Handling Icewell Radiance

Props to this guy for coining the term.

Daelo announced earlier in the day the implementation of raid wide buff called Chill of the Throne. What does it do?

The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid’s main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.

Similar in concept to Sunwell Radiance, the reason it was implemented was to lessen the overall spikiness of incoming tank damage. Spikiness refers to something like a tank taking constant streams of 15k damage here, 14k damage there, and then suddenly plummet after a 44k hit of some sort. Sometimes it was predictable and in other cases it was not. It’s a large and often unpredictable hit that is capable of flooring a player.

I call it the Chuck Norris effect.

For present healers, the current way to deal with this is to use defensive cooldowns in tandem with tanking cooldowns. If tank avoidance isn’t high enough or if cooldowns aren’t used, they can easily get 2 shot in a manner of seconds.

With luck, this will be the last time we’ll ever see a buff like this in the game. Going forward into Cataclysm, the idea is to raise the health pool of tanks. Right now our overall approach to healing is to spam really fast heals, really large heals, or AoE heals depending on the situation.

While tank health pools go up, healing spells will scale up but not as sharply. The ratio of healing done on a tank vs tank health won’t appear to be the same as it is now. Let’s say a Greater Heal can cover 60% of a tank’s health right now. When Cataclysm hits, Greater Heal might only heal for 35% or something. The approach is to make overhealing a real risk to the point where healing spells can’t be spammed just to get through the boss fight.

That’s going to present an interesting change. It feels as if it’s going to be a hybrid between Vanilla-esque healing and TBC-era healing. I daresay those were the two extremes. In Vanilla, you had to rotate out with other healers and regen for a minute before tagging back in. In Burning Crusade, you could get away with Circle of Healing spam. It looks like in Cataclysm, they just might make overhealing mean something again since we can’t spam heals nor can we switch out with other healers to come in for us.

PTR: Fond Friend or Venomous Vixen??

wizardmario

The PTR.  Public.  Test.  Realm.  It’s been our best friend and our worst enemy.  People will flock to it, and then people will cry outrage or joy at its contents.  Some avoid it like the plague, while others spend more time in its embrace than in the game itself.

I have a huge innate sense of curiosity.  I love learning things.  When it comes to this game, I try to learn everything there is to know (without delving into theory-crafting and copious amounts of number-crunching).  There are different healing styles, different add-on preferences, different philosophies on gameplay.  I’ve learned to love the variety of them all.

However, the idea of the PTR has me torn between love and hate.  I don’t harbour a global hatred for it, but I have my reservations about it.  It is both a blessing and a curse.  And I’ll tell you why.

Friend

Patch Notes have become a huge cornerstone of the WoW community.  We read them every chance we get.  We get Twitter updates about them; entire blog posts are dedicated to them.  They help us get accustomed to our class.  If we need to change our playstyle, we get a heads up.  If our class is getting nerfed to oblivion, we know to spend more time on an alt.

We can see what gear we have to look forward to.  We drool over gear models, agonizing over the ever-changing nature of new tier set bonuses.  Our dreams are peppered with new craftable items, new patterns, new glyphs, new gems/enchants.  It’s like waiting for (insert related holiday with presents)!

In this, I’m a huge fan.  I love having to save up money/gems/mats for new enchants, or re-speccing to take advantage of a new spell bonus or counteracting a nerf.

Foe

I’m averted to the large exploitation of the upcoming raids on the PTR.  I don’t “hate” it, because I understand its purpose.

I get a huge adrenaline high from facing a new boss on my server with my guild, without really knowing what to expect.  I have to think on my feet.  The raid has to be ready to adjust and listen to the raid leader for directions.

Remember the climactic scene of the movie “The Wizard”?  The kid and his nemesis are the in the final battle, about to play a game that no one has ever seen before.  The curtain is lifted….SUPER MARIO 3!!  I was a kid when that movie came out, and I just about crapped my pants.  Neither the kid nor his nemesis had any experience with this game.  Both were going in totally blind.  No tricks, no strategies, just shutup and play.

It’s that mentality that I crave for the community when it comes to releasing a new raid.  The new content is released and has been tested by a representative sample of the community under a confidentiality clause.  My team goes in on patch day, bags filled with flask/food, ready to conquer.  Our gold stash resembles Scrooge McDuck’s money pit in “Duck Tales”.  Let’s learn this boss our way.  We can be as hardcore as we want to be.

The Toss-up

In spite of all my rantings, I understand that living on the cutting edge of raiding needs every advantage.  World and Server Firsts are a big deal to a lot of guilds.  They need that edge–the ability to practice something, even if it’s not in it’s final form.  Guilds can strategize what needs to happen before the boss actually hits the live servers.

My proposal, though, is to assign a smattering of raiders the ability to do a closed testing of these bosses.  Start the difficulty of the bosses high and slowly bring it down as needed, but not so much to make the boss one or two-shottable.  Keep in mind it isn’t too interesting for us to go in and down bosses in our current gear.

My random thought of the day: Would we complain as much about the ease of boss killings if we didn’t have a head start?  A marathon is a piece of cake if you only have to run a small portion of it on the actual day, right?

What do you think?  Would you rather train in the PTR, or save the workout for after a new raid goes live?  How do you feel about the ability to test and learn a boss ahead of time?

ThespiusSig

Raiding: It’s a Team Sport

3RAR_0215

This is a guest post by Thespius.

If there’s one thing I enjoy, it’s actually having fun playing WoW. I wasn’t around for "Vanilla WoW", but I am a 3 year veteran of the game. WoW is my hobby. I take it seriously, but it’s still the place I go to "escape". I’ve been in leveling guilds, raiding guilds (hardcore and casual), PvP guilds, and guilds with friends. When it comes to raids/groups, I’ve learned one thing that I bring with me at all times:

"How do you make the best party? Simple. Bring friends."

I don’t mean only invite the exclusives (guildies, RL friends, etc). It’s called the WoW Community right? How does one become a "friend"?

I tend to gravitate towards people that are positive and contribute to the group/raid’s success, not take away from it and hurt morale. Anyone that’s been in a raid knows how much smoother it runs when everyone has a positive, goal-oriented mindset.

Yes, this can be tough through wipe-fests or newer players in the mix, but there are numerous ways to contribute to keeping morale and spirits high: Attitude, Willingness to learn/help, and Courtesy among them. If everyone involved puts in that little extra effort, it keeps the fun alive.

Attitude

Don’t sweat the small stuff. Don’t cry over spilt milk. Don’t get pissed if you wipe. This has caused me to stop raiding with a group more than anything. Most of us aren’t in the "uber-leet" guilds and are going to have problems along the line of progression. The best way to always handle it, in my opinion, is to shrug it off:

"We lingered a little too long before starting Phase Two of Mimiron. It’s all good. Keep at it, and we’ll get it next time." (In my mind, even the top guilds could perform even better if everyone focused more optimistically than pessimistically.)

How do you make sure you’re making the best effort you can? Take the time to do it right the first time. The easiest way to waste time and boss attempts is to rush through them. Mark your targets, /readycheck, communicate. Our paladin tank (an ex-Army Ranger) always reminds us: "Slow is smooth. Smooth is fast. Fast is deadly." Truer words were never spoken. Be focused, but not rushed.

Once you get that in place, HAVE FUN! It’s a game. We all play it to enjoy it. I love joking around in raids–as long as it doesn’t distract from the raid itself. Keep in mind, however, that not everyone may share your brand of humor/sarcasm. Pay attention to the reactions of others and be mindful of possibly "crossing the line". If you want the raid to continue to go well, avoid making comments that can make it go sour really quickly. I know I’m a stronger healer when I’m having fun.

Negativity is going to breed more negativity. Even an optimist like myself is going to fall victim to it. It’s easier to make 5 people mad than 2 people happy. I actively take up that challenge to keep the raid’s spirits up. That’s my "hard mode" – Get through the raid night without people getting up in arms. I tend to call myself the "Guild Politician." I try to keep everyone happy. I’m a healer in game, and a healer by nature.

Willingness to Learn/Help

We all had our first toon. Mine was a Human Warlock (the original "Thespius"). I stepped into the world of Northshire Abbey and had NO idea what a spell was, or Intellect, or even that I would eventually battle with Talents. After playing this game for 3 years, I’m still learning new things every day. I personally love how this game is constantly evolving. New mechanics introduced, new thoughts shared. In this, I know I’m not perfect.

Avoid elitism. Be confident, but not pompous. I think when it comes to healing, I’m pretty confident. Am I the best? No. Do I think I’ll ever be the best? No. Do I strive to BE the best? Of course. I do that by staying open-minded, listening to those around me, and paying attention to the online healing community.

If I encounter someone who seems to be struggling with kill order, or threat, or healing "rotations", I could choose one of two ways to proceed:

  1. [Party]: HAHA!!! THIS N00B DOESN’T USE RENEW!! HAHAHAHAHA WHAT A LOSER!!
  2. [Whisper]: Hey, I noticed you don’t utilize Renew a lot. Is there a reason why you chose to do that?

I hope everyone can see that the second option allows room to suggest a change rather than belittling the person for not knowing. Who knows? Their reasoning may be solid, and may open your eyes to a different style that you can build on. I hope that others would exercise the same kindness if I’m having trouble with something. Remember, optomism over pessimism.

Courtesy

This is where you can make a raid stronger or label yourself as "selfish". A chain is only as good as its weakest link, right? We’ll start with the basics:

Make sure you’re not going to have to go AFK a bunch of times. Obviously extenuating circumstances arise (family, roommates, etc.). Ready to go means a stock of snacks/drinks and an empty bladder. We’ve all been there.

If you do have to go AFK, make sure you have clear communication with the raid leader that you’re gone. Raid Leaders, make sure you’re paying attention (or delegating that responsibility) to chat/vent to see who needs a momentary break. If you MUST go AFK, try to save it for a good downtime in raid. If the whole raid is going to take 5 minutes, go restock your supplies and empty the bladder, even if you don’t NEED to. Get back as soon as you can, and make sure people know you’re back.

If you must leave for the rest of the night, give as much notice as you can. This allows the Raid Leader to decide how to proceed. If you consistently bail at the last moment, it’s likely you won’t be asked back. It also puts undue stress on the raid, dampening the mood. Remember, easier to promote negativity than positivity.

However, I try to be most considerate about loot/upgrades. I serve as my own loot council. If there’s someone in the group (yes, even a PUG) that could use the gear more than I could, I’ll gladly pass to them. That gesture is usually a huge comfort to people, and promotes the Team environment I’m trying to build. In our raids, we give PUGs equal shot at gear. In doing this, we’ve created a great little niche of people to pull from when we need subs. We’ve also gained a few new guild members because of it.

Throughout all of this, our guild and its members have the reputation of being the best to run with. Why?

  • Our attitude is positive and team-oriented. We’re out for everyone to succeed, not just the individual. It makes every run fun and memorable.
  • We take a proactive approach to helping those that need it. We don’t belittle people for not being familiar with a certain aspect of the game. It allows for people to be honest about not knowing something, or being open to suggestion.
  • We exercise courtesy with everyone we play with. People know that they’re not going to get "screwed over" in a Team Sport run. Anyone that contributes to the run’s success should be rewarded.

Just mind the bad apples in the game, because they are out there. Keep your heads up.

Healing Crusader’s Coliseum: Val’kyr Twins

valkyr-twins

Val’kyr Twins is one of the more interesting fights in the Coliseum especially for healers. The encounter consists of two Val’kyr who share a relatively large health pool (28 million+). This encounter requires relatively decent buff management along with snap DPS switching in order to get through it.

Setting up

Divide your raid equally in two groups. Split the tanks, DPS, and healers down the line. One group will be on the left, and the other group will be on the right. For the sake of healers, use groups 1 and 2 on the right, groups 3 and 4 on the left. Doesn’t matter which groups. Just have it set in such a way that group positions match group numbers.

twins-essence

How the essences are positioned

Right clicking on the color provides the appropriate essence buff. Your DPS will wish to pick up the buff that is opposite the twin they are engaging. Healers may wish to collect the same colored buff as the twin their DPS is attacking.

Example: The half of the raid that is attacking Fjola Lighbane will be picking up a dark buff. The healers on that side will wish to pick up the light buff.

Main abilities

Vortex

Each twin has a vortex that will do ~6000 damage per second every 5 seconds. It’s an 8 second cast. The best way to mitigate it is to gain the same colored buff that matches the twin who is casting the vortex.

Example: Eydis Darkbane is about to case Vortex. The players who are attacking Darkbane should immediately pick up the dark buff to mitigate incoming damage until her channel is finished.

When I did this encounter as DPS, I would stand next to the buff that was opposite the one that I currently had. This way, I could switch easily and DPS the opposite twin.

Twin’s Pact

One twin will cast a shield on themselves. It absorbs ~700000 damage. While their shield is up, they will cast Twin’s Pact. It takes 15 seconds for them to cast that and when it goes off, 20% of their health is restored. The idea  here is to have the entire raid switch to the twin who is casting Twin’s Pact and break their shield. A Rogue or a Shaman can then interrupt Twin’s Pact.

Example: Fjola Lightbane just cast Shield of Light and is channeling Twin’s Pact. The DPS attacking Edyis Darkbane will run behind her, pick up the darkness buff, and start opening up on Fjola. MacktheKnife, a Rogue, manages to kick and interrupt Lightbane from healing.

Surges

Surge of Darkness and Surge of Light are raid wide “auras” that inflict damage to everyone who is of the opposite buff. Light buffed players take damage from Surge of Darkness and viceversa. Nothing can be done about it.

Incoming balls!

Periodically throughout the fight, there are going to be balls that come in from all sides. You’re going to have a dark ball and a light ball. If a ball hits a player who has the same buff as the color of the ball, they will gain a buff. If the ball hits an opposite coloured player, they take damage. The balls will naturally be drawn toward the twins.

If you want some practice for hard mode, have your healers run interference with their colored balls so that the DPS won’t get hit by them.

Example: Matt’s healing the side that’s DPSing Darkbane. Matt’s buff is the dark essence. Balls start appearing. Matt starts shield everyone and begins chasing dark balls and running interference so that the light balls can get through and hit the DPS.

Healing tips

Raid groups starting out will want to try their luck with 6 healers before dropping down to 5. Split them down the line. If you have an odd healer, coin toss it or random roll the side for them to go on.

Do not get tunnel vision here. Remember, just because you’re on one side with one buff doesn’t mean you cannot heal the other group if you need to. You can cross heal if one side happens to be struggling for some reason.

How do Discipline Priests heal through the raid-wide tick?

Drop some gold on the Prayer of Healing glyph. That will help soften the blow. Shield spamming 10 different targets helps too if you can keep working the global cooldown.

Paladins?

This is going to require a bit of cooperation from the raid. Try to have your members stand near each other when they’re not trying to intercept balls. Holy Light splashing helps. If not, stick to beaconing the tank and going on auto heal on everyone in the area.

Crusader’s Coliseum: Heroic Hard Mode Details (Updated 10:30 AM)

Updated with more details, 10:30 AM.

These details come as a courtesy of my officer, KimboSlice and is obtained from the TankSpot forums (which is reposted on MMO Champion). Figured I’d share it (summarized) with everyone who is waiting for maintenance to expire (and who don’t actively check MMO Champion or Tankspot).

Northrend Beasts Encounter

Gormok the Impaler

  • Impale does 150% weapon damage instead of 100%.
  • DoT ticks for 80% more damage and lasts 5 seconds longer. Tanks must switch at 2 stacks.
  • Yes, you will need 3 tanks to handle the DoT rotation. All 3 will need heals.
  • Each Snobold that is out there increases his damage by 15%.
  • The direct damage from Impale will hit for ~35000.
  • Stomp on melee from 9k to 12k

Acidmaw and Dreadscale

  • Imperative for players to spread out.
  • Acid hits for 5000 every 2 seconds.
  • Burning bile is 9000 damage every 2 seconds to players within 10 yards.
  • It is expected that if one enrages, it will be a wipe. Therefore, both snakes may have to be taken down together. Not sure of this, but keep it in mind.
  • Whatever happened to that third snake?

Icehowl

  • Arctic breath does 30000 damage over 5 seconds. I suggest assigning healers to the left or right of Icehowl to help reduce increase survivability.
  • Random whirlwind on melee from 10k to 14k

Lord Jaraxxus

  • Touch of Jaraxxus inflicts ~4000 damage over 12 seconds which causes players to be affected by Curse of the Nether (AoE dot). Possible decurse?
  • Mistress’ Kiss: Next spell with a cast time gets that school interrupted for 8 seconds and causes 8000+ damage.
  • Incinerate Flesh needs 85000 healing instead of 60000 to remove it.
  • Burning Inferno (Incinerate Flesh after it’s not removed) ticks for 8000 damage a second for 5 seconds (Yeah, that’s a wipe)
  • Pain Spike from the Mistress does 100% of a target’s health over time
  • Legion Flame now ticks for 12000
  • Fel Lightning from 10k to 12k

Faction Champions

  • Spells and abilities are more potent.
  • Shaman LHW from 20k to 60k
  • Paladin Holy Light from 50k to 80k
  • Warlock Corruptionf rom 18k to 24k
  • Expect the trend to continue with the other class abilities.

Val’kyr Twins

  • Touch of Light (or Dark): Inflicts 4000 damage to players of the opposite essence every second. For example, Touch of Light will do ~4000+ damage to players under the effect of dark Essence every second. Light touched players will not take any damage.
  • Surge of Light (or Dark): Inflicts 1500 damage every 2 seconds to enemies of the opposite essence. For example, Surge of Light deals 1500 damage every 2 seconds to Dark essence
  • Shield health increased from 700k to 1.2 million (Ouch)
  • Power of the Twins: +20% damage and hit, 10% attack speed if Twins are too close.
  • Unleashed Light/Dark orb hits increased from 9000 to 15000.

Anub’arak

  • Leeching swarm ticks for 20% health instead of 10%
  • Extra add: Nerubian Ice Darter (No other details)

There might be some more surprises tonight as we head into the Coliseum. If there’s anything else you or your raid group notices, I encourage you to post comments to reflect that. As I experience the encounters myself, I’ll do a follow up post later on with more healing specific tips on getting through them.

Good luck and good hunting!