Silly SSC Mistakes

I’ll have to skip out on my usual digest post this week sadly. It’s exam week and as a result, lower time spent. Don’t expect anything else until Tuesday evening.

This is the kind of stuff that can easily turn a 3 hour run into a 6 hour run. Kudos to the folks at Fallen Heroes for allowing us to borrow their instance (Lurker down). In this really short post for today, I’m going to let you in on some of the stupidest mistakes that top tier raiding guilds can make. You look at these errors and mistakes and it seems so plainly obvious. But when you’re actually in there in the heat of the moment, things can go from bad to oh crap at any given moment. We popped into SSC due to the lack of manpower for Hyjal ops.

Hydross

Wipe 1: Shadow Priest stood on the wrong side of the “line of scrimmage”. He didn’t wait the requisite 3+ seconds for our tank to secure Hydross. Sure enough, Hydross crossed and we pulled 8 elementals. Positioning is oh so very important! Make sure you stand on the side that Hydross is on. At least if you pull, you won’t make 4 new friends!

Tidewalker

Wipe 2: Simple miscommunication here did us in. We were at the 27% mark and our bear tank was going to mosey Tidewalker up from his spot and tuck him into the side between the pillar and the wall. Problem? Healer’s didn’t hear the tank. Yeah the onus was probably on our end to move up with him. By the time we realized what happened, he had already parked himself out of line of sight and took several shots to the face. He did call out that he was moving him in vent. Unfortunately, no one heard him. So if you’re in charge of calling out a particularly relevant and important piece of information, make sure you speak up. If you call it out and don’t so much as get an acknowledgment, yell it louder until you do.

Fathom-Lord

Wipe 3: My fault but my hands were absolutely tied. I think the worse time to get a disconnect in WoW is DURING a pull. What makes this worse is that I’m the only healer on the Hunter tank. You can kind of imagine how that worked out. I noticed too late that we were standing around much to long and vent was far too quiet. This was right after a ready check, as well. It just goes to show that players can fail under the most ordinary and routine of situations.

Leotheras

Wipe 4: Oddly enough, we didn’t even wipe to Leo personally. We wiped to his 3 cronies in front that kept him in place. True it had been about 6 – 8 weeks since we last foray’d into SSC. We also had 3 players that we’re trying to key up to increase utility. Like a bunch of sheep, several of the players stacked up in one area attempting to DPS down Leo’s mobs. What they forgot were the AOE mind blasts that those mobs cast. Every once in a while, players need to be reminded that they are not supermen. Just because you’ve picked up flashy T6 level gear does not mean you can stop doing the simple lessons that kept you alive in the first place. In this case, it was to take down 1 at a time.

Lady Vashj

Wipe 5: We breezed through most of phase 1 and half of phase 2 with no real difficulties. As luck would have it, we hit a crimp in our plans when our Strider kiting Warlock bit the bullet and went down. Our Shadow Priest took a multishot to the face. I also think we lost a mage there at some point. It all took place within a space of 10 seconds. The boss took a note of that and called a wipe immediately so that everyone could run to the stairs. What he erred out on was that our Shadow Priest got the call for a battle res and our warlock chewed down a soul stone to get back up. What was a deficit of 3 players was now of 1 player. We might have had an outside chance for that. I think what happened here was that our Raid Leader made a judgment call far too early without ascertaining what kind of resources were free to get the dead players back in action.

Wipe 6: This one takes the cake for the most stupidest wipe of the night. We forgot to change it from group loot to FFA loot. The first core was only lootable by our MT who is busy trying to stave off the Naga’s coming up those stairs. By the time he got to it, it had already despawned. Repeat that another 2 times and you can see that we were way behind the game on that one and would have been eventually overwhelmed. There are encounters where FFA looting is a requirement. Make sure you check to see if the encounter you are doing is one of them!

Healers: Simplify Your Healing Tank Targets

New hotness

Nowadays, our raids frequently carry as little as 3 tanks to as many as 5. Keeping track of who’s heaing who can be a bit of a doozy. Even the tiniest confusion or overlap can be wipe a raid. Here’s a quick tip make assigning heals easier.

Old and Busted

In older raids, we’d have only 1 main tank and maybe a handful of off tanks. Jobs back then were pretty static. A set number of healers would overheal the main tank while the rest of the healer benchwarmers and waterboys would keep tabs on the off tanks. It worked fine then because the encounters weren’t that complicated to deal with. But oh how times have changed.

New Hotness

I’m introducing a new concept of mine that I came up with a few months ago. It started when my Guild began working on Hydross. As you know, Hydross requires 2 different tanks to jump and hold aggro on him. It doesn’t make sense to say heal the main tank. There’s only one real main tank. Even then, that main tank might be rotated off to different roles or different mobs depending on things like resistance fights and such. For some fights, it’s impossible and even inconvenient to declare a single main tank. A great example is a fight such as Al’ar where you end up using as many as 4 tanks simultaneously. When you’re fighting Leotheras, half the time you’re healing a warlock who by most definitions would not be considered your Guild’s main tank.

Chances are your Guild’s already doing it. I’m simply putting a name to it.

The Active Tank

I defined the active tank as the player that’s currently holding aggro on the main boss right now. It could be any player or any class on the the boss at any time. It’s usually determined by the target of target window.

An example of healing assignments for Al’ar on Phase 2:

  • Pete the Paladin is healing Tim who is grabbing all the birds
  • Reginald and Riley, the 2 Resto Shamans, will be healing the raid
  • Penelope, Price, and Dominic (2 Priests and a Druid) will be healing the active tank which could either be Tyler, Thomas, or Tootoo

If you’re the healing leader, you’re going to recognize what a pain in the ass it is to tell your healers:

“Heal Tyler, Tootoo or Thomas, whoever happens to have aggro on Al’ar at the moment.”

It’s easier to tell your Priests to cover the active tank. By saying that, your healers should recognize that their job is to heal whoever has aggro on the boss.

I’m always on the lookout for different labels and methods to make healing assignments easier on a raid. Are there other ways that you use or that your Guild uses to simply healing assignments more?

Ask Matt: Raid help?

It just occurred to me. I’ve spending so much time writing about Guild theory and blogging that I’ve started to deviate from my primary focus: help you heal your raid. Right now, the trend from some of the other bloggers I’ve seen is trouble with Kael’Thas. I’m working on a fairly mammoth sized project that involves covering healing for the entire encounter which includes recommended healers, methods, phase-by-phase breakdown for healers, and so on and so forth. There’s no way I can squeeze that into a post. I wouldn’t dream of doing it like that because it’s too much information to absorb visually.

Grr, it’s too hard for me to explain right now. You’ll have a better idea when you see it.

In any case, any problems with any boss encounters from the healing end that anyone has? I can only offer my experience and wisdom on bosses I’ve done. Sorry T6 Priests/Healers!

3 Approaches to Guild Progression

Progression

Does this sound familiar? Your raiding Guild has been at the same boss for a while and you’ve reached a wall. Night after night your Guild continues to throw themselves at the boss to no avail (Does 40 raids and 40 wipes sound familiar?). Some of your raiders begin to show signs of frustrations to the point of threatening to leave if there are no additional signs of progress.

Some players are so inherently selfish and don’t seem to understand what progression truly means.

The Definition of Progression

My Guild has been stuck on Kael’Thas for the past several weeks dating back to early December. I know I’m not the only one that had problems with him. But we killed him and that’s the bottom line.

Or is it? Are boss kills the only way to measure progression?

That’s the first thing that needs to get changed. Your perception of what progress means has to change. As boss encounters become more complex, the measuring stick must also become more complex.

Progression used to be measured in boss kills a week. Some Guilds and players still follow this old school belief.

It’s time to change it. By changing your approach to progression, then you will a suitable way to benchmark your Guild and set realistic targets . Consider looking at progression in 3 different ways.

Percentage

Last week, you took Lurker down to 80%. This week, you brought him down to 50%!

Congratulations! That’s progress!

Players appear to be a lot more negative lately from what I’ve been noting. It’s either “kill” or “wipe” and nothing in between. Thinking like that is poisonous and dangerous.

The bottom line is that your Guild knocked a progression boss down by 30%. Don’t let the naysayers get you down by saying “but oh we didn’t kill him this week!”

Use that criticism as motivation to edge him down another 10%. Start thinking glass is half full and not half empty. By chipping away slowly at the boss, you’ll eventually kill him

Phases

Bosses like Lady Vashj and Al’ar within the encounter. There are different steps to take during each phase in order to reach the goal of downing a boss. I like to think of them as mini bosses similar to the last boss in Arcatraz.

Think back to your days in school when you were assigned to write a large paper. Instead of rushing from start to finish, the boss fight should be broken up into chunks.

Your progression can be measured by how far you get through these stages. You beat down Lady Vashj phase 1 and now you’re working on getting the cores to the generator to shut down her shield. Think of each successful core as an individual step along the way. Last week, you got down 1 core successfully. This week, you were able to get 3 down.

That is progress.

Player Survival

As a healer, I have always preached about this in my blog:

I don’t care how much spell damage or healing you have. If you’re dead, you’re useless to the raid.

The longer people stay alive, the easier the encounter is. Simple concept right? This can also be applied in the Zen of progression. What’s the difference between having 3 DPS dead and 3 DPS alive between the transitions from phase 3 to phase 4 on Kael’Thas? They represent 12% more player activity. Sure you can easily get to phase 4 with only 3 players dead. But if you have them alive, it sows confidence that yes your Guild can this with the healers you have available.

I measure my personal progression how many players I can keep alive until the raid buckles.

To Summarize
  • Don’t be a downer
  • Look at the bright side of the raid
  • Progress in any shape or form is good

Gearing Your Fresh 70 Feral Druid Tank

Photo by thadz courtesy of sxc.

Matticus’ Note: This is a guest post from a friend of who has no blogging experience whatsoever but still did a great job nonetheless. This will be a great reference for me on my Druid. Thanks Masato!

After seeing the great responses to my first guest post, Matticus told me I should keep writing. So, to see whether it was a fluke or not, here is another.

Well, I’ve seen Matticus’ posts on pre-raid heal gear for Priests and Shamans, so I will do one of my own based on my experiences, but for the one of the other needed roles in any instance: the Tank. Feral tanks do very well in most situations, as they have incredible amounts of armor, tons of HP and dodge. They are seen as a somewhat easier type of tank to heal because they tend to take more consistent damage, rather than unpredictable spiky damage shield wearing tanks take. Druids may be a bit more of a mana sponge in this case, but it’s usually less stressful on the healer to keep heals running, rather than having to react to sudden spikes (this is more adamant on raid boss fights, but still mostly applicable in 5 mans).

Druid tanks are quite easy to gear up to have very decent stats without setting foot in a raid, and not even a single heroic. I’m building this list towards the PvE type person, but if you are the type that likes to PvP, most of those epics are slight upgrades to the ones I’ve listed. It takes a bit of farming, questing and rep grinding, but afterwards, you’ll end up being geared well enough to main tank at least the first half of Karazhan, and more likely than not, offtank the second half. There have probably been other posts with very similar lists, but I’ll write my own version here for you all. For the most part, bears want to look for Armor>Stamina>Agility. It is also important to have 415 defense skill (or 2.6% crit reduction BEFORE talents) so that you cannot be crit by level 73 bosses.

I will also discuss a proper feral spec later on in the article.

Working from the top to the bottom:

Head:
Stylin’ Purple Hat
BoE LW crafted: Pattern: Stylin’ Purple Hat.

This helm is very easy to get a hold of, nice stats, and is your best bet until you hit some heroics.

Neck:
Necklace of the Deep
BoE JC crafted: 3 Motes of Water, 10 Jaggal Pearls, 1 Black Pearl.
This neck is amazing not only because it is ridiculously easy to get, but it has 2 Red gem sockets. Pop in a couple of Shifting Nightseyes and you have a piece that will last you a long time. Not only is it great, but you can equip it at level 65!

Shoulders:
Shoulderpads of Assassination
Assuming you don’t have any rogues in the group to fight you for these, they work decently if you don’t want to PvP for gear. They drop off the last boss in normal Sethekk Halls. They also have 2 Yellow sockets to boot.

Cloak:
Thoriumweave Cloak
Pretty much the second best druid tanking cloak out there (until you hit the armor cap at least), and you can get it from the first boss in regular mode Mechanar. Super easy to farm, and it is awesome.

Chest:
Heavy Clefthoof Vest
BoE LW crafted: Pattern: Heavy Clefthoof Vest
This chest has 2 Yellow and 1 Red Socket, and is not difficult to get.

Jerkin of the Untamed Spirit
You can get this chest piece from an easy 2 person quest in Hellfire at level 58! Incredible stats, and will last you from then until level 70 when you have your Heavy Clefthoof Vest made.

Wrist:
Umberhowl’s Collar
Quite a lengthy quest chain out in Shadowmoon, but well worth it.

Hands:
Verdant Gloves
Another lengthy quest chain for these out in Shadowmoon.

Waist:
Manimal’s Cinch
Another Shadowmoon quest, but this is a VERY nice belt, even though it’s a green.

Legs:
Heavy Clefthoof Leggings
BoE LW crafted: Pattern: Heavy Clefthoof Leggings
2 Blue and 1 Yellow gem sockets, straightforward materials.

Feet:
Heavy Clefthoof Boots
BoE LW crafted: Pattern: Heavy Clefthoof Boots
Blue and Yellow sockets, and again, not bad mats.

Rings:
There isn’t much you can do here without Kara/heroics. The Violet Signet of Defense (Kara Rep) and Ring of Unyielding Force (25 Heroic Badges) are the best here until 25 mans, and even then, they’re still good.

But until then…

Iron Band of the Unbreakable
Normal Mode Old Hillsbrad.

Delicate Eternium Ring
BoE JC crafted: Design: Delicate Eternium Ring

Trinkets:
Badge of Tenacity
It is a random BoE drop in Blade’s Edge Plateau, or else costs about 1000g depending on your server. However, it is VERY much worth the pain to get it, especially with its 2 min cooldown 150 Agi for 20 seconds use.

Darkmoon Card: Vengeance
Will cost you a hefty sum of money, but lots of stam, and a proc that adds to your aggro generation.

Commander’s Badge
A nice chunk of Stamina if you feel so inclined to reach Revered with the Netherwing.

Engineering also has 2 similar BoP trinkets, the Gnomish Poultryizer, and Goblin Rocket Launcher.

Weapons:
Earthwarden
This is THE tanking weapon until you get into SSC and hope for a random trash drop. Well worth the grind to Exalted with Cenarion. A MUST have.

Braxxis’ Staff of Slumber
Pretty much a lazy man’s Earthwarden. A decent BoE that you should be able to find on the AH for around 50g (depending on your server). Use this until you’re Exalted with Cenarion.

Enchants:
Throw Agi chants on everything that will take them (cloak, gloves, boots, weapon), and +stats on the others (bracers, chest). Why agi over stam you ask? In my opinion, having avoidance and mitigation is better than just being a sponge. Plus, more agi = more crit which means more threat generation. Also, the agi/stats enchants are overall cheaper than the stamina one.

For the helm glyph, Glyph of the Defender until you’re crit immune, then go to Glyph of Ferocity.

Shoulders: Inscription of the Knight or Inscription of Warding (or the greater ones if you have the rep). Like the helm, use these until you’re safely over the crit cap and switch to Inscription of the Blade or Inscription of Vengeance.

Legs: Clefthide Leg Armor. No point really in getting Nethercleft Leg Armor until you get some nice epics, or you have the extra money to spend.

For gems, there is a lot of debate between druids. Some go Solid Star of Elune in EVERY socket. For starting off, this is probably your best bet, since you’re getting a nice bit of Agi just from the enchants. This isn’t exactly a bad choice, but I personally like balanced stats, once you start getting better gear. I prefer to put Shifting Nightseye‘s in my red/blue sockets, and if there is a bonus that is helpful, I’ll put in Glinting Noble Topaz for the yellow sockets. Why those and not, say, Enduring Talasite? It is because hit means you don’t miss, and when you don’t miss that means you generate more threat. Also, defense rating is next to useless once you’re crit immune.

Use your own discretion though when enchanting/gemming. Gem and enchant to what stats you think you lack or if you’re short a tiny bit from being crit immune.

So what do your stats look like with this gear? For these calculations I used 2 Shifting Nightseye in the neck piece, and 2 Enduring Talasite in the Shoulders to hit the crit cap. The rest of the gems are all Solid Star of Elune regardless of socket color, and all enchants are Agility or Stats. The exalted Scryer shoulder inscription and epic leg armor are used in these calcs, so your stats may vary slightly, and if you’re Aldor, you may need to swap in another Enduring Talasite to stay at/above 2.6% crit reduction. Stats also assume Survival of the Fittest and Thick Hide.

Final Numbers

Armor: 23995
HP: 13558 (Night Elf)
14256 (Tauren)
Dodge: 32.93% (Night Elf)
31.16% (Tauren)
Crit Reduction: 2.62%**

** Also, resilience stacks on top of this as well, so if you have some PvP items, just add up what the tooltip says for the resilience and defense, and if it’s at 2.60% or more, you’re golden.

Now, these are very good stats, especially for not even having to step foot inside a heroic! Also, aside from a couple of drops, these are all rep/quest/crafted items, so you don’t have to worry about the dice for most of your gear. If you look at Matt’s Kara Requirements for bear tanks:
415 def with 3/3 Survival of the Fittest, 12000 hp, 30% Dodge, 20k armor
You’re over the mark with this gear setup. Not too shabby. Now, that Survival of the Fittest comment brings us to spec.

Speccing Your Feral Druid for Endgame

Survival of the Fittest (SotF) is the only mandatory talent, while there are many that are strongly suggested to have, and others that are strongly suggested not to have. Why is SotF mandatory? Because with 3/3 you reduce your chance to be crit by 3%. Seeing as level 73 bosses have a 5.6% chance to crit, this means you only need 2.6% from gear. Also, the added 3% to all stats is a nice thing to have as well. Hopping over to the resto tree, 5/5 Furor for extra rage at the beginning of pulls, 5/5 Naturalist for 10% extra damage, and Omen of Clarity for rage free attacks every now and then.

As for talents you shouldn’t get, Feral Aggressions is pretty much useless. Nurturing Instinct is more than useless as well. Shredding Attacks is nice if you plan to be kitty in groups a bit, but if you don’t plan on it, skip it. The rest of the feral tree is pretty much a must have. That means you have 1-3 extra talent points that you can put wherever. Natural Shapeshifter is nice, or Nature’s Grasp if you plan on some PvP. Yeah, it may sound like I’m telling you how to spec, but honestly, look at any feral druid that has at least cleared Kara, and their spec probably follows these guidelines.

Well, I hope you made it through my long post (I honestly didn’t think I had that much to say!) and hopefully helps get you started on your way towards druid tankage. If people find this helpful, I may be so inclined to make a resto version of this guide.

Masato
Feral one day, Resto the next.

Matt’s note: Make a comment and persuade him to make a resto guide. If he does that, then I can finish up my Paladin gear list and I’ll have all four bases covered =).