Healing Ulduar: Razorscale

razorscale

For other bosses in Ulduar, check the Ulduar Healing strategy page.

Conquest was able to clear out Razorscale on day 2 of Ulduar. It’s a fun encounter and places a lot of emphasis on ad control.

Quick notes

  • 3 phase encounter
  • Repeated waves of incoming trash

Pre-boss preparation

Suggested makeup

  • 3 tanks
  • 7 healers
  • 15 DPS

As raid leader, I like to split my raid into groups that have meaning in the raid frames. In other words, I set aside groups 1 and 2 to deal with trash ads coming in from the left side. Groups 4 and 5 would take care of the right. I made sure there was 1 tank and 3 healers in each ad control team. Try to split up interrupters as best as you can since you’ll want them to disrupt as many chain lightning casts as possible. It’s difficult to evenly split the DPS so use your discretion there accordingly.

Group 3 consists of your third tank and the 4 healers that were unable to fit into either teams.

Warrior tank Hunter Druid tank Hunter Paladin tank
Resto Shaman Rogue Disc Priest Rogue Resto Shaman
Mage Death Knight Resto Druid Death Knight Warlock
Mage Balance Druid Holy Paladin Ret Paladin Mage
Shadow Priest Resto Druid Holy Priest DPS Feral Druid Hunter

That’s a rough visual representation of how I split my groups. Dark blue team on the left, light blue team on the right. Gold team is responsible for big, bad whirlwind titan’s which I’ll elaborate on in a moment.

Process

Phase 1

On the ground, the things you have to worry about are the incoming mobs that spawn from the different drill-shaped ground pods. Meanwhile, Dwarven expedition teams will be repairing the four harpoons.

Razor’s attacks

Fireball: Fire damage to players

Flame buffet: Increases fire damage taken by players. I believe this ability stacks. It’s duration is ~1 minute.

Devouring Flame: Spits a Lava Bomb at a player inflicting fire damage and leaving a fiery patch on the ground dealing fire damage to everyone within 6 yards.

She enrages after 10 minutes.

Add attacks

Dark Rune Guardian: Puts a magical debuff on your raid. Dispellable. Will go after your friendly expedition dwarves.

Dark Rune Sentinel: Whirlwind. These guys typically spawn in the middle.

Dark Rune Watcher: Interrupt their Chain Lightning when possible. Their Chains can hit up to 5 targets.

razor-process

Adds will show up from the left and right. Dark blue and light blue teams will have to take care of them via DPS and CCs if necessary.

Now gold team gets to have some fun here. That Devouring Flame ability I mentioned above? Here’s a hint I found out from the Plusheal forums. Devouring Flame can be predicted and controlled. Razor shoots Devouring Flames at the player closest to it. So all gold team has to do is stay under the boss as much as possible and soak up incoming flames. The Disc Priest in that group (me) just heals him. At the same time, gold team needs to pick up Dark Rune Sentinels that show up in the middle.

devo-flame

Gold team in action

The tanking Druid played first person and looked up. I stayed within range in support. When I see a Sentinel spawn, I’ll cue him and let him know there’s a sentinel and he’ll pick it up right away. Once gold team establishes aggro, he calls for ranged DPS to focus and nuke. Once the sentinel is down, it’s back to add control.

There are four harpoons. When they’re all repaired and fired, Razorscale is brought down to the ground. Get three harpoons fired and hold on to the fourth one. You fire them by having a player from either blue team right click on the turrets. Your raid leader should call when to fire the fourth one. When most of the ads are dead, cue the fourth turret call.

When a Harpoon is fixed, it will flash on your screen. I personally like to say things like “harpoon 1 fired, harpoon 2 fired, harpoon 3 fired, harpoon 4 standing by” so that the entire raid knows where we’re at.

turrets

Phase 2

When the raid leader calls for harpoon 4 to be hit, all DPS should be switching off ads. Anything extra should be CC’d in the process. Razor will fall to the ground and remain stunned for seconds. Full DPS on Razor at this point. Stay away from the front of this boss. After time is up, Razor will do a wing buffet knocking everyone back and light a conical flame breath. She’s facing the entrance into this area while she’s stunned.

After the stun wears off, the turrets will explode and have to be repaired again. Razor flies back into the air and triggers phase 1 again.

This would be the phase to hit Heroism or Bloodlust to push Razor into phase 3. If Razor’s health isn’t low enough then you have to do phase 1 all over again.

Phase 3

Have your main tank of choice pick up Razor and immediately face her away from the raid. A good position would have Razor face the entrance just past the turrets. She’s going to continue to do AoE knockbacks (Wind Buffet), Devouring Flame, and Flame Buffets. The Flame Buffet debuffs will continue to stack. If it reaches a certain point, it’s going to insta-kill your tank.

Fused Armor is another debuff your tank will take. When it reaches 5 stacks, your tank is not going to be able to move, use skills or taunt. You’ll have to change tanks before it reaches 5 to buy enough time for your raid to finish her off.

Your raid positions themselves and spreads out behind the boss during this part.

Healing strategy

For both blue teams, you’ll want 2 raid healers and 1 tank healer on each side. You’ll also want 1 tank healer in the gold team. Stay as far back as possible to avoid any chain lightnings that manage to get through. Use strong AoE heals to mitigate them as well. During phase 2 when DPS switches over, the tank healers need to remain on the tank if they’re on any ads. Any idle healers are encouraged to jump up into the play and DPS the boss during phase 2.

Healer drops

Belt of the Fallen Wyrm – Mail

Bracers of the Broodmother – Leather

Guiding Star – Mace

Razorscale Shoulderguards – Plate

Shackles of the Odalisque – Wrists

Ulduar Almost Cleared and Some Priest Notes

Ensidia has cleared out Yogg-Saron. Only Algalon remains. I only have time for a quick post today. I have an exam on International Politics coming up in around 4 hours. The similarities between inter and intra-nation relations and guild relations is eyebrow raising. But that’s a post for another time.

Healing strategies for Razorscale and Ignis are on the way. I’ve got them written down from various PTR notes. Just a few corrections, some screenshots and they’ll be up within days.

I’m going to expand on and revise my Flame Leviathan tips a bit more. I forgot to mention the amount of vehicles there were. There are 15 in total. The Siege Engines and the Demolishers have spots for a driver and a gunner. I set group 1 as Siege Engine drivers, group 2 as Siege Engine gunners, group 3 as Demolisher divers, group 4 as Demolisher gunners, and group 5 as Choppers. That made organization and overall raid direction much easier.

Quick notes regarding the new Divine Aegis from Duct Tape and a Prayer. Wanted to get this out there quick for Priests who were curious.

If you or another Disc priest casts another critical heal on the same target, the Divine Aegis effect refreshes its duration (back up to 12 seconds), and 10/20/30% of the second critical heal is added to the remaining shield from the first crit heal. For example, I establish a 1.5k DA on the Tank, the Tank takes 1000 damage, and then I cast another crit heal on the Tank for another 2k shielding, which makes the total shielding 3.5k and the remaining shielding 2.5k (since the shield absorbed 1k damage between the first and second crit heal).

Etherjammer has got more information regarding Divine Aegis. Go check it out and remember to subscribe to his blog while you’re there.

Now if I can just remember the 6 points of a “Just War”…

1-0 Canucks.

3.1 Initial Impressions or How I Learned to Love the Crash

here_today-gone_tomorrow_phixr

3.1 dropped with about as much stability as we’ve come to expect from major content updates. Servers were down for extended amounts of time with updates every hour asking us to be patient and wait. Stories were filtering in through twitter and various blogs of people not even able to apply the patch. Slowly realms came back up one by one and people began to log in. The gates to Ulduar were opened and raiding commenced after guild logs were flooded with Dual Talent Specialization achievement spam. Life in Warcraft slowly began to creep back to its normal pace. Raids started, on some servers later then normal, and players shuffled in to test out their new shinnies. Some braved the lag at the portal to Ulduar to get a glimpse of the new content, while others were content to hit Naxxramas one last time in the hopes of getting a long sought after drop (looking at you here Zabos!)  On some servers, things went smoothly, on others… not so much.

Here’s my tale of excitement and woe.

The day started out fine, I was a little disappointed that it was patch day to be honest, but I schlepped my laptop to work and set my home computer’s vpn up so I could update both machines. The first bit of news I see on my RSS is that WoWMatrix is dead! Now while this isn’t earth shattering, for me it just meant my job pre raid was going to be that much more difficult as I have a lot of mods I use to monitor things. Looking at them while trying to patch I realize I ran between 80-90 mods (now since reduced!). My hopes were restored when people on twitter pointed out curse had released a new beta client for mac, one that hopefully worked. I work full time, getting time pre raid to mess around with mods doesn’t happen often.  I go to log into my system at home and start the patch process when I get an odd error saying it can’t validate my account. I try again, receive the same error. At this point I start digging around and sure enough, battle.net accounts are having a difficult time downloading the patch. I decide to say meh and wait for BigDownload to get it and entertain myself by conversing with people on twitter (thank you guys again for that as always =D)

I get home, get patched up and installed, get everything that has an update updated and find that my server is still down. After about 30 or so minutes, it comes back up. I log in, get myself over to Naxx and get ready to go. Everything was going fine and dandy until Loatheb. We didn’t wipe, but at about 1.2m hp left to go, the instance server freezes. We can still type in guild / raid / say / tell and we can log out and log back in on alts, but we were treated by a lovely scene of Loatheb’s backside. Those of you on twitter got to read my lamentations that quickly rose to comedy. The jokes and statements of my fellow guildies more then enough to lift anyone’s spirits by pointing out the sheer comedic value of the situation. While not the most exciting patch day (think 2.0) it was better then I assumed it would be, and to be honest it had been a lot of fun taking bets on which healer would spontaneously go from tree to crit – chicken or go careening off to smack a boss with their hammer. Stuck in the instance we logged out and back on alts and then out for the night. All things considered it was a pretty fun night for me, got a lot of laughs out of it.

How about you guys? How was your first experience of patch 3.1? Any good patch day stories to share?
Till next time

~Lodur

Feel free to follow on twitter http://twitter.com/LodurZJ And don’t be afraid to ask questions using direct message there or the contact form here on the site!

Healing Ulduar: Flame Leviathan

flame-leviathan

For other bosses in Ulduar, check the Ulduar Healing strategy page.

I managed to squeeze some PTR time on this boss earlier in the weeks before. But here’s a step-by-step break down of what you need to do in order to get through the encounter.

Quick notes

  • Vehicular fight
  • Trash should be cleared using your vehicles
  • After ~two attempts on the boss, trash will respawn (not sure if there’s a link to time)
  • Four towers control the difficulty of the boss
  • Vehicle health is based on item level not stats

Map

fl-map

Trash phase

This is not a Hyjal style waves encounter. Your raid group will have access to vehicles first. When your raid is ready to move out, speak to Brann Bronzebeard to engage the Iron army.

bronzebeard-thumb

(Click image for dialogue)

Tower information

Your targets are the four towers throughout the area. The difficulty level of Flame Leviathan can be controlled based on which towers you leave up. Towers are easily identifiable because of the color of their glow. Location of the towers are shown in the map above. Use your vehicles to bring them down.

Storm beacons will summon additional units. Destroy them to stem the tide of incoming spawning mobs.

Roles and vehicular abilities

There are different roles that each vehicle plays. I’ll break them down below.

Carrying capacities

Chopper: 1 driver + 1 passenger
Demolisher: 1 driver + 2 passengers
Siege engine: 1 driver + 1 turret + 2 passengers

Chopper abilities

Sonic horn (20 energy): Conical DPS within 35 yards to all enemies
Tar: 10 yard pool of tar that slows down enemies by 75% (important)
Speed boost (50 energy): Increases vehicle’s movement speed by 100% for 5s

Demolisher abilities

Driver

Hurl boulder: Throws a really big rock at a variable range. Think Wintergrasp or Strands type. Ignites Tar upon impact.
Hurl pyrite barrel: Using 5 pyrite, will do ~30000 damage
Ram: Damage and knockback effect
Throw passenger: Used only when the passenger is in the catapult. Dwarf tossing is finally a reality (important)

Passenger

Cannon: Fires a missile. Upon impact, deals damage to enemies within 10 yards. 50 yard range.
Grab crate: Uses a hook and chain to grab crates. Lets you pick up pyrite off the ground.
Increase speed: Uses pyrite to add extra speed to the demolisher. Lasts 1 minute.
Load into catapult: Self explanatory. Passenger gets into the catapult. (important)

Siege engine abilities

Driver

Ram (40 energy): Damage and knock back effect
Electroshock (38 energy): 25 yard conical, interrupts spells, and 4 seconds of locking out the magic school (important)
Steam Rush (40 energy): Sort of like a sprint effect.

Turret

Anti-Air launcher (10 energy): Fires missiles at aerial targets.
Cannon (20 energy): Up to 70 yard range. It’s a gun that shoots stuff.

Siege Engines

The Flame Leviathan will only lock on to one siege engine at a team. The targeted engine must kite the boss around.

Non-kiting siege engines will have to stay close to the rear of the Leviathan as much as possible and should interrupt Flame Jets. After 30 seconds, Flame Leviathan will switch and target a different Siege Engine and chase after that. Use Steam Rush to build up some distance.

Here’s a kite path you can try out.

kite-path

Blue line: Opening route. The boss will be weapons free at this time (as in engage-able).

Siege engine passengers should be targeting pyrite ammo that’s floating in the air. If there aren’t any available, switch fire to the boss.

If you’re out of siege engines, FL will go after demolishers or choppers.

Choppers

There should be 1 chopper following the targeted siege engine. Choppers will be laying down tar directly in front of the Flame Leviathan to slow him down and the tar can be ignited by Boulders from demolishers.

Choppers also have to extract the FL Unit (explained further).

Demolishers

Stay as far away as you can. DPS with Hurl Boulder. Firing Pyrite Barrels should be held off until FL is stunned.

Demo passengers not being thrown up will need to work the catapult to load up Pyrite.

Flame Leviathan stun unit

Your demolishers have the capability to launch players onto the Flame Leviathan. The FL unit is going to comprise of:

  • 3 DPS (Suggest Druid, Death Knight, Rogue)
  • 1 Healer (Suggest Paladin or Druid)

I suggested those classes because they’re going to be under fire from various guns while up there. You’ll want maximum survivability.

Both players must be in the passenger seat of the demolisher. There’s an ability called “Load into Catapult” which places them in the throwing arm of the demo as a projectile. When itÃ’s called for, your demo’s close in. The driver then hits “Throw passenger” which launches the passengers on top of the Flame Leviathan.

When the FL unit is on the back of the boss, they will be able to take out all 4 turrets. When the turrets explode, there’s a button. You hit the button which starts a 10 second channel resulting in a stunned boss and a damage taken by Flame Leviathan by 50% and resetting his speed.

The FL unit will then be ejected and parachuted off the boss. Your choppers must swoop in and extract them back to the demolishers. You’ll want to stun Leviathan while he’s in a tar’d area.

Video

For a visual “how to” see this video below. Actual encounter starts around 20 seconds or so in. Note the positioning of siege engines and how the tar is laid out.

Healer drops

Heroic

Constructor’s Handwraps – Cloth gloves

Embrace of the Leviathan – Cloth belt

Freya’s Choker of Warding – Necklace

Glowing Ring of Reclamation – Ring

Steamcaller’s Totem – Ranged slot

Steamworker’s Goggles – Mail Helm

Boots of Fiery Resolution – Cloth feet – (Hard mode only)

Shoulderpads of Dormant Energies – Leather shoulders – (Hard mode only)

Resto Druid Specs and Glyphs in 3.1

contrasting_leaves

For the record, Moonkins are wonderful. I love them, and I love their dance. However, I am not going to be shaking a tailfeather–at least not for a little while. I might be the only crazy tree out there, but I’m going to use both of my specs for healing, at least for the time being. I expect to be in Ulduar tonight, and quite honestly, no one really knows how difficult it’s going to be. None of us have raided with our usual setups on the PTR, and many of us, me included, never made it there at all. We quite simply don’t know how we, as individual raid groups, will confront the challenges. Thus, it’s a great time to take two healing specs–one for raid healing, and one for tank healing. The changes to mana regen and to some individual spells (ahem, Lifebloom) may make your usual healing assignment no longer the order of the day. Are two healing builds overkill? Maybe. But are they fun? Oh yes, for me anyway.

Build #1: Single tank focused

I am working on the assumption that rolling Lifebloom on multiple tanks is good and dead, so that technique is not part of my calculations. My talent build for tank healing focuses on propping up Nourish, Rejuvenation, and Regrowth. The druid tank healer will do a version of what she’s always done: load HoTs on the tank and then cast a direct heal. The only change for me is that this heal will now be Nourish instead of Regrowth. My tank-healing spec is a version of the 14/0/57 build many of us have been using throughout Naxx, so there are very few surprises. Follow this link to see the build, but I’ll mention the key talents here.

#1: Nature’s Splendor
This talent makes direct healing much easier. The longer your HoTs tick, the more casts of Nourish you can sneak in the rotation.

#2: Nature’s Grace
This talent has been updated to benefit Nourish-heavy rotations. There’s no need to worry about Nourish clipping. An extra haste proc, of course, benefits direct healing much more than HoTs.

#3: Tranquil Spirit
Once an optional talent, Tranquil spirit looks better with the new mana constraints. Druid healers who rely on Nourish for tank filler healing should pick this one up.

#4: Nature’s Bounty
This talent replaces the old Improved Regrowth. It is the one change that cements Nourish’s place in the druid’s rotation. Do not leave the trainer without it.

#5: Living Seed
This talent used to account for less than 1% of my healing, which encouraged me to drop it altogether. Now it procs from overheal in addition to effective healing, making it a better safeguard for a tank target.

Glyphs for Tank Healing

I am going to glyph for Swiftmend, Nourish, and Innervate for my tank healing needs. Your mileage may vary. The glyphs of Lifebloom and Regrowth might still be interesting for certain playstyles, but I’m keeping Innervate until I’m sure I don’t need it.

Build #2: Raid Healing with Healing Touch

What I’m going to share with you is a bit unorthodox and is NOT to be used for tank healing. This build only becomes possible if you have another healing spec to switch to for tank healing or multitasking. In this particular raid healing build, I am going to take the opportunity to try out some new techniques. The basic idea is that Ulduar is an unknown quantity. This build de-emphasizes HoT combos, which is the druid’s strength in tank healing or in normal content. This build features a glyphed Healing Touch, which I know from experience can help when 1) the druid is undergeared for the throughput needed or 2) the druid is running around like a chicken with her head cut off. Don’t worry, there’s a second build coming up later that’s a more standard build for raid healing. The basic technique with this first build is to use Wild Growth and Rejuvenation very liberally and to save that quick HT for heavy damage targeted on a small number of raid members. Mana survival in this build depends on not spamming HT, but rather using it judiciously. The reason I’ve preferred it to the similar Nourish is that it has a decent throughput with no prior HoT setup. Regrowth might work in this role too, but it tends to be a little too slow when the healer is surprised by damage. Just as a note, with this build, Nature’s Swiftness gets used with Regrowth.

Caveat: Yes, I know I’m advocating a flash heal as a raid heal. If your team has extra paladins who end up raid healing, it wouldn’t look as good. However, if you’d been reading my guild’s WWS reports for early Naxx or harder heroics back when we were undergeared, you would have seen glyphed Healing Touch kick the ass of Nourish, Regrowth, and Swiftmended Rejuvenation as a raid heal. I credit Sthirteen with putting a glyphed HT to great use (and outperforming me and my conventional build every time).

Naturalist: Clipping be damned. Yes, your Healing Touch casts will be so fast they’ll clip. With this build, I don’t intend to use more than one at a time. It’s not set up for constant heal bombs on a tank. This is more of a run, run, heal, run, run kind of build.

Tranquil Spirit: Necessary for survival with glyphed HT. The spell is a resource hog, and you’ll need every ounce of mana efficiency.

Revitalize: With this build, the druid will be seeding the raid really heavily with Rejuvenation and Wild Growth. This little talent puts the damage buffer of those two HoTs to a secondary use. One of the things that remains to be seen is how effective Revitalize really is. I’m not counting on huge benefits, but if I’m using the affected spells anyway? Might as well.

Glyphs for HT-oriented raid healing

I’ll be using Healing Touch, Wild Growth, and Innervate for this build. I know, no Swiftmend. Believe me when I tell you that I’ll need the glyph of Innervate to sustain any amount of HT usage.

Build #3: Raid Healing Standard Build

I will likely switch to this build when I get more comfortable with Ulduar. It has more mana efficiency than the HT build, and thus it might let the raid healing druid sneak some HoTs onto the tank. My experience with the HT build is that it’s only really great when multiple healers are undergeared or don’t know WTF to do. I’d never take it as an all-purpose build, because it really reduces the druid’s rotation. With this second raid healing build, I will continue to cast Wild Growth and Rejuvenation liberally. Additionally, once I complete the 4pc T8 set bonus, raid healing with Rejuvenation will be positively delightful. I won’t need my direct heals nearly as much. However, I’ll be using Regrowth as a direct heal on targets with no existing HoT and Nourish as a direct heal on targets that already have one HoT. Swiftmend will also be extremely prominent with this build. For healing on the run, both Rejuv and Lifebloom might be cast on the target, particularly if the raid is spread out enough to make Wild Growth wasteful. The key talents are below.

Swiftmend: I can’t emphasize this enough for this build, but well, any good tree has this anyway.

Nature’s Bounty: I need to buff my two direct heals in order to deal with targeted boss effects.

Revitalize: The very heavy reliance on Wild Growth and Rejuvenation ensures the inclusion of this talent.

Glyphs for Raid Healing

My “standard” raid healing build uses the glyphs of Swiftmend, Wild Growth, and Innervate until I get the 4pc T8 bonus. With the bonus, the glyphs become Swiftmend, Wild Growth, and Rejuvenation.

As a final comment, why would I carry two healing specs when one would do? Because now I can! And also, I apparently didn’t get enough fun out of doing dailies with a Resto spec. At least that gives me a little time to look at elf-Syd instead of a tree or a bird.