Heroic Sartharion 3D Conquered

matts-drake

It is done. Approximately 24 hours since the experience and epiphany I had last night, it all paid off.

Sarth and his 3 drakes are down.

Twilight Drake

A big thank you goes to everyone in the guild. Without their efforts of them, the assistance of the Plus Heal Community, and the various bloggers who’ve written about their experiences, this post would not be here right now.

The handling of the Drake was flattering. The officers and an overwhelming majority of the guild felt that I should have gotten the first one.

Needless to say, I double checked to make sure.

The last thing I want on my hands is a riot because the GM gets awarded the first Drake. I’m not one for mounts. Even though I made a Flying Carpet, I still ride on my purple Gryphon. But I guess the Gryphon will get rested for a while.

Subsequent mount drops will be handled with interested members rolling instead of the loot master doing a raid roll. This gives players a measure of control and it allows players who don’t care about the mount to opt out of rolling for the ones that do.

My hands were shaking once we got that Shadron down. It was the first time we hit that plateau and after that, it just felt like smooth sailing from there.

Total time spent: ~8 hours on just 3 Drakes alone
Time of death: 7:04 PM PST, January 28

  • Worked on the pull
  • Worked on the Drake positioning
  • Worked on Whelp and Elemental tanking (We used a Death Knight)
  • Worked on healing the ad tanks and the Drake tanks
  • Worked on surviving Fissures and Firewalls
  • Worked on timing Main Tank “saves” (Pain Suppression, Barksin + Survival Instincts combo, and Guardian Spirit)

Extra things

These points may be minor, but they might help you. We increased the healing from 6 to 7. This gave us 2 Paladins. The fight took slightly longer, but it paid off.

Now what these Paladins did was they spent 17 points into Protection to pick up Divine Guardian.

The moment I used my Pain Suppression on the first breath, I’d pick one Paladin and tell them to bubble. Since a majority of the raid members are standing together, this helps mitigate raid damage during that period. On the second save, the Druid tank on Sarth popped his Barksin and Survival Instincts to outlive that breath hit. At this point, if it goes off, I alert the Holy Priest to get into position because his Guardian Spirit is up next.

Reader Rivendael brought up a great comment that I wanted to reiterate:

Hi Matt, I’m surprised that you have to watch the animations at all :)

It’s very responsible of you, considering that most healers need to/are very used to watching mainly health bars, but in the end, I’d say that the job of watching for breath cooldowns should in fact fall on the tank.

As my guild’s druid tank on Sarth (we’ve downed 3D), even before the fight, I establish player orders for the cooldowns we’re using. When Vesp lands, I call for the first cd-user to “prep” (usually all my healing pallies and priests). When I see the breath animation, I call for the prepped player to use his cd. Then I call for the next player to prepare. And so forth.

My healers just need to macro their cd to me and be in range, that’s all, and I take the burden off them so they can -visually- focus on their heals, while dodging lava walls and void zones. As the one player facing Sarth’s bigass head all the time, it’s the least I can do. Since your Sarth tank obviously has a mic, why not suggest that he do the same?

The answer to that is we both do it. The Sarth tank and I are able to watch for his head. As a healer, I like to use IceHUD so that I can see the health bar of my target, the health bar of myself, and the action that’s going around. This goes hand in hand with my heads up technique of healing.

The “double affirmative” from the Sarth tank and myself strengthens our judgment. It’s better to have two pairs of eyes on it if possible. It helps confirm that it is the right time to use a save when two players are saying the same thing. While there’s nothing wrong with allowing Sarth’s tank to call out when to use the save, I prefer keeping my head up instead of relying on reflexes to hit the tank.

Either we’re both right or we’re both wrong.

I do have a video from a DPS perspective. Just need to find a suitable host. Any ideas of a Youtube or Filefront alternatives?

Also: Ner’Zhul is ridiculously PvE competitive. We’re in the top 20 of guilds that have successfully killed Sarth 3D.

10 Seconds with Sartharion 3 Drakes

I’m the type of player that likes to relentlessly playback previous events (or wipes) in my head. I try to see if there’s anything I can do better from my perspective or anything I should have done differently. Here’s a 10 second mentally recalled highlight reel moment of a time that happened all too often.

We run a 6 healer setup and I’m the only one on the Sarth tank.

0:00

Vent call: Firewall, move!

*Casts Shield, Renew, and dives narrowly avoiding a wall*

0:02

Vent call: Vesperon landing!

*Casts Penance*

0:04

Sarth tank: I have the debuff!

*Casts Flash Heal*

0:06

*Casts another Flash Heal*

0:08

His attack animation stopped and he’s raising his head.

WAIT! HIS HEAD IS RAIS-!

0:10

Sarth tank: I’m down!

Reflections

Thankfully, that was just earlier on in the night. After I settled in more and got into the groove, I was able to get my timing down perfectly. The problem with me was that I ended up being off in my timing.

The timing was off enough to get our tank 1 shot.

But I managed to fix it. I figured that I was zoomed in too close on my character that I had to adjust my camera more to keep my sights on Sarth. That took up precious time and added increased risk.

I managed to solve it by maxing out my camera distance so that no matter where I ran, I’d still be able to keep an eye on his head.

FYI

I use his head as an indicator for when he’s about to breathe. When he tilts back, that’s the time to use the Pain Suppression.

What’s killing us

We lose 1 or 2 people to void zones in the beginning or to a Firewall. There is a bit of inconsistency. Some attempts, the raid group is able to blast through the first drake with no problem. In other cases, people are just getting sloppy or we have bad lag luck (like a player dying to a void even though they’re 15 yards away from it).

The second problem occurs when the third drake lands. Players are killing themselves. Going to see if that can be fixed by having Paladins “tactically bubble” at certain times to lessen the overall raid damage with that Shield talent thingy.

As for me, the 10 attempts where the raid lived long enough for Vesperon to touch down, I was able to squeeze off Pain Suppression fast enough for 7 of them.

That’s a 70% save percentage.

Not good enough Matt. Not good enough.

Healing Assignments for Resto Druids

broccoli-banner

Perhaps more than any other healing class, Wrath of the Lich King has revolutionized the way druids heal. I’m going to take a bit of a look back to where we came from as a way to help understand any troubles druid healers might face at present when we try to figure out what our role in raids should be.

Back in the “Good” Old Days

I came of age as a healer during the BC raid content, and I think part of me will always missing rolling Lifebloom stacks on four different tanks during the Hyjal trash waves. Lifebloom spam may have been widely criticized, but at the time it was effective and felt very dynamic for the player. The timing was tight enough to require tank-specific macros, which I miss, because I could always change their icons to a pig whenever I got mad at them (sorry, Brio). However, when healers argue now that they don’t want to be locked into a rotation, they’re probably thinking of something like old-school LB rolling with horror. That was a rotation, all right–but it left me dizzy. I had to keybind Lifebloom twice–both to my mouse clickwheel and to F. The “F” was for when I needed to refresh while turning with the mouse. At the time, there was no way to increase the 7 sec Lifebloom rotation, and the penalty for letting the stack fall off was fairly severe. I never ran into mana problems, but sometimes the tank would take more damage than I liked if their stack slipped off, and I had few ways to play catch-up. If one tank’s stack went, then most likely all four would.

Even some boss fights made Lifebloom spam worthwhile. On Illidari Council, I used to assign Bonkers to roll LB on three tanks, giving him 1 GCD per cycle free to do “whatever he wanted.” Let me add that the healing buffer Bonkers provided to three of the tanks won the fight for us on more than one occasion. Why did I give the assignment to Bonkers and not myself? Because Bonkers is quicker than me. My assignment, keeping up the group on Malande, was a lot easier. The odd thing is, these kinds of assignments seemed great to Resto Druids at the time–1 GCD free? That’s amazing.

Now that I think about it, the Good Old Days don’t seem so great after all.

Broccoli, v. 3.0

Patch 3.0 brought new tools for the druid healer, offering flexibility where before we had none. However, it strikes me that many Broccoli Stalks might be a little bewildered by all our new toys. And if we’re confused, imagine what it’s like to do healing assignments for a resto druid these days. A few days ago I came across this topic on PlusHeal forums, posted by Siha of Banana Shoulders:

So, I’m the healing lead for my guild, and it usually falls to me to do healing assignments.

I’m having some trouble deciding how best to make use of resto druids. I know in TBC I always used to use them for a multi-tank assignment, keeping a bunch of people hotted up with Lifebloom, but I’m not really on top of all the resto druid changes in WotLK yet.

The talented Siha, as always, gets right to the point with her post. I replied in the topic, but I think that the question has enough merit to warrant a full-length post.

So, what do we do with the newly-versatile druid? After looking at my own performance and those of my Cruciferous Vegetable buddies in Conquest, I am convinced that Resto Druids can be assigned in two different ways for Wrath content. I’m going to showcase a couple of meters-topping druid performances to show just how versatile trees are these days

Raid Healing

This assignment is the most obvious for a resto druid. Wild Growth, due to its higher total healing and it’s status as a heal over time spell, suffered less from the recent nerf than Circle of Healing did. With Rejuvenation, Wild Growth, and perhaps a glyphed Healing Touch in the mix, druids have a powerful toolkit to deal with raid damage.

Let’s take a look at the meter breakdown from an expert druid healer on Gluth, which features heavy raid damage:
s13-meter

Now, the meter % alone might not mean much, but let’s factor in healing assignment. Both S13 and I were assigned to heal the kiters on Gluth, and we have similar gear. Why did he outperform me? Let’s take a look at the abilities breakdown.
s13-breakdown

Take a look at S13’s Healing Touch percentage and the amount it hits for on average. That tells me–even if I didn’t already know–that he’s using the Healing Touch glyph. The fact that he’s able to get so much healing out of a direct healing spell also tells me that S13 is fast. He’s really great at reacting to situations. Notice here that he’s also made a lot of use of Lifebloom–nerfed it maybe, but useless it is not. This WWS report is post-WG nerf, by the way. S13’s performance shows how little a healer has to rely on Wild Growth to be effective (and to post good numbers while doing so). If I were to take a look at S13’s targets, I would see a lot of healing on the 5 kiters, but also a decent amount on other members of the raid. S13 is a great raid healer because he’s able to pay attention to a lot of things at once and to accurately judge when he can go a bit beyond the boundaries of his assignment.

Tank Healing

Yes, I know druids have an AoE heal now. That doesn’t mean that we’re not still good at our old role, healing the main tank. I’ve just shown you the WWS from a druid who excels at raid healing. Now, I’m going to show you my own meter performance. I am a tank healer. That’s what I like, and that’s what I’m good at. I’ve been healing a warrior MT so long that I know how the damage hits and what I can do to fix it. I don’t pretend to be the best at anything, but if I’m in charge of healing assignments, I’m going to stick myself to a tank. It’s not usually very showy on the meters, but I’m going to give you a peep at the one fight in Naxx that does let tank healers show off–Patchwerk.
syd-meter

To understand this image properly, you should probably know that Silvia and I were assigned to heal the offtank, a druid, while S13 and Arktos were assigned to the main tank, a warrior. For the life of me, I can’t remember what Kaldora, our holy priest, was assigned to that day. The nature of the fight dictates that there is simply more healing to do on the off tank(s) than on the main tank, so an off-tank healer is going to post higher numbers. Be that as it may, this is nonetheless a good performance from me personally. Let’s look at the breakdown of what I did.
syd-breakdown

First of all, notice the presence of Regrowth. I use the Regrowth glyph, and a fight with heavy tank damage also shows it off. Meanwhile, I keep Lifebloom rolling on the primary off-tank. As for Rejuvenation, I keep it on both the primary off-tank and the backup. At higher gear levels, your raid is less likely to need two offtanks for Patchwerk. I used to post even more impressive numbers when two off-tanks took heavy hits. I would keep up my full hot rotation on the druid and use Rejuvenation, Swiftmend, and a Nature’s Swiftness/Healing Touch on the secondary off-tank. I always say that Resto Druids can heal two tanks as well as one, and it’s very nearly true. This is a lesson I learned in Zul’Aman, and it still serves me well on a multi-tank fight like Patchwerk. One thing an MT healer can never forget is the power of Swiftmend–it’s easy to ignore, but make yourself use it whenever you can. You’ll notice that Nourish is missing from my rotation, even though I have the 4pc T7 bonus. Regrowth is simply better if the damage is high. I will use Nourish on fights where Regrowth might be overheal, or on long fights that might stress my mana.

My message to healing leads is this: resto druids can tank heal. You might think that only a paladin or discipline priest will work, but don’t discount the resto druid, particularly one who’s used to this job. We may have a discipline priest solo-healing the MT on Sarth 3D, but that doesn’t mean a resto druid cannot be assigned to the task. In fact, some days I want to arm-wrestle Mallet for the job.

Glyphs and Talents

As you can see from our performances, S13 and I, despite having almost the same gear, are very different healers. There are slight differences in talents and glyphs that support each of our preferred roles. Here are my thoughts on how to set up a resto druid to excel at either raid healing or tank healing.

Raid Healing

In terms of talents, I suggest Tranquil Spirit to make Healing Touch and Nourish more efficient, a fully talented Gift of the Earth Mother, and perhaps Naturalist for the shortest Healing Touch cast time. As an alternative, you might put either 1 or 2 points into Improved Tranquility. I find this spell very useful when I can remember to use it. It shines on any fight where the raid is fairly close together and AoE damage as high–I’ve used Tranquility to good effect on Loatheb, Sapphiron, and OS3.

To heal S13-style, you will absolutely need to glyph Healing Touch. I am extremely impressed with the HPS of this spell, and it only gets better as your gear scales. In addition, we can all afford the mana at this point. S13 doesn’t run OOM any more than I do. The raid healer has some amount of choice in the other glyph slots. I suggest Swiftmend and Innervate, but if you find that you never use Swiftmend, Lifebloom will also work. The Regrowth glyph, while good in and of itself, won’t do much for you if you’re never assigned to tanks.

Tank Healing

In terms of tank healing talents, the most important one to have is Nature’s Splendor from the Balance tree to extend HoT duration. However, all raiding restos should have this talent. I also use Tranquil Spirit to support my Nourish (in case I ever use it), a fully maxed Improved Regrowth, and Gift of the Earthmother for easier HoT refreshes. I do not have Living Seed at the current moment. It accounted for less that 1% of my total healing when I had it. If I get enough haste to remove points from Gift of the Earthmother, I may try it again. I have a feeling that either 1) Living Seed will do more healing in Ulduar or 2) it will get some sort of buff in the future. As for Replenish, either build should skip it because it’s endlessly terrible, but the tank healer especially does not need it.

In terms of glyphs, I use Swiftmend, Regrowth, and Innervate for main tank healing. The only debateble choice here is Innervate. I prefer it over Lifebloom, but Keeva of Tree Bark Jacket, who also main tank heals often, writes very convincingly in favor of the LB glyph in this recent post. A main tank healer should not glyph Healing Touch. It’s more useful in the large version paired with Nature’s Swiftness.

Conclusions

We’ve come a long way from Lifebloom spam. Whether we’re set to healing tanks or the raid, druids have a variety of techniques now to support their chosen role. We can do it all–just not all at once. If you’re a healing lead, it’s important to get to know your healers. With the new diversity of the druid class, skill and preference start to weigh heavily on how you should assign your druids. So, why not ask them what they like, and what they are good at?

Healing Rotation: Good Idea or Bad Idea?

Look at this blue post below. It appears that Priests are about to get additional sweeping changes to the class.

We have some exciting changes planned for priests. Many of them will make it in 3.1 (Ulduar). We hope to have them finalized enough to be able to announce some in the next couple of weeks, but that date might not work out for a number of reasons. The community has a way of overlooking all those caveats such as “at this time” or “assuming nothing changes” and suddenly we are “breaking promises.”

Source: Two Non-QQ QUestions for the Devs

I don’t plan on being a cynic. I am not particularly good at being a cynic. I’m far too hopeful and optimistic for my own good. Other bloggers are way better at that than I am. All I can say is that I’m really looking forward to see what these changes are.

Despite all the improvements and changes made to the Discipline tree, I can tell from the amount of emails I read, tweets I get, and forum posts I peruse that there is a significant number of players who remain skeptical about the healing capability of Discipline.

A change like that doesn’t occur overnight. A change happens like that from player to player. All it takes is for one Discipline Priest to heal a Heroic expertly. Then those 4 players that partner with them will spread the word allowing that Priest to heal for other players. Then he gets invited to raids and so forth. Being accepted as Discipline takes time.

Even I was skeptical until I tried it out myself.

I asked everyone around the table if they would feel comfortable having a Disc priest on main tank duty even with no paladin. Every one of them said yes.

Source: 8 Reasons

Healer Rotations

Here’s another forum post located in the same thread as the last one.

When I say we want healers to have rotations, that doesn’t necessarily mean you always press 112311231123 forever and install cooldown timers so that you don’t go insane. Some dps classes are closer to that, but dps classes in general don’t have to be as reactive to situations as do healers, so they can handle it.

What I am really getting at are things like Swiftmend and Riptide. Swiftmend is a very fun spell — IMO one of the best ones in the game. But you can’t spam Swiftmend. In fact, you have to be pretty smart about when you set it up and when you use it. And yes it has a cooldown. Riptide has a similar mechanic where you want to X when Y happens and you can come up with a lot of other examples. Riptide is fun. Swiftmend is fun. Greater Heal… eh, it does the job. But it’s not a particularly fun button to use.

Disc gets this vibe with some of their shield mechanics, Grace and Penance. I do think that Holy could use a lot more of it though. The main "interesting thing" that happens with Holy is Holy Concentration and its Improved version. That’s not bad, but we’re not sure it’s enough. I don’t think we would actually use this specific example, but imagine a talent that sped up Greater Heal’s cast time when you cast enough Flash Heals. Now you have a reason to "weave." You have a mechanic that rewards you (but doesn’t require you) to switch from one thing to another. Another idea (off the top of my head) is that CoH healed more on targets with Renew on them (this steals too much from the Resto playbooks IMO). These don’t necessarily have to be random procs or cooldowns, though sometimes these systems end up using those specific mechanics.

This is the kind of thing we’d like to do to Holy.

This is an approach that has merit. I admit I have not played my Shaman as Resto yet. Therefore, I don’t know what it’s like to use Riptide with its bonus effect.

I know for me when it comes to healing, I will make whatever move necessary to keep my players from dying. I’d call it the Dominik Hasek approach since he was known for doing whatever was necessary in keeping pucks out of the net.

And the same thing applies here. As a healer, it’s your role to do everything in your power to save. Calling it a healing rotation though implies that there should be a specific sequence of spells you should cast to best “optimize” healing done. By doing that, you’d gain additional bonus effects of some sort if you can combo 3 Flash Heals and a Greater (as an example).

Unlike DPS players, it is not always possible for healers to to stick to a specific sequence. On my Elemental Shaman, it’s Flame Shock, Lava Burst, and about 5 Lightning Bolts before I start it all over again (Single mob, will throw in Chain Lightning for multiple ones).

We’re not going to constantly use up our Global Cooldown because we might need it (although to be fair that is encounter specific).

On the other hand, I have a feeling that by implementing a change like this into the game, it may slow down some healers. I’m referring to the decision making aspect.

“I could use this Instant heal now, or I could cast my big heal which activates my other healing increase bonus to my lesser heal but if I do that he might di- Oh crap he’s dead.”

The point

I am totally in favor of more changes to the Priest class to add in bonuses for using specific spells after certain conditions. But I won’t always exercise the option to use them because of how the nature of healing is.

When I was Holy, I’d often get Surge of Light procs. I’d wait and watch for players to heal before I converted it to a free Smite instead. Sometimes we just don’t have an occasion to use spells.

This is especially true when tanks have a hard time taking damage.

The Question

Do you think added bonuses from using spells at specific times is going to help you or hinder you? (Don’t worry about the class you play. It’s directed to all healers).

Resto Shaman: INT vs MP5

This is a guest post by Chloebelle, a Resto Shaman helping you decide between MP5 or Int as the stat to aim for

There is something that feels really dirty when you start stacking intellect. Like that’s what you would do if you knew nothing but what was on the WoW Tool Tips.

For so long MP5 was vital to ensuring you could last an entire fight. Now, thanks to Replenishment, intellect has stepped into the spotlight.

Replenishment restores .25% of max mana every second. If you have an 18k mana pool then you are getting 45 mana a second or 225 extra mp5. If you have a mana pool of 20k then you are getting 50 mana a second or 250 mp5. That is a lot of additional mana.

Solely looking at gems, check out what intellect could do for you:

Ignoring socket bonuses – if the average person has 7 sockets (not including meta) all gemmed with blue quality intellect gems they would have 123 (including 11 with talent) intellect, 1845 mana, 18 spell power (with talents), 1.5% to crit and 23 extra mp5 from a replenishment buff.

If you gem all your sockets with blue quality royal twilight opal then you have 63 sp and 21 mp5 (but you don’t rely on the buff). Less mp5, less mana, less crit, but 45 more spell power. If you socket all 6 mp5 gems, then you would get 42 mp5. I know it’s not realistic to think that you would socket all one way or another – but just as an idea.

Don’t forget that shamans also have Water Shield and mana stream to that will boost mp5 another 185 at least. That doesn’t even count talent points and glyphs that would increase it even more. On top of this, our gear has a great deal of MP5 on it already. Don’t waste a gem slot on 3 or 6 mp5. Use the slot to increase your intellect and let your raid make up do its job. Let the Ret Pallies, Hunters, and Shadow Priests handle your mana regen while you concentrate on healing.

As you gear up you are going to notice that you are rarely going to run out of mana. If this is the case, you can start replacing some of your intellect gems for haste or crit or more SP, depending on how you like to play. Chain heal healers will most likely enjoy haste, while Lesser Healing Wave and Healing Wave healers will most likely enjoy crit.

If you are guaranteed to have the replenishment buff – socketing for intellect is the smartest solution.

On the other hand, if you don’t have the buff – your larger mana pool will likely not make up for the mp5 and SP you will miss.