The Utility of Utility

IDSvCOH2

I consider myself to be an okay tank healer, but an excellent raid healer.  I love Circle of Healing, and when you catch me off-guard enough to admit it, I’ll say my favorite spells are the ones I can cast while pounding my spacebar and hopping around.  Yes, I am “that type” of raider.   I also seem to be in a rather unusual raid group where, up until recently, we had a surplus of single-target healers (paladins coming out our ears,  our only resto druid is a Dreamstate-wants-to-be-a-doomchicken Healing Touch spammer) and raid healing came from one Shaman and a few CoH.  We had no priests with Divine Spirit on our roster because we simply couldn’t afford them.

Unfortunately for me, I’m also a spirit junkie.  I would LOVE to go into every raid with an extra +50 spirit, not to mention the +10% dmg/heal the buff gives as well.  Even though my group’s makeup needs raid healing, not to slot a priest in a tank heal, IDS utility spot, I decided to turn the question around (for purely selfish purposes, of course).  Circle of Healing is an awesome spell in T6 raiding, but if IDS is considered mandatory, what exactly will it bring to the raid?

Spellpower

One of the largest arguments against IDS is the fact that it’s only a significant buff to holy priests and tree druids.  None of the other healers or DPS have a spirit focus, so the damage or healing they gain is minimal.  I decided to check and see how minimal the gain actually is.  I used my guild as an example, and spent some time with the Armory and a calculator.  Unsurprisingly, our Holy Priests had the highest spirit out there.  We ranged from ~550-650 unbuffed spirit, and the gain from IDS gave each holy priest somewhere between 60 and 70 +heal.  What did surprise me was the fact our mages tied our DS druid for second place in the spirit race.  They ran from 250-350 unbuffed, which left them getting 30-40 more damage or healing.  This is roughly equivalent to nearly two Teardrop Crimson Spinels for the druid, and three Runed Crimson Spinels for the mages.  Paladins, Warlocks, and Shaman tied for third, each in the 100-200 spirit range, got 15-25 damage or healing.  If your raid group is heavy on priests, druids, and mages, IDS’s utility increases.

Talents

If the results of IDS on mages is so surprising because they are not a class that gains much from spirit, what about the classes which have a spirit focus, or talents specifically relating to spirit?  That’s right, I’m talking priests and Trees. 

For priests, those talents are Spiritual Guidance and Spirit of Redemption.  Spiritual Guidance increases dmg/heal based on 5%/10%/15%/20%/25% of the priest’s total spirit.  Spirit of Redemption, in addition to that whole “heal while dead” thing, gives a flat 5% increase to total Spirit.  Those two spells work beautifully together, and are a must for every healy-priest regardless of spec.  Both of these talents are also multiplicative, meaning the more spirit you have, the more you’ll get as a result.  We get the 60-70 +heal IDS grants at base, plus another 13 (25% of the 50 spirit of the buff for Spiritual Guidance) and 3 (5% of the 50 spirit of the buff for Spirit of Redemption) added on. In T6 gear, the average increase in +heal a priest gains from having IDS is 75-85. The healing Priests get from IDS is equivalent to the +heal to weapon enchant.

For tree druids, there are also two talents which deal directly with spirit: Tree of Life and Living Spirit.  Much like with priests, these talents were designed to go together.  Tree of Life also increases healing based on 25% of the Tree’s spirit, but instead of the healing done by the tree, it’s healing done to anyone in the tree’s group.  Living Spirit increases spirit by 5%/10%/15%.  As we don’t have any trees in our guild, I can’t use guildie figures for this, but poking around other guilds at our level of progression, their trees seem to have spirit numbers on par with our holy priests.  That gives the same 60-70 +heal from IDS at base, in addition to another 7 (15% of the 50 spirit boost) to everyone in the tree’s party.  In T6 gear, the average +heal gained by the tree’s party is increased by 65-80.  Tanks in a tree group healed by holy priests with IDS using max-coefficient spells will see an increase in healing received by 140-165 per hit.

Regen

In addition to the healing gained based on spirit for both holy priests and tree druids, regen must be taken into account as well.  Both have equivalent spells.  Meditation for priests and Intensity for druids each give 10%/20%/30% regen while casting.  The formula for determining regen is the same regardless of class as well:  Mana Regen = 5 * sqrt(Int) * Spirit * Base_Regen

regen

All names slightly tweaked as I didn’t speak to them before posting.  Jadey is a tree, whereas the bottom four are myself and 3 other priests in my guild.  Both Int and Spirit numbers are unbuffed and pulled directly from armory.  OOC and IC refer to out of combat and in combat regen numbers.  OOC IDS and IC IDS show how the numbers change if we’ve got IDS up, and the final columns show the differences between buffed and unbuffed stats.

Buffs

Moving back to the general raid utility, because the gain in spellpower due to IDS is based on a percentage, the amount can also be increased by use of buff food and elixirs.  Blackened Basilisk, that favorite of DPS casters everywhere, gives 23 damage and 20 Spirit.  With IDS, suddenly it’s giving 25 damage.  If you use Bloodberry Elixir in Sunwell, in addition to buffing your stats, you’re picking up 6 extra spell damage.  Priests that use Draenic Wisdom will see an increase of 11 healing (versus the 7 they get from it without).  The buffs you give yourself anyway become more powerful with the addition of IDS.

Is IDS awesome enough to be considered “mandatory” in today’s raid environment?  It’s really going to depend a lot on the group composition you have available.  If you have more healing priests and druids than you have paladins and shaman, or more mages than warlocks, you need IDS in your raid.  Find the raid healers, put a priest on tank healing so they can have the buff.  But… not me.  I’m going to be over here, hopping around and spamming my CoH button.

Troubleshooting Gurtogg Bloodboil: A Healer’s Perspective

breaking

syderatagimageIn my mind, Gurtogg Bloodboil is the toughest boss to heal in Black Temple. Many guilds stagnate at 4/9 in BT, and others continue to have difficulties with Bloodboil long after their first kill. From my own personal experience, nothing turns a happy tree into a miserable pile of mulch faster than an untimely Fel Rage! This boss is never truly on farm status: every time you bring a new healer or try a new group composition, you might spend hours relearning the fight. The lessons of Mr. Bloodboil are important ones for any healer to learn–they reveal how Blizzard conceptualizes endgame healing and healers’ roles in a raid. The skills you must master in order to take this boss down consistently are the same ones that will allow you to succeed in any of the demanding fights at the finale of the Burning Crusade.

This article will help your raid win at the Bloodboil encounter even if you do not have the ideal group makeup. In a perfect world, a guild would always have ten healers and two shadow priests just itching for a chance at this encounter, but in practice, we all have to learn to work with the tools we have available.

gurtoggbreakfast

The Boiling Basics

This encounter alternates between two phases, both of which are fairly hectic.

Phase 1

Tanks: The fight requires three main tanks, all of whom will trade Gurtogg’s aggro around like a hot potato. They will suffer a stacking debuff called Acidic Wound, and all three will need consistent healing even when they are not the boss’s active target.

Healers: Split them between the main tanks and the bloodboil groups. Melee needs some, but not much, attention. Heals over time are extremely useful for the two tanks who are not Gurtogg’s current target.

DPS: Your mages, warlocks, and other aggro monkeys can pew-pew as usual, with the caveat that they must stay below all three tanks on threat.

Bloodboil: Gurtogg applies the “Bloodboil” debuff to the five players furthest from him every three seconds. This damage over time spell is En-Ay-As-Tee-Why. To survive the dreaded boils, a raid must rotate the players who soak them–the ability stacks, and if a person gets “double-boiled,” well, she’s a goner. Typically ranged dps and healers make up the bloodboil sponges. We designate groups 3-5 as bloodboil groups, and we have a caller whose main job in the fight is to indicate when groups should move into the waterfall area furthest from the boss to take the DoT.

Phase 2

Fel Rage: Gurtogg afflicts one lucky player with Fel Rage. If this is you, congratulations! On the plus side, you become a giant version of yourself and gain 30,000 health and 15,000 armor (sweet!). Moreover, your healing done increases by 100%, and your damage output increases by 300%. Sounds great, right? However, on the minus side, Gurtogg has been buffed too, and now he’s targeting YOU. If you are the victim, you must do everything you can to heal yourself or mitigate the damage.

Bloodboil: You guessed it! Still ticking.

Geyser: Gurtogg casts this AoE damage spell on the Fel Rage target at the beginning of the phase. Spread out to avoid too much splash damage.

Tanks: Acidic wound continues to tick, so they need maintenance healing. Heals over time are ideal.

Healers: Healers must pick up the Fel Rage target immediately and spam that player with with their largest heals, always of maximum rank. If the Fel Rage target dies, Gurtogg will revert back to the tank with the highest threat, and in his strengthened form, he will make mincemeat of him. Meanwhile, raid and tank healing must continue.

DPS: Every player except the Fel Rage victim receives the (resistable) debuff “Insignificance.” The insignificant ones can unleash all the pain they desire on the boss without fear of pulling aggro.

In order to take this boss down, your raid has to survive the horrors of Phase 1 and Phase 2 multiple times. How is this possible? It isn’t easy, but the tips below will certainly help. These tips will carry over into the rest of your Burning Crusade healing–master them, and you will be ready for Illybeans, Archimundo, and the whole Sunwell gang, who deal out the splash damage like candy on Halloween.

gurtogg defeated

Four Key Tips
Tip #1: Make detailed assignments

For this boss, healing assignments must be exact and phase-specific, and they must suit the individual healers’ abilities. See the table below for sample healing assignments by phase and class. Many groups, including my own guild, find that this fight is easiest with ten healers, but an experienced raid can use eight. If your raid is learning this fight, asking a priest to re-spec for Pain Suppression can be very helpful.

Healer

Ideal Class

Other Options

Phase 1

Phase 2

1

Paladin Priest Gurtogg’s Current Target Fel Raged Player

2

Paladin   Gurtogg’s Current Target Fel Raged Player

3

IDS priest (extra credit for Pain Suppression

Paladin Gurtogg’s Current Target Fel Raged Player

4

Druid Shaman

HoT all tanks

HoT all tanks

5

Shaman Priest Melee

Fel Raged Player

6

CoH Priest

Shaman

Bloodboil Group #1

Bloodboil Group #1

7

CoH Priest

 

Bloodboil Group #2

Bloodboil Group #2

8

CoH Priest

 

Bloodboil Group #3

Bloodboil Group #3 (until the debuff clears, then Fel Raged Player)

9 (optional)

Druid Any

HoT all tanks / Swing Healer

Fel Raged Player, subs for any other healer who is Fel Raged
10 (optional) Any Any

Gurtogg’s Current Target

Fel Raged Player
Tip #2: Change targets efficiently (or How I Learned to Stop Worrying and Love Macros)

Make sure you have macros that let you switch targets in a timely manner. To pick up Gurtogg’s target, my guild’s healers use the following macro:

/target gurtogg bloodboil

/cast [target=targettarget,help] [] Holy Light

For “Holy Light,” sub in your largest heal. You will need it for the Fel Rage victim!

Even as a resto druid, I find this macro very useful, as it helps me identify either the tank of the moment or the unlucky soul with Fel Rage. I use it with Regrowth, but if I am healing the Fel Rage target, I will switch to Healing Touch spam after some initial HoTs. I also use a separate macro to help me pick up each of the three tanks. In this fight, there is no time to waste on targeting! If you hesitate, someone will die. I find some version of this basic macro useful in many different fights.

Tip #3: Don’t be a hero

In earlier content, a healer might get away with covering someone else’s assignment. In this particular encounter, it will always look like there isn’t enough healing on group 3, or the tanks, or the Fel Rage target. Healing is a scarce resource in this fight, and the whole darn thing is an emergency situation. You must stick to your assigned target, no matter what. Several weeks after we first killed Gurtogg, my guild spent an entire evening wiping to him. When we looked at wws, we found that healers were not adhering to their assigned targets–when you try to “save” people in this fight, you let your whole raid down.

Tip #4: Do a post-mortem analysis

It’s entirely possible that your healing team is already following tips 1-3. Yet, Gurtogg is still laughing in your faces as he slaughters the Fel Rage target every single time. In order to identify problems and difficulties, use both your own powers of observation and diagnostic tools like Recount and wws. When my guild has had trouble with Gurtogg, it has always been due to one of the following five classic blunders. Take this boss as a primer in troubleshooting: if you can diagnose the problem with Bloodboil, you can do so again when you face the end bosses of T6. For each boss you encounter, keep notes on the usual causes of failure–never let your research go to waste.

Potential Problem Areas
Problem #1: Your bloodboil rotation is off

This is the primary thing that has killed Collateral Damage while we were supposed to be “farming” Bloodboil. Check and make sure that people are moving in and out of the waterfall area with perfect coordination. The bloodboil groups are performing a lovely little dance–make sure everyone else isn’t spoiling the ballet by being too far off to the sides. You must also have designated bloodboil substitutes in case one of your original soakers dies.

Problem #2: The healing assignments don’t suit your group

Healers should confer with each other after unsuccessful attempts. If someone was unable to do his job properly, find out why! It may not be his fault. Many times, the arrangement that worked for a previous group has to be adjusted when new players enter the field. You can still win if your healing roster isn’t ideal–try scrambling around the assignments after each attempt until you find what works.

Problem #3: The Fel Rage targets are caught by surprise

Everyone who gets Fel Rage must do everything possible to lessen the burden on the healers. Panic is deadly–every player should have a Fel Rage plan before the boss is pulled and stick to it when the time comes.

Problem #4: Fel Rage healers are over-confident

Some Fel Rage healers forget that healing needs increase throughout Phase 2. You have to keep spamming those heals, even if your target looks stable. In a moment or two, they won’t be.

Problem #5: Your raid’s dps is low

Sometimes it’s just not a healer’s fault. Even if the team is doing everything right, Gurtogg will eventually overwhelm the raid if you go through too many Fel Rage cycles. I’ve seen us lose people to Fel Rage and still win, but only if the dps is good. The bad news is that the wipes will always look like the healers’ fault. You will need to check wws to see if your dps was on track for the attempts in question.

In summation, Gurtogg Bloodboil is a complex fight, and a win or loss depends on many factors. Keep these tips in mind, and you’ll be well on your way to that perfect one-shot.

SYTYCB: The Humble Checklist

veleda-post

This is Veleda’s SYTYCB week 2 entry.

This post is about lists. Yes, don’t worry, Matt, there’ll be an actual list in here, too. But first, I want to sell you on the virtues of a particular type of list — the checklist.

You’ve got a flying mount, right?

In flight training, pilots have the use of checklists drilled into us from the beginning. It doesn’t matter if you’re a student pilot who has yet to solo, or an airline pilot with thousands of hours logged. Almost any repetitive series of tasks is done with a checklist. You might think that after doing the same sequence every time we fly, we’d be familiar enough with the routine that we wouldn’t need the list to remind us. But it’s that very familiarity that is in some ways the problem!

Huh? What? Where was I?

Flying, like WoW, can have many things interrupting you as you try to do something. Sometimes, you just need to talk to someone else, and it doesn’t matter whether it’s Air Traffic Control on the radio, or the whisper you just got from a friend in game that you need to respond to. You’ve paused your tasks, and when you pick them back up, where were you? You have many memories of doing these tasks previously. But did you just do it?! Have you marked it as complete on the checklist? If so, you’ve done it, and if not, you haven’t.

But… But…

Okay, you say, but WoW is just a game. Why would we need checklists there? Because there are many times we, too, have to go through a number of repetitive tasks, and we sometimes do them when we’re bored or tired or dealing with several other things at the same time. The most useful place in WoW that I’ve found checklists is in post raid restocking.

Are you the weakest link?

I suspect most people have been in a raid when someone has indicated they’re out of some consumable they need to continue to contribute effectively to the raid. Perhaps they want to borrow mana potions from others in the raid. Or, they might need a portal to a city and a summons back, so they can buy some reagents, or ammunition. This interrupts the raid and makes everyone else wait for the person that isn’t prepared, at best. At worst, they might not have noticed the lack until the pull, and have just wiped the raid because they didn’t have something that they needed.

I sleep now?

If, however, you have a checklist of everything you consume during a raid, you can use that to restock right after a raid, so that you’re always ready to go. You might be tempted to wait until just before you’re next scheduled to raid to take care of this, but I’d caution against that. Some consumables might not be available at all times, so it’s better watch for them early. And there are the opportunities that arise unexpectedly. Do your restocking right after a raid, and your character is ready for anything the next time you log in.

Making the list

So, here’s a generic restocking checklist, that you can use to build a list customized to each of your characters.

  • Repair your gear

    It’d be awkward to charge into battle in the future only to have your armour fail you because a strap that was on it’s last legs broke.

  • Replace ammo

    Particularly for hunters, who should always completely refill the largest quiver or ammo pouch they can carry. Other classes that use a ranged weapon to pull, check your ammo level to make sure that will still be useful.

  • Replace reagents

    Many classes need reagents for the abilities they bring to a raid. My shaman only has to deal with Ankhs, but other classes will want various other things for the abilities they’re counted on for while raiding. Figure out how many you might need on a bad night, and set that as the minimum.

  • Buff food

    No matter what you do, there’s probably a food that gives you a buff that helps you do it better. For my hunter, that’s warpburgers or grilled mudfish. For my shaman, it’s golden fishsticks. If you’re a hunter, don’t forget to add Kibler’s Bits, either, to buff your pet.

  • Replenishment food and drink

    Food for health, and drinks for mana, between fights. Many raids will have a mage make a table that provides conjured mana biscuits, but you shouldn’t depend on those. If you find yourself in a raid without mages, have enough to keep you going. Naruu rations are the best way to go, once you have SSO rep for them. Again, hunters also need pet food, to keep their pet happy through the raid.

  • Healing potions

    Sometimes, the healers are busy working on others. If you can use a potion to stave off death until the healers get around to you, that’ll keep you in the fight longer.

  • Bandages

    The biggest bandages you can use, which should be the biggest ones in the game. Same rationale as healing potions, but with a different cooldown timer, so they can be used if you recently used a potion.

  • Mana potions

    If doing your job requires that you have mana, you probably are going to be carrying some of these to help you out when your mana gets low before the end of the fight is in sight.

  • Elixirs and/or Flasks

    Which of these you prefer will depend on your specific needs. Sometimes, it makes sense to use one or two elixirs, and other times, the right flask. Elixirs are generally much cheaper, but they don’t persist through party wipes, so if you’re working new content, they might end up being more expensive than flasks. Make sure you have enough to get through a raid.

  • Weapon buffs

    This can be something that buffs the weapon, such as sharpening stones or poisons, or it can be another way to give you an unrelated buff, such as with superior mana oil.

  • Scrolls

    These can be pricey, but unlike an elixir, you can use a scroll to boost a stat while using a flask. Figure out if any scrolls are worthwhile to you, and make sure you have them stocked.

Checking it twice

vrc

Once you’ve got the list made, find a handy way to go through it after each raid. Ideally, you should have a way of keeping track of where you are on the list. You can print it out, and either check or cross off completed items, or follow while sliding a ruler down the list. You can use a to-do program on your computer to build and check off the lists as you go. I’ve recently taken to using one of the free to-do programs available for the iPhone to go through my restocking lists.

Are we there, yet?

Well, now that you’ve got raid restocking checklists for your characters, you can checklist other things. You might have a ready checklist for any given raid. It’s embarrassing to be on Nightbane’s terrace only to realize that you all left your summoning urns in the bank. Once you’ve harnessed the power of the humble checklist, such moments can be a thing of the past.

Primal Mooncloth – Do You Need to Upgrade?

lecture 
Have we been teaching wrong? Image courtesy of gozdeo

There’s a gearing question I get asked more frequently than any other. I also see it all over the Priest-related interweb. It goes something like this:

My Priest just started running Kara/Heroics, and I have the Primal Mooncloth Set. I’m dying a lot. When can I/ should I break PMC bonus so I can get more stamina?

The answer is invariably along these lines:

PMC has no Stam and makes it hard to stay alive. As soon as you have 2 of the 3 slots replaced, go ahead and break it. Shopping List: Robes of Heavenly Purpose or Gown of Spiritual Wonder, Light-Mantle of the Incarnate or Mantle of the Avatar, and Belt of the Long Road or Cord of Braided Troll Hair.

This always kind of bothers me a little bit, probably because I’m a crotchety oldster who was working my way through T5 content before the 2.3 badge rewards and ZA were introduced. Back in MY day, the only pieces that would add stamina to your stats without gimping your +healing and regen abominably were your Tier tokens. Which, with the infamous Warrior-Priest-Druid combo, in most raiding guilds, went to tanks first. And especially since Druid tank itemization meant they needed the T4 set bonus, preferably from their chest, Priests were pretty much out of luck. (I’ll spare you a very compelling QQ-anecdote about the injustices visited on my Priests specifically when it came to Tier-gear. Just know that it was very tragic, compelling, and you should pity me. Thank you.)

Basically, Primal Mooncloth meant you could keep your raid alive, and whether or not YOU stayed alive was your own business – weren’t you the healer??

As a result, many, many healy-Priests (myself and Matt included), worked their way into T6-level content with dramatically less stamina than recommended. For me, especially given the pressure-cooker of being the first and only female in my hardcore raiding guild, it meant I had to learn to stay alive. This is the origin of the “Oh s***!” macro, and why my UI is painstakingly designed to keep my field of vision clear.

My point is, I’ve done the content that the Priests asking about Primal Mooncloth have done – and I stayed alive. So I know it’s possible. So it bothers me to blame the prolific Priest-mortality rate on the gear and nothing else. If I wasn’t positive that people would feel attacked, accused, and offended, here’s what my response would be:

“Primal Mooncloth is perfectly adequate for the content you’re running. Rather than worrying about what gear to exchange to boost your stamina, let’s treat what I think is the real problem. Tell me about your raids: What’s killing you? Loose mobs, or AoE damage?”

And working from there, I’d like to go through a trouble-shooting dialogue. If loose mobs are running around and slaying healers, either your Tanks need to work on tanking, your CC needs to work on CC’ing, your DPS needs to work on not breaking CC, or YOU need to work on heal-timing. These are all very important skills, and, often, healer-deaths are simply symptomatic of underperforming raiders.

If AoE damage is killing you, then you simply need to learn how to keep yourself healed.

  • Do you have PW:S and Inner Fire up at all times?
  • Are you using profession-related bonuses appropriately? (Fel Blossom, Nightmare seed, Bandages – yes really)
  • What kind of consumables do you bring? (Stam + Spirit food, Super/Major Rejuv potions)
  • Are you using the right cooldowns? (Healthstones, trinkets)

And the biggest one:

  • Are you fully playing your Priest? Priests are unique in the sheer variety of tools in our healbox. Binding Heal, Renew, CoH, ProH, Fade, and ProM (and Desperate Prayer, if you have it), will ALL keep you alive. In fact, they are designed to keep you alive. Priests can and should be able to heal themselves without ever neglecting their duty to the rest of the raid.

It’s not that good Priests never die – Spirit of Redemption points out that Blizz KNOWS we’re going to die. It’s that the best Priests know that gear is not the major limiting factor in your performance. And as much as I advocate using the best gear available to you, it should be to augment your skill as a player, not to replace it.

Notice: I hesitated to post this entry, for the same reason that I hesitate to reveal my real answer to the pertinent gear-question. I realize that my opinion will hurt some feelings, and it is not my intention to imply that people looking to break PMC with any of the numerous options in the post 2.4 game are bad players.  It is my intention to imply that perhaps, as a community committed to improving our gameplay, our first instinct shouldn’t be to swap gear, but rather to ascertain how we can out-perform our pixilated limitations. If, after determining the REAL cause of death, we find a certain stat to be lacking, then we can recommend gear to augment that stat.

Luv,
Wyn