What Aldo Raine Can Teach You About Raid Leading

aldo-raine

What on earth could you learn about killer raiding and leadership from a ridiculously accented, revenge-based officer coming out of Maynardville, Tennessee? Answer: Quite a bit! If you haven’t watched Inglourious Basterds yet, I’d strongly recommend watching the movie.

The Lieutenant puts together a team of eight soldiers to go behind enemy lines and do nothing but kill German Nazis. Aspiring raid leaders would do well to pay keen attention to Aldo the Apache’s style.

What exactly does he do?

Ability to identify talent

Aldo has a keen eye when it comes to evaluating people with certain skills. When he hears of someone who’s in a tough jam that helps fulfill a need, Aldo will go out of his way to extend an invitation.

As leaders, always keep your eyes and ears open for players out there who may augment your guild in some fashion. If your guild is raiding, never turn down talent right away. Take a look at them and see if that player provides something that your guild could use.

Be direct

Don’t beat around the bush. It’s okay to pick words wisely. There’s better ways to tell someone that they need to improve other than they suck. But you have to be prepared to get straight to the point and not play passive-aggressive. Tell your players exactly what went wrong or where they messed up. After every wipe, I look through Recount and Obituary to find out the events that lead to our wipe and I’ll explain to everyone what happened. This way, we’re all on the same page for the next attempt and we can minimize the chance of that happening again.

Common sense

Sometimes it’s common for leaders to overthink the scenario. All you really need is some basic common sense. As Aldo says, “You don’t got to be Stonewall Jackson to know you don’t want to fight in a basement.” When it comes to strategy and tactics, examine the room you’re in. Take stock of the boss abilities and the players you have.

In the Faction Champions encounter, your raid doesn’t have much room for error. It’s different every time and it’s going to rely a lot on players. Leaders need to make the right call at the right time in terms of what’s the next target and who to lock down.

Push players hard

Either your raiders are going to sink or they will swim. Push and stress them to their limits. Now that summer is just about over, we’ve all but abandoned Ulduar and are setting the guild crosshairs on both Trial of the Grand Crusader hard modes for 10 and 25 man. We’re taking a “Survival of the Fittest” mentality when it comes to selecting personnel. Syd and the rest of the officer corps did an excellent job while I was away to recruit some extra players and now it’s their chance to show why they should remain. This means continuing the grind of raiding.

As Aldo says, “You know how to get to Carnegie Hall, don’tcha? Practice.”

Set expectations

On the first day Aldo meets his recruits, he makes his expectations and intentions absolutely clear. Leaders set the bar that everyone needs to reach. For raiders, lay down a rough DPS benchmark that they should be able to hit on test dummies or on certain bosses (Patchwerk or Ignis). It’s difficult to set benchmark for healers but I try to look at their potential healing throughput (like 2000+ healing per second on some fights, or their assignments get rotated to see if they can cope).

Right from the get go, every man under Aldo’s command owes him one hundred Nazi scalps.

… And he wants his scalps.

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!

Cataclysm Gear Economy

Well, I’m confident all of you have heard by now how stats are being changed around come cataclysm but in case you missed it

Itemization
In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all “core” stats more appealing. Here are some examples of such plans.

•MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.
•Spell Power: Spell Power is being removed from items as well. Don’t panic, we’ll be improving Intellect so that it provides mana and Spell Power.
•Attack Power: We’re removing Attack Power from items as well. Instead, we’re allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.
•Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around “the cap.” Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.
•Armor Penetration: This ability is too confusing and “mathy.” It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!
•Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.
•Block: Block Value is being removed. Blocking will now always mitigate a percentage of damage.
•Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.

Lots of changes here, but let us focus on the ones that affect us the most. First on the docket is MP5.

MP5 Is currently one of the prime stats for Restoration Shamans, so this change frightens me a bit I’ll be honest. There is just something dirty about the possibility of Mail caster gear having spirit *shudder*. That’s neither here nor there however. This will be the first time that Restoration Shamans will be stacking something for mana regen OTHER then pure mp5. We’ll be getting something like Mediation for all classes. it’s uncertain at this time whether this will show up as a new talent , or if it might show up in the new mastery system that has been talked about (more on that later). The stat will still be present on the character sheet, but will no longer be seen on gear.

Spell Power is also one of those prime stats for us. Expanding INT to be the root of spell power is interesting, but it does make a certain amount of sense. It does offer a boost in spell power right now as well as in crit and it does affect your mana pool size.  Right now we stack it to take full advantage of Replenishment effects. Seeing spell power removed from gear though is going to be interesting in and of itself. A lot of on the fly gear choices can be boiled down to how much more SP it gives you over your current piece (assuming similar stats in other regards). I’m certain that they will add an item to the tooltip noting how much SP an item is worth similar to how Druids see Feral Attack Power listed on items when everyone else doesn’t.

Haste will continue to affect us casters as it does now. Blizzard is happy with how haste worked out for us so you wont see much if any changes there.

Defense and Block, now I’m sure you’re asking yourself “how does this affect us, we are healers?” well I can assure you it does. Changing Defense to no longer be a geared stat is huge, and in my opinion a very welcomed change. I can tell you that there have been several times I’ve pugged a group and found the tank not defense capped, or defense capped but having rather dismal health pool. This change will help alleviate that. By letting tanks get their crit immunity through talents, it leaves them free to gear up stamina. This will also give some added mitigation from block which as it stands is convoluted and a stat that, to my understanding, is largely ignored by tanks.  After talking with my guilds main tank and guild leader, most tanks gear for effective health. As a healer I appreciate this, letting more tanks do this without worrying about losing a few points in defense is a HUGE boon to not just raids, but pugs and heroics as well.

Stamina for everyone! This is good for us as healers, I remember having to have stamina sets for certain fights just to be able to live through certain effects. Those days should be long gone. Effective raid health should go up and through the roof and our jobs as healers should get just a little bit easier. I look forward to not seeing mages and other clothies getting one shotted by some trash mobs *cough* The Descent into Madness *cough*

My concerns though, are for how gear will be distributed. Currently if a piece of Leather Spellpower gear drops, there is not really any question who it goes to. But if we are gearing up for all the same stats, how much blurring of lines will there be? I remember a time when I saw Paladins running around in cloth because it had better stats for healing. I don’t know if we can rely on things like haste and crit to separate that either, as now most of the healing classes tend to stack both (yes some more then others). I’ll be interested to see how this plays out. I eagerly await the changes if nothing else just to see how my gear is going to look before I put it on and look at my stat sheet.
So, what do you think? Excited about the changes? Hate them? Concerns or ideas?

That’s it for today. Until next time, Happy Healing!

Sig

Healing Crusader’s Coliseum: Faction Champions

faction-champions

Back from Blizzcon and now well rested. Got some pretty cool announcements coming up. I’m working on a very special project right now that I’ll disclose later.

Anyway, I’ve gotten several requests for tips on Faction Champions.

And it’s just going to be that: Tips. The same day I touched down at Vancouver, it was back to business in the raid machine. After blitzing through Northrend Beasts and Lord Jaraxxus, it’s time to check out Faction Champions from a healer perspective.

Not a traditional fight

This is the key. There is no such thing as aggro management or threat on this encounter. This is an extremely chaotic, fast paced, arena-esque fight. Players that dual spec into PvP may even wish to consider doing so for extra survival or abilities. Your raid group is going to be facing off against 10 champions of the opposing faction (6 on normal). They’re selected from a random pool of NPCs.

  • Death Knight
  • Balance Druid
  • Resto Druid
  • Hunter
  • Mage
  • Holy Paladin
  • Retribution Paladin
  • Healing Priest
  • Shadow Priest
  • Rogue
  • Caster/Healing Shaman
  • Enhancement Shaman
  • Warlock
  • Warrior

Ones in bold are your raid’s targets of interest. Isn’t it rather odd that they’re all healers?

Execution

It’s difficult to provide an exact outline of what your group has to do. The best I can provide is a general guideline. Go ahead and move your group under the Alliance (or Horde) section first before activating the NPC. It’s a good idea to take stock of what class combination you’re group is going to be facing so that crowd control can be used accordingly.

In most cases, our raid group initially crowd controls every NPC as much as possible other than healers. For example, this week we had a healing Priest, the caster Shaman along with the Holy Paladin. We opted to zero in on the Shaman first. Our Warrior tank started working on the Holy Paladin just by keeping him locked down and interrupted. Placing a Rogue or 3 on the Priest is also a nice idea.

Our basic mentality is that if we run down the healers first, then the other NPC’s are a cake walk. The next dangerous Champion after healers is the Rogue based on the speed at which it can kill a target.

This is an endurance fight. Expect to invest around 10 minutes from start to finish. Each NPC has around 2.4 million health (some have 1.9 million).

Communication is extremely important here. If you’re being pursued, say something. Someone might be able to jump in and snare or CC a Champion.

General class tips

  1. Keep the melee NPC’s busy as much as possible.
  2. Death Knights should defensive Death Grip Rogues, Warriors, Ret Paladins, and Death Knights away from the raid and slow them down. Minimize their movement with slows and stuns
  3. Typhoon and Thunderstorm intelligently. Again, use them defensively to keep NPCs away from your healers.
  4. Drop a Fear Bomb if multiple NPCs are closing in on someone.
  5. Crowd control incurs diminishing returns. Example, after casting 3 Polymorphs on one Champion, it’ll become immune to Polymorph. Spread that CC out.
  6. Offensive Dispels are a virtual requirement. Shamans should be Purging, Priests should be Dispelling. Things you want to get rid of are Druid HoTs and Shaman Earth Shields.
  7. If you have a PvP Trinket, consider equipping it for the fight.
  8. Heroism/Bloodlust on the initial pull. The sooner you kill an NPC or 2, the easier it becomes.

For Priests

As a Priest, my limited arena training has taught me two important skills: Running and healing. If you can manage to run and heal at the same time, you’ll be in good condition. I mainly stuck to firing off blind Mass Dispels (targeting an area with a lot of traffic and hoping it connects) and specific single target Dispels. Keep Shields active on players who get focused and are soft. Don’t bother with mana burning or mind controlling.

Use Psychic Scream everytime it’s available. Just run into a crowd and drop the fear bomb.

Your first priority is to keep yourself alive. If you have to run, drop what you’re doing and run. This isn’t exactly a fight where you can sit there and just grind heal your way through.

Use your defensive cooldowns liberally. Pain Suppression and Guardian Spirit will save lives. After I see a big spike on someone, I’ll drop a cooldown on them. If I see 3 Champions close in on a player, I’ll drop a cooldown on them. If I get death gripped, I’ll crap my pants then use a cooldown on myself (No joke. That Death Knight is a pain).

For Druids

This is just from me watching Sydera. Hopefully she’ll chime in here at some point. I’ve seen Druids use their Cyclone in between healing on various NPCs. Reserve Roots for melee NPCs if they’re chasing after people. Go cat form to put distance between you and Champions. If you’re out of tricks, it’s bear form until the Champion gets peeled off you.

For Paladins

Platewearers are usually durable in this one. Have the Hammer stun ready and use it when the cooldown is up. Hand of Sacrifice or Divine Sacrifice and follow it up with a Paladin bubble to help out the raid. The Champions are smart enough to occasionally focus fire on one target.

For Shamans

I reconfigured my totem setup to include Earthbind, Cleansing, and Grounding totem. Every so often, I’d run into a crowd and drop them all down again. Really aware Shamans will know to keep a healer focused and Wind Shear to help with the interrupting process. Bonus points if you can squeeze off Frost Shocks on a Champion who is chasing someone. Do all that while healing, and your raiding group will love you.

Hope this helps! Feel free to comment below with any extra tips or tricks in general or against specific Champions.

Good luck!

With a Little Help From My Friends…

Thank you!

As many of you know this blog has been around for over 2 years now. We could not have done that without you, the readers. With a love for the game we all play, and your continued readership we remain one of the oldest blogs on the subject out there, and we are not showing any signs of slowing down. So I’d like to take a second and thank you, all of you for continuing to come to the site, and our sister sites of PlusHeal and NoStockUI and sharing your thoughts and offering ideas.

Now for a little announcement, as of today I am submitting the papers to be considered for the Official World of Warcraft Fan Site program. My thinking is that Matt has put so much work into not only this site, but many others, that I believe it’s about time to be added to the list. That brings me back to you, our readers. Today I have a question for you.

Since we’ve been around for over 2 years, we’ve quite an archive of posts and conversations. So I ask you the reader, What is your favorite thing about World of Matticus? This can be a post, or a series of comments, or an idea that was discussed. Did WoM help you down a boss or provide any tips or tricks that helped you out? Anything at all really, I just want to know your fond memories of this site.

Feel free to share, I look forward to seeing your comments on this one.

Sig

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