Zone Healing

Ever play Ultimate (or Ultimate Frisbee)?

The rules are quite simple. You have two teams starting at opposite end zones who attempt to advance the disc to the other team’s end zone. Once the pull (like a kickoff in football) is initiated the teams can start jockeying for possession. A team that advances the disc to an end zone secures the point.

Kicker: The person with the disc can’t move. They can pivot on one foot but they can’t move. The opposing team gains possession whenever any pass is incomplete, intercepted, or received out of bounds .

Teams will employ different strategies to prevent the other team from scoring. One of the common defensive strategies is zone defense. Players are pre-assigned to sections of the field as they attempt to intercept and stop opposing players from advancing towards their end zone. It’s used to stop the offensive team from making really long passes. There’s usually one or two players that will close in on the disc handler. There’s different variations of it, but the key concept is that the defenders have their own sections to work with (not to mention that covering a small area instead of advancing up and down the field all the time is great at minimizing fatigue — I would know).

Gosh, I can’t wait for summer to get here.

Zone healing

Now the concept of zone healing works the same way and is used in situations where not every player is within range of the healer or where players are constantly shifting in and out of range. Sometimes there are raid mechanism place preventing you from moving or that keep you constantly away from each other. Zone healing is an approach that directs the healers to only heal the people that are within range of them. They must trust the other healers to cover the players near themselves in other areas. If you’re assigned to the blue beam of Durumu’s platform, then you can heal anyone that comes in range as the other beams are being moved around. Most raid frames have a function where the individual frames turn transparent if a player isn’t in range. As the healer, this makes your job easier. Any frames that are opaque (or solid) are the players that depend on you to live.

I understand, I have trust issues too. For the officers, zone healing is a great way to isolate which healers are true rock stars and which ones are struggling.

It’s a simple and effective healing strategy to use if the encounter demands everyone to be spread out. Let me give you some examples:

Ji-Kun

Ji-Kun has an ability called Caw. It’s a common raid mechanic where she’ll send sound waves at a player and damages anyone nearby within 8 yards. This calls for people to be spaced out around her main platform. Depending on which Ji-Kun strategy you use, you’ll have groups clearing out nests and may not have the same, consistent number of players on the main platform at all times. Be flexible.

Dark Animus

Healers will have to generate threat on the little anima golems at the start of the fight to hold them in place. If the golems are brought together, their attack speed greatly increases and will quickly snowball into a wipe. This requires everyone to stand in place. As the little golems are gradually killed near the Massive Anima, players will be freed up and can move around the room consistently. In addition, Matter Swap will switch players with their most distant ally forcing healers to react accordingly and dispel or heal any teleported players.

As a healer, you’re not going to be able to hit everybody. DPS and tanks will come and go through your area of the map. It won’t always be a set group of players all the time. Keep the players in your zone healthy!

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Heroic Garalon Killed: What a Buggy Encounter

After two and a half weeks, we finally scored a kill against Garalon. Every encounter after the first six progression hard modes is an exercise in patience and grinding. Our first (and only) Spirit Kings kill was a huge sigh of relief. By comparison, the Garalon kill was falling out of the chair from exhaustion. During the pulls pulls where everyone gets a good look at the new mechanics, people play a little more cautious. Everyone’s testing the boundaries of what they’re capable of. They’re experimenting with their specs and retuning themselves specifically for that fight.

But once people start getting the hang of it, it gradually gets easier. Once the strategy is ironed out and the team is exposed to the rest of the phases, it’s a mammoth of a DPS and healing check.

Our kill on heroic Garalon mirrored our kill on normal. I swear Garalon was mid-air just before the enraged Crush was about to connect. Healers were busy throwing as much DPS as they could in the final seconds. All the pulls earlier on in the night were all over the place. It’s easy to tell when players are losing focus.

They trip into the crush-zone.

They’re sloppy on Pheromone passes.

They get caught by the cleave.

Chalk it up to nerves. Maybe they’re gripping the mouse too hard. Who knows? Everyone deals with anxiety and pressure differently. Garalon’s pretty damn nerve wracking as it is.

All the strategies that are used on normal still apply. Keep the DoT classes working on the legs while the ranged players focus down the torso. Melee players will be jumping from leg to leg. We like to open the fight with Heroism but it’s not uncommon for it to be used in the final sub 33% phase.

  • We opened our Pheromone kite order with 2 tanks, then all the ranged DPS, then all the healers. You might want to pick a melee player two as the final backups in case your kiters suffer casualties along the chain.
  • Players that are next on the kite order should be in position when the current kiter has anywhere from 6 – 9 stacks as you’ll be passing around 13.
  • Given the option, it’s okay to get rid of the Pheromone before a crush even if your stack isn’t near 13. I had to hand mind off at around 10. Had I waited to pass it after the crush, my stacks would have reached 15.
  • The kiters near the stairs should leave a few gaps in Pheremone puddles as they drop them. This gives more path options for the kiters further on down the assignment chain.
  • Crush is no longer coupled to Pheromone passing. Have a raid-wide defensive cooldown planned for each Crush.
  • Healers should spike low health individuals in the few seconds leading up to a Crush so that they don’t take lethal.

Healing Priests

  • Spirit Shell gives you an edge. With two, it’s possible to alternate that on Crushes.
  • Atonement DPS on legs (especially within the blue circles) is a major plus.
  • Echo of Light is also amazing.

As a Shadow Priest, I feel like I’m the worst DPS class on this fight. Maybe it’s just me. Nothing like seeing myself in 16th place consistently.

The next boss for us is heroic Lei Shi. Right now, our biggest hurdle is consistently handling the Protectors as they spawn at the 20% intervals. They seem to ace and crush our healers quickly. How did your group  handle them?

Devise Your Own Strategy: Jin’Rokh

Ever wanted to come up with your own raid strategy instead of relying on videos and write-ups from people in the community?

Here’s your chance.

One of the recent raid tests on the 5.2 PTR was for Jin’Rokh. He’s the very first boss of the instance. He serves as the DPS and mechanics check for the  Throne of Thunder. In today’s post, I am going to show you Jin’Rokhs abilities. I won’t tell you how to beat it. You’re going to put on your raid leading tactics hat.

I want you to tell me how your team is going to beat it.

There are four statues in the corner around the room. Jin’Rok will throw a tank against the statue (Thundering Throw). The tank takes 250k+ in damage. Nearby players within 14 yards will take 200k and become stunned temporarily. The impact of Thundering Throw creates a pool of water on the ground. All players standing in this gradually growing circular-shaped pool gains Fluidity (40% increased healing, 30% increased damage done, but 80% nature damage taken). The pool increases the damage of any nature damage dealt by the boss to anyone standing within it.

jin-1.jpg

Every so often, Jinrokh spawns an orb close to him (Focused Lightning). The orb will target a player and slowly travel toward them (Note the eyes above the player). When the orb reaches a player, it detonates and creates a mini-lightning spike (called a Lightning Fissure).

jin-eyez

If a player kites an orb into an existing Lightning Fissure, it will explode for lethal, raid-wide damage on contact. If an orb contacts a player inside the water, all players will be hit for 150k+.

After the pool expands to a quarter of the chamber, Jinrokh summons a lightning storm inflicting 70k damage per second to all players for 15 seconds. In addition, this storm electrifies the existing pools rendering players unable to use them for appropriate buffs and taking massive damage.

jin-2.jpg

The question remains.

How is your raid going to defeat Jin’rokh? Where should they stand? Where does the boss get positioned?

4 Strategies Later, HM Zon’ozz Down

Progression stonewaller Zon’ozz has been taken down at least. Feels like the Sindragosa of this tier.

We tried using individual soakers with no luck.

Having one large group standing on Zon’ozz’s butt didn’t work.

We tried splitting into a ranged and melee group and actively removed debuffs. Nope, no dice.

Then we just rolled down our sleeves and brute force healed phase 1 without worrying about running out or dispelling. Amazingly, that did the trick.

Conquest’s next efforts will be focused on heroic Blackthorn on the gunship. We’ll be taking shots on it tonight and raid boss Logan has the strategies all laid out. Fun part’s going to be ensuring all the players have gone through it.

Any individual tips or pointers are appreciated (if you have any). We do have a few approaches in mind but we’ll be making our first shots today.

Phase 2 healing

When the raid splits into four different groups to handle the tentacles, there tends to be one healer assigned to each group to keep them all alive. DPS players have to do their part in shutting down and interrupting tentacles as best as they can. Your job as a healer is to keep them alive long enough to do it.

As a Holy Priest, I switched from Chakra: Sanctuary to Chakra: Serenity. I valued the instant, single target healing over the raid healing benefits. It felt as if some players were taking more damage than others. With everyone in the raid taking constant damage, I lit off Binding Heals targeting two different players and activating Serendipity for a hasted Prayer of Healing on the group. If one players got too low, I leaned heavily on Serenity to give me the buffer I needed to propel their health back up to manageable levels.

Ran out of steam

After we got Zon’ozz down, I felt this incredible burden just lift off my shoulders. I’m sure everyone in the raid felt the same thing. At this stage, I had to tag out and attend to some personal business. I felt the next few bosses were on farm and that there shouldnt’ve been much difficulty in getting by.

Nope, I was wrong. The crew had a hard time getting by Hagara.

Looked like the raid that night hit it’s peak against Zon’ozz and most of the players just ran out of energy.

I remember reading a study once where the idea of patience and willpower is finite. There were two groups of participants in a room that had chocolate cookies and other type of desserts. Some participants were allowed to snag some cookies. The people who were in the willpower test group were asked to eat radishes instead. After that, both groups were given a skill testing puzzle.

The catch? The puzzle couldn’t be solved. Those in the radish group gave up much quicker and easier than those in the chocolate cookies group.

I wonder if there’s a relationship.

The Day Ultraxion Fell (Heroic)

Took us about two weeks and around 7 hours of attempts. Managed to crush Ultraxion last night just before the expected nerf that kicks in today. Some of the pointers I can offer you:

  • We used 4 healers
  • Use your 3 minute cooldowns at some point between the first and second hour. You’ll want it up again around the 5 minute mark.
  • Tank 4 piece bonuses are a godsend. Finish those as quick as you can.
  • Respec and glyph specifically for the encounter. Cut out talents you don’t need (like movement speed bonuses).
  • Get in position for the coloured crystals early so you can run back earlier.
  • Use Mana potions instead of Concentration potions if you find you don’t have the 8 seconds to spare.
  • If a healer is using a Hymn of Hope, have another priest counter with Divine Hymn to offset their 8 seconds of inactivity.
  • Put the team on your back and carry them like you’ve never carried before. 🙂
  • Sadly, no VODs of this encounter yet. Largely because I didn’t want to compromise my computer’s performance during the raid. Will try to get one this week though.

    Crappy part of killing a new boss? Having to update every single recruiting thread and forum across all the different sites you have ads up on.

    Oh, and if you’re reading this in an email or an RSS reader, I changed the look of the blog. Keeps many of the same colours but I’m aiming for a simpler approach.

    I also changed my permalink structure. So if you’ve linked to any of the posts on the blog, chances are it’s not going to work. Just modify the URL so that it removes the date from the slug (For example, worldofmatticus.com/03/26/12/post-name is now worldofmatticus.com/post-name).

    Forgot how exhausting this process can be. But, time to raid!