The Burden of Leadership, Lodur bares his thoughts

There are a lot of folks out there that think being in charge, or in a leadership role, of a guild is a big fun thing. You get to set permissions, invite, kick and all that other cool stuff! Truth is, at least for me, it’s another job. Being in charge means that, like at every other job, you are responsible for those beneath you and how they perform. On top of that you become involved in the day to day running of something larger than yourself. This is especially true if you are among the leadership of a raiding guild.

After leaving Unpossible after 5 long years, I had put the officer mantle in the laundry bin to be cleaned pressed and put under glass. Circumstances did not allow me to leave the mantle alone for long, and I find myself in a leadership role again. Over the last two tiers I’ve had a lot on my plate between being in game, my podcast For The Lore, still consistently writing for WoW Insider, and also writing a novel that I’m submitting for publication consideration in the following weeks. On top of various other personal things, it’s been a hell of a long year and I find myself with an over abundance of ideas on the topic of leadership in a raiding guild. So, bear with me here, because I’m about to dump my thoughts a little.

The burden
The wear and tear
The hard choices

Truthfully it wears on you over time. You have to make a lot of hard decisions that are not always easy, and certainly aren’t popular with everyone. Lets take on the topic of friendship in real life, and raiding in game. I’ve talked about it before, but it’s something that keeps rearing it’s ugly head over and over again. Being someone’s friend does not make you immune from being included in those hard choices a competitive raiding guild faces. This includes officers and the rank-and-file of the raid team. Sometimes,  you have to look at someone’s performance, and if found wanting must bench them or otherwise remove them from a fight or raid, until performance can be fixed. It’s for the good of the entire team, and the progression of the raid, and ultimately if that’s your goal that’s what matters most. Don’t take it personally, it’s not a slight against you as a person, it’s just that the numbers aren’t where they need to be. I’ll use myself as an example here.

Firelands was not very kind to restoration shaman. The fights were ones that didn’t let us take advantage of our strengths and as a result other healers tended to do better than us. In our raid team, there were many fights where I would sit myself for the other healers because they were that good and the numbers worked out better. I did the same thing with the second restoration shaman in our group. Do I think I’m a crappy healer? Do I think the other restoration shaman just sucks? No, I don’t, it was just better numbers to configure our raid healers a different way to optimize success.

When you have to bench someone who is a friend of yours, especially in real life, sometimes it’s hard for that person not to be upset by it. I understand that, I get that, but it’s not personal. It’s not that they aren’t your friend, or that you suck at the game, it’s just that things needed to be done a different way. It’s not an easy decision to make, but sometime’s it’s the necessary one You have to separate the leader from the friend when those decisions are handed down the same way you would if your friend was your boss at your 9-5 job. It’s not easy, but it is what it is.

A sellers market
Make your own choices
Evaluate your position

There’s a saying that “it’s my game time and I’ll play how I want to play.” That’s all good and true, I mean you are paying to play the game. Consider, however, that you might not be in the best place to play the game the way you want to. A progression raiding group is going to be looking for a pretty solid set of criteria.  These include, but are not limited to the following

  • Are you willing to change your spec, gearing, chants and reforging to a more optimal setup?
  • Are you willing to play a spec you don’t normally play?
  • Are you willing to be benched if it’s for the good of the team?
  • Are you open to criticism about your performance and information to help attempt to improve your output?

If you answer no to any of these, then you should probably not try to get into a progression raiding guild. If you don’t want to budge on how you play your game it’s just not the right environment for you. Blizzard has made a big deal out of “bring the player, not the class, or spec or cooldown” etc. For the most part that’s true, but when you’re edging into hard mode encounters, or sometimes just a normal encounter in itself, and you want to get through it quickly and efficiently, then it simply isn’t always the case. See above where I benched myself for the good of the raid on a fight. No matter what, there’s always going to be an optimal setup. Whether it’s a raid full of paladins, or nothing but druid healers in a group, there will always be a tweak. Can you do the fights without the optimal group? Sure, but it becomes harder and harder as you progress through content. Sounds counter intuitive, but I assure you it’s true.

Another truth here is that right now it’s a sellers market. What do I mean by that? Cataclysm has royally screwed recruitment over pretty badly. Finding new members to add to your guild  can be a pain and prove rather difficult, especially when you’ve something specific in mind. It’s not that “beggars can’t be choosers” or anything of that nature, but a progression raiding guild might not be keen on accepting that applicant in normal Cataclysm blues and can’t spell their own name when the group is trying to kill heroic Deathwing. There’s a guild for everyone out there, and you need just look if you want to play a particular way that you aren’t allowed to where you are.

LFR
Doing what it takes
Better for the guild as a whole

This is something of a recent development, and something that irked me a little bit. A lot of guilds out there do LFR weekly as a group in order to obtain set bonuses for raiders, gear up new recruits and sometimes just to get a feel for the fight. It makes sense really, it’s an easy way to gear up and see the fights, and still have a bit of a safety net. Hell, my guild even did it for a few weeks to get some set bonuses in action. As a group we were going to go in, and just pound out the 8 bosses on LFR and then go back and do normal raiding. With the raid as geared as it was, LFR should have been easy and would do nothing but help everyone.

What got me about it was that some folks just simply said no and refused to participate in the LFR runs, even if it would help them and the raid as a group. I understand having a preference, I myself am not a huge fan of LFR any longer, but even I showed up for those runs because it allowed people to gear up, see fights and did nothing but raise the entire guild higher and help with normal raiding. What got me was that those same people wanted priority on invites to the normal raid, and expected to get the normal equivalent gear. When neither happened, they complained.

Not going to say someone should be forced into doing something they don’t want to do, but the way it was handled was bad. Immaturely logging out, refusal to listen to reason, and claiming that there wasn’t anything in it for them so they wouldn’t do it. Even when it was needed most, refusing to help the guild by tagging along. Like above, you have to be willing to give a little, especially in a group who wants to accomplish progression raiding. Sometimes you’ll be asked to do something you don’t want to do to help the group. Sometimes you have to bite the bullet, and if you can’t, then maybe you’re in the wrong place.

In the end

This is what’s been on my mind for two tiers now. Working out ways to do what needs to be done, and convey that the decisions aren’t personal, that the raid group as a whole is a larger organism thriving on everyone in the group working to the same means. It’s hard sometimes. It’s frustrating, and borderline infuriating some nights. But, it is what it is. At the end of the day, it’s the officers who bear an incredible amount of burden. Now, I’m not quitting or burning out mind you, just needed to gather my thoughts and get them out “on paper” so to speak. I appreciate my raiders and the ones that not only give me their all but also do more than that. The ones that send me funny tells in raid to keep me laughing or just making sure we’re progressing, I appreciate their actions and what they do for us the officer corp, and for the raid group as a whole.  Sorry for the brain-dump folks, but hope you enjoyed a glimpse into the skull of ol’ Lodur here.

Did Cataclysm fail?

So, you’ve probably seen a number of these posts around lately, and to be honest you shouldn’t be too terribly surprised. We’re at the end of a cycle, with the last raid tier coming out soon and people already looking forward to the next expansion and the promise of bouncing pandas. The topic lately is whether or not that Cataclysm has failed as an expansion.

I figured the time is right for me to chime in on the topic, and I promise you it will be relevant to the site.

Healing Design

At the onset of the expansion, there were some very bold statements made about healing as a whole. They basically amounted to the following;

  • Shaman are the healing model that all healers will follow
  • Triage healing is vastly more important and mana is a concern
  • healing will be a lot harder and require smart decision making

So, in this regard did Cataclysm succeed or fail? Well to me the answer here is two fold. They both succeeded and failed at the same time. At the start of the expansion healing was definitely harder, mana consumption was much more of a concern and shaman healing really was the model when it came to triage healing. Note how I said at the start of the expansion. There was a bit of a problem though, once you started getting a pretty good head of steam going and gathered your gear the “model” started to fall apart. Spirit levels and regen abilities after heroic dungeon gearing were enough that some healing classes could just completely ignore the healing model. I’m casually whistling in innocence as I look at Mana Tide Totem from a year ago, I assure you. The problem exacerbated itself when some healing classes’ masteries got tweaked, and raid gear started circulating.

At this point, triage healing isn’t really used unless you’re just starting out, and some healing classes are just blowing others out of the water causing a lot of internal debate among raiding groups as to what the best healing setup really is now. Things are shaping up to be better in tier 13, but the healing model through tier 12 I would venture to say hangs at the edge of failure. We’ve been assured that the healing model will remain in tact for the next expansion, but only time will tell if that is true especially when adding a new healing class into the mix next expansion.

Guild advancement and recruiting

The new expansion brought with it the guild advancement system. Guilds earned experience points based on questing and the activity of the guild members involved. The guild was able to level up from level 1 to level 25 carrying various rewards such as XP boosts, mount speed increases and even alchemy patterns for flasks for the entire raid. It also came with some other perks like Heirloom gear helmet and cape slot items, mounts and pets as well as a Mass Teleport and Mass Resurrection. Honestly guild advancement was a huge success as far as adding perks to guilds that get rolling and stick to it and work together. Guild achievements also added nicely to this and added a further sense of accomplishment to a guild in certain respects.

The problem is that the success of the guild advancement system, however, in my eyes became a contributing factor in a problem that this expansion has had that I haven’t seen in either of the previous ones. Stagnant recruiting. Recruiting flat-out sucks right now to be honest. Any losses from people leaving the guild or leaving the game become increasingly difficult to replace. Let us face a simple truth, the game has been around for over 6 years at this point. People are taking a break. Maybe not out-right quitting, but they’re definitely going to start taking some vacation from Azeroth around this time. Before Cataclysm, replacing losses wasn’t nearly as difficult. I attribute this partly to the guild perk system. When a player leaves a guild, they lose all reputation they’ve gained with that guild. They then start from scratch just like with any other reputation when they join a new guild.

So the problem is that a lot of the guild perks don’t kick in unless you’re Honored with your guild. This can be a very unattractive prospect, especially when you consider there is a weekly cap to the reputation you can gain. Not only can swapping guilds be a daunting task on its own, but when you combine in extra things like rep to earn it adds to the heap. So, people are staying put in whatever guild they are in for the most part. Guild mergers seems much more frequent now, where whole groups of people make the commitment one way or another, but recruitment is certainly at an all time low.

Raid design, gear options, and accomplishing goals

This is another measuring stick by which to judge the success or failure of the current expansion. Raid design was a bit different this go around. In Wrath, all of the raid tiers were contained to one single zone. You didn’t have to go from place to place in order to see all of a raid tier.  In Cataclysm, the starting raid tier was divided between not one, not two but three different locations to contain all of the bosses and events. Honestly though, I think that served to make things a little better. Having different locations broke up the monotony of raiding in one single zone for however many hours a week. Some of the mechanics were fun, and the boss fights had the potential to give you at least some challenge. Overall I’d say it was a good tier. It reminded me of Burning Crusade where tier 4 and tier 5 were divided between different zones in different locations, breaking the long dredges through BWL that we were used to at this point.

The use of valor points to purchase tier gear, as well as off set items, was a smart move at first. It allowed a certain gear gating of the content as players had to earn their valor points to purchase the raid gear. Keeping a few pieces as raid drops only also made perfect sense. It eliminated the fighting over tokens at least a little bit, and while it could be annoying have to wait to restock your valor, it served it’s purpose well enough I think. Listening to the developers at BlizzCon it would appear that they too really liked how tier 11 worked out and will be continuing that style of breaking up the raids going into Mists.

One of the goals for Cataclysm was to reignite the fire the propelled the game to 12 million subscribers and get people excited about the game. New graphics throughout the world, Azeroth split and changed. Entire zones looking completely different and completely different starting zones and quests for the races of Azeroth. Well, this was both successful and a failure at the same time. The new starting zones did reignite the flame somewhat, but mostly in people with alt creation.  Some old players did come back to check out the new zones and explore some of the new content, but it didn’t quite have the kick that it originally intended. Subscriber rates pretty much stayed the same, and the number of active toons remained about the same as well. It just didn’t quite have the shakeup that was expected.

So what is it? Success or Failure?

Well, that’s the whole point of this post right? The big question. Is Cataclysm a success or a failure? The answer is honestly both. There are things that Cata did exceptionally well, and things that it fell behind on. To be honest a lot of the goals were pretty damn lofty from the get go. It was ambitious and new things were tried, combined with old things that we knew worked. Not everything was ever going to be achieved just based on the pure scope of the original intent. There were things it did well, and things it didn’t do quite so well. That said it was hardly the failure that some folks seem to think. The content is still there, there is still plenty of value in the game, and for a game that is going to be rapidly approaching the age  of 7 they can boast a lot of good things. The game hasn’t really lost too many subscribers and is going strong. Oh and they still get my money every month, and I signed up for my hear subscription with free Diablo 3 “phone”.

So what do you think?

Thespius’s State of the Dungeon/Raid

There’s been a lot of great conversation about how things are tuned in regards to Cataclysm Heroics and Raids (meaning normal Raids, I haven’t seen Hardmodes yet). This is starting to dip into the usual “Casual vs. Hardcore” debate, which I think is not what this entire argument is about. This game has made leaps and bounds toward making the game challenging for all. There are definite challenges for the people at the edge of blistering progression as well as for the family man/woman that can only log on once/twice a week, if that. I’d like everyone to take a look at a few different things, including adapting to change, the nature of challenge within the game, and the mindset of the “average” WoW player.

Know Where You’re Going, Know Where You’ve Been

Vanilla WoW – I was never a Vanilla WoW player. I understand that there was a very clear delineation between the casual player (questing and alts) and the hardcore player (40-man guild raiding). It’s very daunting to play a game when you know you have no chance of getting into any of the endgame content, stocked full of lore and goodies. This definitely took things too far in segregating the community. Casual players wanted to see the content, and Hardcore players loved feeling entitled to the pot of gold at the end of the rainbow, the Holy Grail of the game.

Burning CrusadeThis is where I stepped into the ring. I started as a very casual player, barely being able to throw a Karazhan run together with friends. It was ridiculously hard to climb up the progression ladder to see higher content, but it was doable. Sadly, I had to leave some friends behind because of it. Guilds operated as “stepping stones” to the next level. There existed the “KZ” guilds, the Gruul/Magtheridon guilds, the “SSC/TK” guilds, and the “BT/Sunwell” guilds, meaning the highest those guilds could accomplish. With the release of Zul’Aman, we now had harder 10-man content that my ~9 friends and I could hammer through. Granted, I was single and working as an actor at the time, so I had lots of extra time to play. That would definitely change soon. Still, not being able to see Illidan really sucked.

Wrath of the Lich King – Ahh, the release of 10- and 25-man raiding, but things got easy REALLY quick. So much so that I found multiple PuG 25-man ICC Hardmode Runs. Hardmodes were supposed to be the culmination of progression, really only reserved for the highest of raiders. I was fine with that. I wanted to give them a shot but didn’t have any grand visions of getting my HM Lich King kill. The gameplay was such that mechanics could be avoided. Phrases like “just heal through it” were peppered in boss explanations. DPS started to complain if they had to stop their rotation, tanks screamed at healers if they couldn’t/wouldn’t heal through a mechanic that wasn’t being interacted with properly. Entire mechanics were being glazed over, and the general WoW community got lazy (that’s right, I said it). Although PuG raiders were in Hardmodes, they really didn’t know what to do, and had forgotten entire pieces of their class/spec. Mages decursing? Druids CCing? Hunters trapping? Unheard of!! The bonus part: people got to see the content. My opinion, it became trivial too quickly.

Cataclysm – 10-man and 25-man raiding becomes equalized as much as it can be. 25’s only slightly hold the advantage of being the “truer form of raiding”. Blizzard realized that people were completely ignoring fight mechanics and made them less forgiving (if you let Dragha’s Invocation of Flame get to its target, you’re dead). Justice/Valor Points from your Daily Heroic are no longer things you’re “entitled to”. They must be earned and fought for. With changes to healing and fight mechanics, players are forced to actually look at their spellbooks once again (any Dwarves looking at Stoneform again?). Encounters now begin to feel like a group effort, rather than 5 individuals who wish they could just solo the content so they don’t have to be around other people. Raids feel more daunting for most of the player base, and guilds are back to trying to beef up their own team rather than PuG’ing from Trade Chat. It takes longer to gear up, but the gear is obtainable. Epic gear is actually epic again! Even without running Heroics, it’s possible to get 346 gear for your character. People don’t want to PuG, thus forcing the player base to look for guilds of people they get along with.

I look at all of these as good things. With my guild being called “Team Sport”, it’s no wonder that I long for a gaming world where it feels more team-oriented and not so individually cut throat. If I had the time to run things more, I’m sure I would be geared to the teeth at this point, but I’m not. It’s taking me a little while, but that’s always giving me something to strive for. A trinket I need from Archaeology, or the rep from Baradin’s Wardens, all of which give me something to shoot for that takes time and dedication. I don’t expect it to come easy.

Challenge Yourself

Ever work out? Ever have that great feeling when you finally get your jogging route under your target time? What about finally getting able to lift some weights heavier than the 5-lb ones you’d find in an aerobic class? It’s a good feeling, isn’t it? It’s a high, a rush of endorphins. Did it come easy? Probably not.

Think of any hobby the same way. If you start out knitting, don’t expect yourself to whip out a complicated Afghan in a day. You start out with ‘easy’, and when you’ve mastered ‘easy’, you move to the next level. Look at model building, sports, or anything you do for fun. You can’t expect to be the best at it before you even pick it up. Just about any hobby is worth putting the work in, because without the work the payoff isn’t as good.

Now look at dungeons and raids. If you can face-roll Heroic Stonecore, then that one piece of gear that drops off of Ozruk doesn’t mean as much. You don’t value it the same way you would if you had to work as a team to get it done. That piece you now wear has a story behind it. Working hard to defeat that Heroic Ozruk has brought you close to your gear, and to the 4 other people that help you beat him.

When you find yourself in a group that is struggling with a Heroic Dungeon, ask yourself if you’re using everything in your power to make it go smoothly. Do you have some ability that would make the rest of the team’s job easier? Maybe you can step out of your normal role to help someone that’s struggling. I’ve seen Hunters that have issue frost-trapping a mob. My DK friend Aaron loves to Death Grip that mob back to the frost trap. It’s something that in WotLK a DK wasn’t expected to do, but Aaron does it because it helps the group. Is it easy to do? No, but it’s certainly not back-breaking. However, it’s more rewarding when we down bosses after thinking outside the box. It becomes an accomplishment to finish the encounter, rather than the accomplishment being the addition of a few Justice/Valor Points to your pool. That should be the reward for the accomplishment, not the accomplishment itself. Again, you value the prize more when you worked for it.

The Average WoW Player

A lot of complaints have come from the community (especially on the Official Forums) about the quality of the average LFD group. Rogues get instantly kicked for “not having reliable CC”, a Tank gets kicked for “one pull going awry”. I’ve been kicked from a group as a Resto Shaman simply for suggesting CC be used in Grim Batol. The quote: “Only bads use CC.” The forums are cluttered with threads such as these, and it makes it a really bleak outlook.

As stated above, we come from a Wrath mentality. The population both surged and got lazy in the last expansion. Mass pulling and AOE fests were more plentiful than senseless slander in American politics. Now we’re changing in Cataclysm, and change doesn’t come easy to most. It’s difficult for people to adapt to having to do more to get the same results.

Look at Trade Chat. Outside of gold and profession spammers, Trade Chat is pretty gross. I rarely am ever in it. Same goes for the official forums. Those that are the most unhappy or feel “scammed” talk the loudest. Anyone trying to be a voice of reason is usually shouted down, and good productive discussions are few and far between. This is no different than the LFD situation. There are a lot of people in that system that are bitter, jaded, and hate change. Rather than encouraging a nurturing environment, they’ll curse up a storm and belittle everyone else around them.

Where are all the nice players? They run with their guild, or have a friends list of people they’ve found that value a fun environment over the prospect of running a “boot camp dungeon”. They are out there, I promise. You just have to be patient and look.

I know the 45-minute queues are unbearable. It’s how I built up my Resto set–by queuing as Enhancement. It’s a total roll of the dice, and you may completely bottom out with your luck if you queue alone. Lodur posted a great article about being a teacher within the LFD. Strongly recommend checking it out, as it may give you a glimmer of hope.

The Light at the End of the Tunnel

If you’re one of the people who feels like you’ve been wronged by Blizzard, I ask you this: What is it you really want out of this game?

  • “I want to be able to log in, get my badges/epics, and log off.” I’m sorry, but those days are gone. People very quickly were behaving like drones. Those players in the game looked at dungeons and badges as “tasks” or “chores”, instead of events and rewards for those events.
  • “I want to see the lore and the content.” The normal dungeons provide all the same lore that the Heroics do, as far as I know. Heroic Deadmines and Heroic Shadowfang Keep offer their own lore but aren’t really in line with the Deathwing plot line. They’re great little side stories. As for raids, think of the storyline as Mt. Everest. I would love to see the top one day, however, I know that it will take work and dedication to get there. I don’t expect to just stroll up to the top.
  • “I want it to go faster! It takes too long!” You lose the journey this way. The struggle. Anything worth getting is worth the fight. Take Lord of the Rings for example. If Frodo just flew over the mountain and dropped the ring in from the start, it’d be a short movie, and not very gratifying.

If you want to find enjoyment in the game with people that are like-minded, you have to work for it. Blizzard stated before this expansion that they wanted to encourage more group- and community-oriented game play. It’s time for us as players to adjust to this shift in ideology.

Perhaps you’re in a guild that doesn’t really offer itself up to run dungeons with you. Maybe the group you’ve found yourself in isn’t really supportive when it comes to learning your class mechanics. Everyone starts somewhere, right? To me, both situations mean it’s time to start looking to surround yourself with people you share a mindset with. That’s what this particular MMO is built around, and that’s how Blizzard wants it. If you want to be solo and do your own thing, it’s going to be tougher and cause you more headaches. Start looking for a guild of people that you actually get along with. There are guilds out there that can get through the content and not belittle their members along the way. Whatever your schedule is, whatever your goals are, I promise there is a guild out there for you.

Focus on the journey and the challenge, rather than whining that you can’t have it all right here and right now.

I’m Thespius, and I approve this message.

Which Cataclysm Raid Boss Should You Attempt First?

There’s no rush on shooting for raids at the moment. The holidays are over now and I know a number of guilds have scheduled their raids after New Years. While Conquest began informal raiding operations in December, I know that one question I struggled with was trying to decide what raid bosses to go after first. Each boss had it’s own set of challenges which made some easier than others. Raid composition also plays a role as some (Most?) encounters are ranged friendly compared to others.

You know you’re ready to raid

  1. You’re bored to tears of doing heroics repeatedly
  2. You’ve gotten all the epic gear you can get from reputations
  3. You paid an arm, a leg, and auctioned off the naming rights to your first born to buy epic quality gear
  4. Full set of augments including shoulder enchant, helm enchant, normal enchants and superior gems

You have 9 or 24 other people that are in the same boat as you are. It’s not enough that you are ready. You need to have a composition that looks like a competent raid group. Make sure you have enough tanks, healers and DPS players. If you’re serious about giving some of these bosses a shot, you don’t want to go in with 4 tanks, 4 healers and 2 DPS. While you might get certain fights down eventually, several of these encounters function as DPS checks with enrage timers.

Let’s take a look at what your raid leader need to figure out.

  • Can your raid group handle dynamic encounters? The Omnitron Defense System varies every attempt. You may not get the same sequence of Trons. Your raid group must be able to respond to different sets of abilities depending on which Trons are up. This is ideally suited for players who can pick up abilities quickly. It can be frustrating the first few times especially when your group is learning how to deal with poison clouds, ch ain lightnings, red lasers and so forth. But if you log enough hours on the encounter, you’ll eventually get a feel for the mechanics.
  • Does loot matter? Scout out the loot tables of the various bosses and see which one offers the greatest variety of loot which can be used. I wouldn’t worry about this too much though as this is the first tier of raid content. I guarantee at least someone will want something.
  • Is time of the essence? This may not be a big deal for some guilds, but others have extremely limited raid hours. Blackwing Descent only has one set of trash per boss. Bastion of Twilight has multiple pulls which involve up to 10 mobs on 25. Throne of the Four Winds has no trash at all. If you want to start throwing yourselves against a wall instead of grinding through the fun that is trash, then Throne of the Four Winds or Blackwing Descent will be the instances you’re looking for.

Great! So which boss should I aim for?

This is the order I would personally recommend and why.

Argaloth: I refer to him as Brutalus’ brother. This is a great DPS check for your raid composition to see how they do. If Argaloth repeatedly enters the berserk phase and your raid is unable to take him down without dying, it’s a good bet that some of the players need to acquire more gear somehow to meet the requirements. It also awards tier gear and PvP gear.

Magmaw: This boss will be easy to take down after a few attempts at it. Your raid will know what to watch for and expect during the two same phases.

Omnitron Defense System: A little tougher compared to Magmaw but the learning curve is steeper. Your raid group will need to make repeated pulls to cycle through all the Tron abilities and see for themselves what to do.

Halfus Wyrmbreaker: The trash leading up to him is a good check of DPS, tanking and healing. In the past 3 weeks we’ve taken him down, we’ve always gotten at least one epic item from trash. In fact, last night we received two Chelley’s Staff of Dark Mending. I grabbed one of them and we looted the other to a resident Resto Druid. I believe the heroic version of the staff is one of the best weapons out there for healing priests.

Conclave of Wind: The loot from this boss is an epic belt or epic ring which has a random enchantment on it. In other words, we don’t know what we’re getting when we take down the boss. I’d rather aim for the bosses where we do have an idea of what will drop. Conclave is also slightly more technical in the amount of coordination among the different groups that is required.

Regardless of what you choose, remember that you’ll experience all of them soon enough.

Conclave of Wind

Conquest scored their first 10 man raid boss kill a few weeks ago with the Conclave of Wind. It’s another Council-type encounter that involves multiple bosses. They don’t share health pools or anything. Once a djinn (genie?) goes down, you have a minute to take down the rest of them otherwise the disabled djinn’s will have their health restored to 100%. When engaged, the djinn’s need to have someone within attacking range otherwise players will get hit with a really strong wipe-inducing debuff.

Otherwise, keep reading for an account of each healer’s perspective on their platforms along with a quick breakdown on what actually happens.

Nezir

nezir

Nezir is the Frost djinn. He places Frost patches on the ground which needs to be avoided as the movement slow effect will stack. His Wind Chill deals Frost damage. His Sleet Storm is a Frost DoT. Be wary of Permafrost as it is a conical Frost spell hitting anyone near the target. Wind Chill is the mechanic that forces platform teams to switch as it steadily increases all Frost damage taken by 10% (in other words, it’s a stacking debuff).

His ultimate ability is Sleet Storm. It deals ~30000 damage divided by all targets within 100 yards. Make a note of this effect.

Alette’s point of view

My starting platform was Nezir’s, which is the frost platform of conclave. The damage that the boss deals scales with how many stacks of Wind Chill that the tank and I had. When 5 stacks of Wind Chill is reached, the healing becomes intense. We originally tried switching platforms at about 8 stacks but shifted it down to 5 instead. As a healer, try to always be behind or to the side of him to avoid taking permafrost damage. His ice patches are a nuisance, but I used Hand of Freedom to remove the slow effect. 

Once I reached 3 stacks, I started moving towards the ramp. At stack 5, transition was signalled verbally and the jump was made to Anshal’s platform. 

Pro tip: Don’t forget you can cast instant spells when flying through the air from platform to platform.

Make sure you hit the ramp straight on and not at an angle.

Anshal

anshal

Anshal has an AoE effect which silences any players within it and heals any of his allies. Melee players will have a field day here. Every so often, Ravenous Creepers will appear with the ability to eject Toxic Spores. These Spores will infect players with a stacking toxin. Unfortunately, there’s no direct way to remove it. The Toxin hits for about 500 damage and  it stacks. When the stacks get too high, a switch is called where the players jump over to Nezir and do a bit of damage to him for a while before jumping back. The key here is all about Ad control. Make sure those ads are dead or as weak as possible. Anshal’s ultimate heals all of his allies for 25000 health per second and they deal and extra 15% damage. In the seconds leading up to his Zephyr (his ultimate spell), you’ll want to ensure his little friends are down for the count. Once they are, all the DPS players here need to make the jump to Nezir’s platform immediately.

Ophelie’s point of view

It started like any other fight: Beacon on the tank, Holy Shocking players, and building up Holy Power. Anshal actually doesn’t hit that hard and my concentration started to waver… Then adds spawned and it took every bit of Holy Radiance and Light of Dawn and pounding my fist on the keyboard to make sure our DPS survived. The adds had barely stopped moving (and the dps had barely been healed enough) that my tank suddenly jumped onto the wind tunnel on the side. Being a good loyal healer, I jumped after him, leaving the DPS players to their misery.

I found myself in front of Nezir. I avoided frost patches on the ground the best I could. I secretly thanked the existence of Hand of Freedom, which sped up the delicate process that is reaching the frost boss. By then, the DPS had caught up with me, demanding to be healed again. I pulled out Holy Radiance, Light of Dawn and my fist again before adding Aura Mastery + Resistance Aura to the mix in order to do my best in keeping everyone alive as Nezir cast Sleet Storm. After all the excitement, the DPS left to kill more of Anshal’s flowers and I hung out with my tank and Nezir, until we noticed that we’d each gathered 4-5 stacks of debuffs, making us take more frost damage. Not wanting to mess with that, we jumped back onto the wind tunnel to hang out with Anshal, the flowers and the dps.

Healing the DPS on Anshal’s side was frustrating at times. My AoE heals were able to keep everyone up long enough for me to blast them with some Divine Lights.

It’s a coordination fight, notably coordinating damage dealt to the right boss at the right time, but from a healing perspective, it’s about communicating with your tank and with the other tank-healer team to coordinate jumping. The DPS doesn’t like to be left alone on a platform with no tank and no healer. And occasionally you have to communicate with the team working on Rohash (but they get really edgy late into the fight, so be forewarned).

Get your utility spells right too:

  • Lay on Hands is a wipe saver if your tank decides to jump while you’re mid-cast.
  • In times where your tank and your DPS are fighting for your affection, Hand of Sacrifice lets you keep the tank alive while paying attention to the DPS.
  • Bubble can be used to remove frost debuff stacks, but I found it more helpful in avoiding aggressive flowers.
  • Hand of Protection can rescue a softer DPS from those flowers.
  • Hand of Freedom can help you (or your tank) navigate the Nazir’s frost patches.
  • Holy Radiance and Light of Dawn are fantastic when you’ve got the DPS bunched up in front of you. During alone time with the tank, or to quickly save a DPS, use Word of Glory as your holy power sink.

Rohash

rohash

The big threats to watch out for from Rohash is his Wind Blast. If he faces you while casting it, you better move fast (and note that the wind spout turns in a clockwise direction). Veterans of Serpentshrine Cavern will recognize the ability as one based from the Lurker Below. His ultimate spell is called Hurricane where players on the platform are throw around in the air (akin to Malygos’ Vortex). The only spells which can be cast are instant ones. Otherwise, a tank is not needed. In fact, it is strongly advised that no melee players engage Rohash at all.

Matt’s point of view

Don’t let the other two Paladins fool you. We drew straws. I lost. I got arguably easiest djinn in the instance (which I also found fairly boring).

We took two approaches to Rohash. We tried with both a Mage or a Mage and a Warlock. We were able to progress quite nicely with both ranged DPS on this platform. There were times when our Warlock needed to switch to other platforms for diagnostic checks to ensure everything was being done properly or to help level out the damage. For the most part, Rohash was the key. Once he was down to a certain percentage, everything would come together.

Healing the damage by Rohash is a piece of cake. Heal was enough to slow down any damage dealt before relying on either Flash Heal or Greater Heal to get players back up to full again. I’ll admit I got caught off guard once or twice by the Wind Blast. The trick to avoiding Wind Blast is to pay careful attention to his bars and the direction he is facing. As a Priest, I was able to Body and Soul my way clear fairly quickly. Don’t stand too close to him as he conjures these three mini-cyclones that revolve around him. Their radius is slightly larger than the graphic. Get nailed by one, and you will get knocked back.

During the Hurricane portion, I relied on instant spells to keep myself at a high health pool as much as possible before hitting Levitate so I wouldn’t take fall damage. Yes, Circle of Healing if you have to.

How it works

The majority of the DPS will be between Nezir and Anshal (actually, that might be dependant on your raid composition). Melee players will definitely be working on Anshal and jumping platforms to Nezir as necessary to help mitigate Sleet Storm. Once the ultimate abilities have worn off, DPS players are free to resume their original positions. Our game plan was to concentrate on Rohash and Anshal. Incidental damage and DoTs or AoE would be used to gradually lower Nezir.

As soon as we took Rohash down to about 10%, we checked to ensure Anshal was near death. If he was not close, we held off DPS on Rohash. If Anshal was close to death, we lit up Time Warp and dropped both Anshal and Rohash as quick as possible. The moment the Djinn’s fell, we hightailed it to the central platform where Nezir was waiting. 1 minute was more than enough time to eliminate Nezir with concentrated fire.

We just completely blew them out of the sky.