Disc Priest Tip: Professor Putricide

You know how on Professor Putricide, a player needs to inhale a potion and they turn into this Abomination thing which controls all the slimes, oozes and crap? In order for Abominations to do that, they run on something called Ooze energy (It’s basically like energy). The only way to get such Ooze energy is by (you guessed it) consuming Mutated Slimes nearby.

Actually, that’s not quite the only way.

You know that Discipline Priests have this talent called Rapture which feeds energy, rage, or mana back to the target if the shield wears off.

It turns out the Abomination works the same way.

In other words, if your Abomination needs a quick burst of energy, have a Disc Priest shield them and the Abom can just sit and chill in a slime pool for a second or two in order to trigger the effect before eating it for more energy.

putricide-shield

Note: This actually isn’t my parse. Someone sent this in anonymously.

As you can see, in the grand scheme of things, it doesn’t offer much. But it’s nice to have for an initial energy boost when starting out.

If Druids have that Revitalize talent, it also provides a really strong energy boost as well.

Conquest will be taking cracks at him later tonight once we take down Rotface on 25.

The Issue with Discipline Raid Healing

As Priests, we exist in two healing realms: Holy and Discipline.  Discipline and Holy.  I say that because one is not superior or inferior to its counterpart.  Each specialization has its own tree.  Each has its strengths and weaknesses.

We were told way back before Wrath of the Lich King that these two trees were going to serve different fundamental purposes: Tank-Healing or Raid-Healing.  Seems simple enough, right?  Once Discipline Priests got past the backlash of “Disc is PvP lol” malarkey, people started learning that Discipline Priests can actually function as Tank healers.  If all of our tools are used in concert with each other, we can be a damn good single-target healer.

Is Discipline, though, viable as a Raid-Healing spec?  That’s debatable.

As with most aspects of this game, everything is going to be viable as something other than it was intended, depending on the situation.  For Discipline, Loatheb is an awesome example.  Although our talents are angled towards single-target healing, a combination of PW:S, Prayer of Healing, Penance, and quick Flash Heals (all powered by Fungal Creep) make us a formidable Raid Healer in a short amount of time. 

Another example is Deathbringer Saurfang, the last boss in the first wing of Icecrown Citadel.  It seems widely accepted now that a Discipline Priest shielding the raid helps reduce the amount of Blood Power that Saurfang gets via Blood Link.  The sooner Saurfang’s energy reaches 100, the sooner a Mark of the Fallen Champion gets put on a random raid member.  Absorbs from PW:S, as well as Divine Aegis, reduce the amount of Blood Power he receives.  Thus, fewer Marks on the raid, which means you can obtain I’ve Gone and Made a Mess with ease.  Not to mention, you get the boss down faster and easier.

Beyond the Situational Awesomeness

I’ve seen a trend of Discipline Priests insisting that they only raid heal.  They seem to hate the idea of being locked onto one or two tanks and will choose to “bubble spam” the raid.  An occasional spell other than PW:S might be used, but it tends to be a one-button spam from players like this.

I have no problem with people trying something different or off the beaten path, just so long as they’re smart about it and demonstrate a mastery of their choice.  I’m sorry to say, but playing Whack-a-Mole with Weakened Soul hardly shows mastery.  In cases like Saurfang, it’s a conscious and strategic choice.  In other cases, it’s a waste of mana.

Power Word: Shield / Rapture – Through Borrowed Time, we’ve received a nice scaling talent as a Discipline Priest.  It’s a valuable spell to the Discipline Priest, but it’s not the only spell we have available.  Since Rapture returns mana to you (ideally equal to or greater than the cost of PW:S), it increases your longevity as a healer, making PW:S one of the front-runners in our arsenal.  Notice, though, that Rapture only triggers when a shield is “completely absorbed or dispelled.”  Yes, partial absorbs are better than no absorbs at all.  However, in quite a few cases, the raid won’t take damage for a while.  Any shields that are put up on raid members that aren’t even touched is a total sacrifice of that mana.  Let’s say your PW:S costs 666 mana (yes, mine does).  If you cast it consistently, and 10 of them don’t even get touched, you just threw away 6,660 mana.  How much damage did you prevent?  Zero.  If you’re casting PW:S consistently, Renewed Hope will be up the whole time.  Since it doesn’t stack, those 10 shields mitigated no extra damage.

Grace – This fun talent, at the start of WotLK, used to be allowed on more than one target at a time.  Once Blizzard thought that was a little bit overpowered and was steering Discipline away from it’s original intent, they restricted Grace to one target at a time.  As a single-target healer, Grace is a great tool to have (though I wish it could be on up to three targets for fights like Marrowgar and Goremaw).  As a raid healer, it’s a wasted three talent points.  I find it particularly hard to assist with raid healing without using either Flash Heal or Penance (or the occasional hasted Greater Heal – all three of which activate Grace).  In most cases, you’ll be snipe-healing multiple targets.  If not, you’ll use a couple heals to top someone off, then off to the next target.  Grace isn’t given the chance to shine.

Where To Go From Here

Spec – I currently rock out a 57/14/0 spec.  I’ve tried various versions of it, but this spec just seems to work really well with the way I play.  I like to use Renew to help pad the tanks, or throw some on the raid to help out.

Given what I wrote above about Grace, I would choose to sacrifice those points and put them elsewhere.  I threw together a 52/19/0 spec if I were to try to re-work myself into a raid-healing Discipline mode.  I also took the points out of Focused Will (sacrifice some crit) and switched Spell Warding to Divine Fury.  I topped out Divine Fury (taking one point from Inspiration), and grabbed all three points of Improved Healing.  The goal is to hopefully rotate Greater Heal more into your rotation and make it (and Penance) cheaper to cast.  You still get powerful shields and good utility, but it’s not the end of the world trying to keep Grace up. 

Spells – As I pointed out above, I’m not a big fan of the “bubble spam”.  Sure it may look good on World of Logs or the estimated “absorption meter”, but I think it’s impractical.  I’m not in a raid to top a meter, I’m there to keep the whole raid alive.  With the alternate spec I suggested above, sniping Flash Heals and Penances is a great way to keep the raid up, as long as you’re also utilizing Prayer of Mending, Renew, and Prayer of Healing as well. 

If you choose to keep a variation of the first spec, then keep in mind the benefit of keeping Grace on your primary target.  You’re not going to be the most amazing raid healer, but you can certainly help out:

Prayer of Mending – I always keep this bouncing.  There are addons available to let you know when your charges have run out.  I tend to cast mine whenever it’s up.

Renew – If you put the points into Improved Renew, you can help out the other raid healers with this one.

Prayer of Healing – Although a bit of a mana drain, it’s amazing when it crits and each member gets his/her own Divine Aegis shield.

Binding Heal – ?!?!?! you say? I use this spell when I just need to single target someone.  Yes, it heals me at the same time.  Higher mana cost, the self-heal may be worth it, and I can keep the Grace stack on the tank.  I’ve tried both ways, and using Binding Heal has seemed worth it to me.

So there you have it!  I’ve always felt that Priests are incredibly versatile healers.  I don’t enjoy one-button spams or anything proved to be “easy-mode casting”.  We have an amazing arsenal of spells available, and using all of them can make us unstoppable.  There’s no reason you can’t take the intricacies of our class and harness them to do what you need them to.

My point is that if you’re going to go off the beaten path, think about what you’re doing before you take that step.

How do you feel about Discipline raid healing?  What other tricks have you figured out over time?

**Image credited to the Elitist Jerks forums**

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Healing Icecrown From a Druid’s Perspective – Part 1

 

This is a guest post by Epiphanize, a Resto Druid, and co-host of Raid Warning.

So you’ve just shaken the frost off of your branches and are staring down the entrance to Icecrown Citadel, the final raid of the Wrath of the Lich King expansion.  You and nine of your closest guildies (or 9 random pugs if your unlucky) are ready to face the challenges that await you in your quest to take down Arthas. The first of these will be the bosses of the entrance to the Citadel. Before we get into strategies, let’s discuss a few things you should think about before trotting into The Frozen Throne. There have been some major changes to how Druids approach healing that are worth taking a look at.

Most trees are in the process of making the swap from crit-laden gear to stacking haste (or at least you should be – Bad tree, bad). This, along with the introduction of Glyph of Rapid Rejuvenation, has given us some new and interesting options. The goal of this article is to help you understand the changes to Druid healing and how it affects you prepare to confront the Lich King.

In addition to these changes, 10-mans can leave a lot of uncertainty, and raid composition will often force Druids to fill rolls they may not be best suited for. Your choice of glyphs and spec will depend a lot on role, personal preference, and playstyle. However, there is some general advice you can follow when making these decisions. I’ve done my best to try to gives options for popular playstyles and specs.

I’m Still a Crit Machine

If you are still very early in the process of swapping gear from crit to haste, you are probably using either Nourish or Regrowth as your main spell. Nourish is a slightly better spell in most realistic situations where you aren’t sure you will keep Regrowth’s hot up on at all times (Thats a discussion for another article). However, at this level of raiding, either spell should serve you well regardless of role. So use whatever your little wooden heart desires, just make sure to bring the appropriate glyph.

Next, I would recommend Glyph of Swiftmend. This is especially helpful in situations where you are spot healing the raid or attempting to 2 heal. It allows you to quickly save a DPS that may be taking sudden burst damage, or catch up on a tank you may have neglected for a moment. It is also a nice way to save on some mana. Plus a global cooldown wasted refreshing a HoT can often be the difference between life and temporary, virtual death. If mana is not a concern and you are comfortable relying on some of your other emergency options, you can go with both of the choices for your third glyph.

Your third glyph is really up to personal choice and should be based on your role as well as the encounter. Glyph of Wild Growth is always a safe bet, especially if you are helping raid heal. There are lots of scenarios where the whole raid is taking damage in ICC, and that extra target is a welcome buff. Glyph of Rejuvenation is also good but slightly weaker option, as there won’t be large chunks of time where the tank is under 50%. Thought this can shine in some encounters, especially with the 4 piece tier 9 set bonus. One thing to keep in mind is that the small amount Glyph of Rejuvenation can play in helping catch up, can easily be replaced by a Swiftmend, Nature’s Swiftness/Healing Touch, or even a Regrowth.

When it comes to talent choices with a Crit build, not much has changed since 3.2. Living Seed is a must in my book if you are going to be tank healing, and is also handy when dealing with Saurfang’s Mark of the Fallen Champion. This especially holds true due to Nature’s Bounty increasing the amount of Living Seed procs.

Another option that is good for tank healers, but is especially strong for raid healing, is Revitalize. While not a complete replacement for Replenishment, it is better than the complete lack of a regeneration buff. You should end up with something similar to 11/0/60 (full build here) with either 3 points in Living Seed or Revitalize depending on what tickles your fancy.

Crit Is So Last Month

If you are at or approaching the soft haste cap (856 without Celestial Focus, 735 with) Rejuvenation is now your baby. Blizzard has really made this our new bread and butter spell. With two strong glyphs, 4 piece tier 9, and the last two idols granting you spell power based on rejuvenation ticks, it is clear you should be using Rejuvenation liberally. This being said, Glyph of Rapid Rejuvenation is a must in my opinion. This is obviously slanted towards raid healing, though I’ve seen instances where it has come in handy as a tank healer. It also comes in useful for mechanics like Mark of the Fallen Champion where a glyphed Rejuvenation with 4 piece Tier 9 can often alone keep up the marked target with minimal management. ICC encounters seems to have been tuned to encourage the use of Glyphed Rejuvenation, as there are lots of dots and healing on the move.

If you plan on focusing more on your HoTs, the original Glyph of Rejuvenation is a good companion for the new Rapid Rejuvenation. It will take time for you to get used to how quickly you can heal up someone with this combo. Once your haste gets up there and you get down the timing, this combo is a very powerful option.

Glyph of Nourish is your other option for your second glyph. Some would even argue that Nourish is the main reason to stack haste, not Rapid Rejuvenation, as you will have a 1s cast time on Nourish. This, combined with a reduced global cooldown, should allow you to direct heal your stump off. This is also a perfectly viable options, especially at the 10-man level. I think its safe to leave this decision up to personal preference. 

Of course you could always just use the above three glyphs and have the best of both worlds, which is what I have ultimately done. But if you are indecisive, Swiftmend will save some mana when you need a big direct heal. In the same vein, Wild Growth will give some HoT power to go along with those quick Nourishes. There really is a lot of flexibility here.

There is however, not so much when it comes to spec. For most people, you will be stuck going deep enough into the Balance tree to get Celestial Focus, that you will not have much of a choice but to go 18/0/53. Now as you progress through Icecrown you will be able to move those points out of Balance and back into the more useful Resto talents. Revitalize being a priority in my book due to the amount of Rejuvenation’s you will be tossing around. Where you go from there will depend on how often you decide to use you direct heals. Your build should look more like the crit 11/0/60 build..

 Phew…Who knew when you signed up to heal as a sapling, you’d be in for so much homework? However, as long as Blizzard keeps being bipolar in regards to Druid healing mechanics, you better get used to it. Who knows, maybe if we cut back on the QQ they will give us new Tree Form models before the end of Cataclysm. Well, we can dream can’t we? In the next part of this article we will cover specific strategies for healing the first 4 bosses of Icecrown as a Tree.

How Our Guild is Handling Primordial Saronite

3-3-spills

Primordial Saronite is the item that’s required for the next level of crafting gear out of Icecrown. There’s all sorts of methods of picking up this stuff and our leadership’s been hard at work figuring out what our approach should be. There’s a few things that are high on the priority list.

Shadowmourne, for one, requires over 20 of these. While going for another Legendary isn’t required, it makes a statement about the guild (not one but TWO Legendaries after all).

Our tanks can get an early boost to their gear and not have to rely on random drops from the different bosses. The better those guys get, the easier time we’ll have moving forward.

As we’re packing a number of sharpshooters in the raid (4 hunters), they’re also going to need some heavy artillery. The recipes for bullets and arrows will cost one Primordial Saronite to learn.

There’s lots of different ways we can go about spending Primordial Saronite to maximize raider utility.

Our approach

In a recent thread on the WoW forums, Ghostcrawler was clarifying a question regarding Shadowmourne. At the same time, he wanted to know this:

We’re also interested to see how various groups handle the Primordial Saronite issue. We designed it so there isn’t necessarily a right way to handle the material and we don’t want to over-prescribe your social dynamics anyway.

I found out over the weekend that Blizzard devs do read this blog. Wyn and Lodur kept bugging me and insisting that they did, but I remained a disbeliever until one of their guys pinged me on Twitter about it. That was too cool!

So here’s our answer:

Prioritizing Saronite to the tanks – Our tanks will get first crack at the Primordial Saronite that they need. The better their gear gets earlier on, the easier time we’ll have heading into Icecrown. I think they’re shooting for the boots first, but I can’t be sure of that yet. I’ve created a queue list on the forums where the tanks put down what they need (not necessarily what they want). I’m not sure how the legs are. If they beat the tier legs, then I’ll devote more Saronite to it. Until then, the queue list is just for the tanks and once they have all that is requied, the list will be opened up to the rest of the guild.

Ammo recipes – This is another one for us but it won’t happen until later on. Not only do you need the Saronite, the engineers need the reputation to purchase the recipe. It’s Goblin and Gnomish right? One crafts bullets and the other does arrows? Once our engineers have the requisite reputation, we’ll send one their way as well.

Shadowmourne – The Shadowmourne quest line is fairly extensive. The last step involves taking down Sindragosa which isn’t going to be anytime soon. Not only that, you have to perform a variety of tasks at different bosses (like standing in fires while surviving for a prolonged period of time). This step can wait a little longer before we invest.

On the other hand, there is some speculation that you need to be on the opening quests before you get the Shadowfrost Shards from the bosses. We don’t know how often the drops are and there is no confirmation.

Getting saronite

To that end, we’ve decided to increase the chances we have of obtaining Saronite. Sundays have been opened up for a new alt raid. We’ve been doing this for a while now, but we’ve decided to lay down some ground rules for it.

Why an alt raid?

For one, there’s many players with nothing to do on Sunday nights. We could either jump on our alts and join a pug with a 50-50 shot of succeeding, or organize our own with a higher chance of it working out. We like having multiple geared characters!

Our alts are almost as geared as our mains and it gives us a nice “break” from our normal duties that we have to do on our main characters. It’s nice for me to randomly destroy stuff on my Ret Paladin or my Elemental Shaman.

As I said earlier, extra Primordial Saronite is a plus. We can channel the results of those into the main raid. Not only that, since they’re alts, the players that are comfortable with it can spend their Emblems of Frost that they have to purchase Saronite for their mains if they need to.

Our main raids are overstaffed. We do this in order to ensure that we have enough players to raid. This inevitably means that some players are going to sit out during the week.  I don’t want them to fall too far behind us in gear. So any main raiders that don’t get to come in during the week are able to come in on Sunday in order to use up their lockout period. At the very least, they’ll get some Emblems.

We’re still working out loot systems for the time being. Last Sunday, when we walked into ToC 25, we had 23 alts in total. The other 2 were friends of the guild. The one thing that we’re lacking is another tank for our alt runs. If we can field a full crew for 25, then I can definitely apply loot council rules and prioritize main readers who need loot and balance it with the alts.

If you’re a tank out there with nothing to do on a Sunday night, come and check us out. Of course, anyone who feels that they are exceptional healers and DPS are welcome to apply regardless.

Let’s take down Arthas and move on to Deathwing already!

Dragon Slaying from a Healer’s Perspective: Onyxia

Dragonslayf2j

Every week I watch different players doing things in Onyxia encounters that could make healers spit flame. Not only that, I find myself reacting to and making the same mistakes every week. So what are these recurring things, and how can everyone make sure that healers don’t turn into fire breathing dragons?

Traditionally us healers don’t do much slaying of anything, especially dragons. We do something much more important. We’re the brave souls who sally forth calmly into the face of death to keep others in one piece, or at least standing vaguely upright. You know those others – the heroes who charge in bandying about a cacophony of curses. The ones who would get flamed into foil-packed toasted sandwiches or seared to a fowl-shaped frieze on the wall, or reduced to roasted bear.

But other heroes like to keep us healers on our toes. Hell, we like to keep ourselves on our toes. A dragon slaying party can make a lot of mistakes, and you’d be surprised how few heroes seem to know the Basics of Dragon Slaying. Many bands of adventurers charge into the dragon’s den without checking that everyone knows those basics, which I think is mistake #1.

So what are the most common and basic mistakes a do-gooder can commit while trying to saw Onyxia’s head off? And what can us healers, whatever class, do so we don’t feel like taking a deep breath and belching fire at people? Well, a long career of healing dragon slayers has taught me a lot.

Here are my top ten observations for both us healers and your actual slayer of dragons to remember while venturing into Onyxia’s den, especially if braving the fight with a motley crew of unknown quantities.

I always see tanks or DPS…

1. Getting cleaved. Obviously this is a hazard of the job for tanks. But every time I go to Onyxia there are some foolhardy melee DPSers who like to stand face to face with their foe. I always find myself politely telling them that if they stand behind the trash they will do more DPS and won’t die from cleave, which is something most monsters in the den do. This is always after at least two DPSers die once or one of them dies twice

2. Going out of Line of Sight. There is a hill on the path to Onyxia’s den. And just over that hill is – well, is your tank. And he’s found himself facing an angry dragonkin whom he can’t move for fear of cleaving the party apart. Positioned just right so that if you stay safely at range you’re over the hill and far away for healing purposes, but if you go in close you’re in danger of getting cleaved (see above)

3. Killing people by big-add AoE proxy. I’ve seen tanks pick up big adds on phase 2 and move to tank them next to healers and ranged folk. I sometimes don’t see this until the add’s AoE has fried me because I am looking at healing addons and frantically trying to keep everyone standing upright rather than watching the pretty pictures on the screen. Likewise, melee folks should run away from this AoE, but don’t always do so.

4. Panic-position Onyxia. This happens when she lands in phase 3. Things are hectic and every tank has a different idea where’s best to position a large angry dragon.

  • The tank might place her at the back of the cave: if he does then players are likely to get feared into a tail swipe and bring out many whelps. Handle it.
  • The tank might instead place her at the side of the cave: if he does that then players will get feared and tail swiped but probably not into the whelp eggs.

5. NOT dealing with whelps. Whelps are hungry when they wake up and there are a lot of them. If they’re not controlled and killed then they will quickly attach to a healer and start munching, or gobble up the mage they noticed AoEing at them. Hell, I’ve often seen tanks bashing away at a clutch of whelps all on their lonesome on phase 1, with no DPS bothering to go to them – unless you count those flying past into the whelp eggs and skulking back out again, leaving the tank to deal with more.

Tips for healers …

1. Watch where you stand. Particularly during phase 2. Make sure you’re not too close to the southern area where the big adds spawn, especially if the tank on big adds is a bit sleepy. Said big add may appear, set eyes on you and think you’re the tastiest target. It’s also easy to get out of range of people, especially ranged folk who are doggedly following Onyxia up and down the cave. Avoid all this by trying to strafe across the middle of the cave in p2.

2. Be on your toes during deep breath. Get out of the way of it, of course. Start heading back into the middle of the room as soon as it’s passed in order to beat fires out on anyone who didn’t manage to get out the way in time.

3. Never assume the tank is in safe hands. Healers get themselves tail swiped and cleaved too – I’ve seen it. Heck, even phase 2 is dangerous – deep breaths may mean that the tank and healers are separated. Last week I was in a run in which all the healers dove to one side of the room during deep breath and the tank went the other way – we all assumed one of the other healers would stay near him. Panic mode ensued. Try to stay in range of the tanks at all times but not too close. That way fried healers lie.

4. Run diagonally. Sounds weird, but look at the shape of the cave – very long, and the monsters tend to spawn or be tanked at diamond points. The tank’s making the pull? If you run in a strange line – and next to the tank – you’ll get cleaved or tail swiped right away. I saw a priest do just that last week. Run diagonally in and you’ll always be in range to top off the tank as he’s moving Onyxia and you’ll end up standing in a safe place. Likewise throughout the fight, diagonal lines will often get you near other players and away from fire and adds the quickest.

5. Be aware of your space. You will be moving around a lot – move your class specific tricks with you. As a shaman I move my totems to where the rest of the group moves for each phase, so people retain the buffs. As a druid I’ve run around like a rootless sapling trying to keep the tank alive in the north end of the cave and combat resurrect the top DPSer from the south of the cave. Assume in a reactionary fight like this that people will make mistakes: use your class to the full to make it easier on the whole group.

So those are the basics as I see them. They might sound simple – they are. But how many times have you seen some of the above happen? They’re intended to give dragon slayers and healers food for thought rather than offer strategies on how to heal; this isn’t a fight with challenging tactics, just one that needs everyone to stay aware of the situation. One last tip for free: if you want to get the bounty without repair bills, don’t assume everyone knows the tactics. They might not. Everyone has to start being a dragon slayer – maybe in a foreign tongue – sometime in their life.

I’ll be following up by talking about my observations and practical tips on healing Sarth3d in part 2 in the near future. Meanwhile – is there anything I’ve missed for Onyxia – any warnings about the dangers of dragon slaying? Or have you often committed one of these mistakes and just can’t help it? Are there any tips you can give to other healers in danger of frying out there? Any thoughts on how critical group make-up is in this situation?