutes. This play is called when we’re lacking a number of preform players in the BG and we want to get it over with quick to start the next one and get more players involved.

I personally don’t like this method because of the lack of honor gain.

The finesse

This will vary from preform leader to preform leader, but it involves a combination of taking down Galv, capturing towers, and back capturing bunkers to maximize honor gains.

Not only is it more engaging, but I’m almost certain there is more honor gain to be had here. I’ve earned as much as 7000-8000 with every victory, but the wins range from 9-10 minutes after the gates open. With queue times factored in, I think this is the better of the two.

All in all, not a bad way to prepare for the upcoming rated BGs. I’m tempted to establish a Conquest weekend PvP division when Cataclysm opens.