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!

How to be a Tree in 3.1

tree_punch

Even though the new patch has been out only a week, I thought it might be interesting to share what I’ve observed while raiding the first few bosses of Ulduar. So far, Conquest has brought down Flame Leviathan, Razorscale, and XT. The first night we spent a couple hours on a bugged Ignis. I’ve also tagged along on a short 10-man raid whose purpose was to reach Ignis and see if he’s still bugged. All I can say is that he seems a little easier than he did, but I’m not sure if the two pulls we were able to do on him before we ran out of time can be taken as evidence. At least he didn’t melee any of us in the Slag Pot–those of us who were chosen got to be happy little Hot Pockets.

I also spent some time going over two combat log parses, WoW Meter Online and WWS, to check on my performance in these raids. There is a long-standing debate about meter reading among raiding healers, and I stand in the middle. I use reports mostly to see my ability rotation and how effective each thing I cast turned out to be. I do look at overall numbers, though, when I can compare myself to another druid who had the same assignment.

General Impressions

I’ll confess that in two nights of Ulduar this week, I had one bad performance and one very good one. Our first night in, I managed to patch just moments before we pulled, and I only had one spec. I also used that spec very, very badly. I’ll explain below, but first, here are some of my first impressions of the new instance.

1. Flame Leviathan is really cool. The encounter doesn’t feel like the rest of WoW, but it’s quite fun. On the 10-man version, I begged to be one of the people launched onto the boss. I absolutely loved that part.

2. I’m not really running out of mana. I pretty much did what I usually do, except that I let my Lifebloom bloom almost all the time. They really did reduce OOFSR regen, so all I can think is that druids must not have spent as much time out of the five second rule as we had previously thought. My observations match up to Lissanna’s, so I bet it’s a common experience.

3. Dual spec is really convenient. At current, I have both a tank healing and a raid healing spec on my druid. On our XT attempts, I switched specs when I traded places with Mallet to heal the main tank through spiky damage. Being able to do that so seamlessly with just the talents I wanted was brilliant.

4. The difficulty level of Ulduar is quite high. I was expecting Serpentshrine Cavern, and it seems that I got Black Temple. Think about the look and everything–it’s actually very similar to BT. Now, I didn’t raid on the PTR, and I’m at my worst when I’m surprised, but I swear that Ignis fellow is overtuned for his position in the instance. Even his trash is challenging! It seems at least as difficult as the Tempest Keep trash pulls leading up to Kael’s room, which is pretty much wrong for its position in the instance. Ignis’ trash should, at most, be at the level of Morogrim’s trash (remember all those pretty murlocs?). In our attempts on Ignis on 10 and 25, healers were able to learn the abilities and adjust to them, but the adds are still out of hand. I think that the melting, freezing, and cracking mechanism is a little much to handle at that speed. In contrast, I thought that both Razorscale and XT were pretty manageable.

5. The gear in Ulduar seems odd. Granted, I’ve only seen a few pieces, but they don’t seem to be much better than the stuff from Kel’thuzad or Malygos. In contrast, the gear requirements for the dungeon feel very high. Briolante, our warrior tank, is full best-in-slot from Naxx, but Ignis was still ripping him up. He got a new weapon from Flame Leviathan, but it’s a marginal upgrade at best over his previous weapon–and the new weapon is an i-level 232. Weapons, in my opinion, should be significantly different between tiers. I can imagine that the ordinary 226 items might not be an upgrade at all over the scattered 226 items that a player is likely to have from the opening tier of raid content. I’m not sure why they decided to have Ulduar gear not be a progression from our current best-in-slots. I think the claim is that it’s better-itemized, but that’s certainly not true for druids. It’s the same old crit/haste itemization that we dealt with in Naxx.

6. I seem to always want my fast heals. I was skeptical about glyphing Healing Touch for raid healing, but in the middle of our attempts on XT, our other resto druid went to respec and glyph for it as well. Healing in Ulduar is quite spammy. There are some breaks, like the exposed heart phase on XT, but when damage occurs it seems to be both deep and wide. Ulduar uses a combination of heavy hits on the MT with directed raid damage and also AoE splash damage. This is a change from previous content, which seemed to test only one skill at a time. The only thing I can think of to compare some of these fights to to is Gurtogg Bloodboil, who ripped up raids with a combination of hard hits, regular AoE damage, and targeted damage to a raid member.

Trees on the Meters

I won’t go over the exact details of my meter performance, but I’ve been lucky enough to be able to compare my numbers up to two other resto druids who were more or less doing the same tasks as I was. On our second night of raiding, I put in a competitive performance and I thought I did my job well. Here are my tips for putting in decent numbers.

1. Remember that you are a HoT healer. The buffs to Nourish may have distracted you, but HoTs are stronger in Ulduar than they are in Naxx. Both HoTs and shields are at their strongest when damage and difficulty are high.

2. Let your Lifebloom bloom. You could probably roll it on some bosses, and the bloom will be mostly overheal, but if you never let it bloom, you are wasting buckets of mana. On some fights, I got as much mana “back” from blooms as I got from Replenishment.

3. The druid talent Revitalize is still bad. It’s a drop in the bucket compared to other sources of mana return, and I’m going to take it out of my build for a while and see if I feel the effects. If not, it’s staying out.

4. Do not use Nourish without HoTs as a raid heal. It’s slow compared to other Flash Heals and it has low throughput. This mistake is what led to my being at the bottom of meters the first night in Ulduar.

5. Glyphed Healing Touch (with talents) is very strong. This is the Flash Heal you want, not Nourish. I was skeptical about putting this in my raid build but both my own comfort level and my effectiveness on meters improved. I was actually fast enough to save Slag Pot victims, and I was well able to heal Light Bomb and Gravity Bomb with a glyphed HT.

6. Lifebloom is an okay raid heal. It still ticks fast, which gives it an advantage over Rejuvenation. I’m actually using Rejuv less than I did in Naxx or Sarth 3D, because the chance of imminent death for my targets seems higher. I really, really want my 4pc T8 set bonus, however, which will effectively fix Rejuvenation.

7. Innervate is still useful. I have mine glyphed, and I get not quite a full bar out of it.

That’s about all I have. I’m still working out the kinks, so to speak, in Ulduar, and I’ll report back again if I have any startling new observations as we progress. The jury’s still out on whether I like this instance. It’s much better than Naxx, but I’m still comparing it in my head to my favorite BC instances, Serpentshrine Cavern and Black Temple. Ulduar has a lot to live up to. I really enjoyed the bosses we took down, but Ignis disappoints me. In addition to being overtuned and buggy, this guy reuses a model from a 5-man instance. That’s pretty disappointing to me–the art is one of the aspects that most affects my enjoyment of the game. In addition, I like Thorim’s new golden-boy model much less than his old, crusty, blue-skinned look. The old Thorim was much more melancholy, which really fit his quest line. Hopefully once I get into Ulduar proper I’ll be able to ooh and aah at the new art.
sydsignature1

Ulduar Caster Weapons and Tier Gear: A Primer

Here’s a list of all spellcaster related weapons that drop from Ulduar. Items are sorted in the rough order of progression that raiding groups will be going in. I linked all currently known spellpower weapons and off hands so that your raid group can get a general idea of what item to go for and what items are better off in the hands of other players along with the rough order they will appear in. It seems heroic mode drops slightly more weapons. Loot tables for some of the bosses are still unknown at this time (like Yogg-Saron and Algalon). Read the bottom of the post for a theory of tier gear drops.

Heroic Mode weapons

Weapon Weapon Type Source
Overcharged Fuel Rod OH (Spell hit) Flame Leviathan
Intensity 2H Staff (Spell hit) Ignis the Furnace Master
Scepter of Creation Wand (Spirit) Ignis the Furnace Master
Guiding Star 1H Mace (MP5/Haste) Razorscale
Quartz Crystal Wand Wand (Spell hit) XT-002 Deconstructor (Hard mode)
     
Rapture 2H Staff (Spirit) Iron Council
Ironmender OH (Spirit) Kologarn
Runescribed Blade 1H Sword Auriaya
The Lifebinder 2H Staff (Spirit) Freya
Staff of Endless Winter 2H Staff (Spirit) Hodir (Hard mode)
Scepter of Lost Souls Wand (Haste/Crit) General Vezax

 

Normal Mode Weapons

Weapon Weapon Type Source
Firesoul MH Sword (Spell hit) Flame Leviathan
Plasma Foil 1H Dagger (Spirit) XT-002 Deconstructor
Pulsing Spellshield OH (Shield) XT-002 Deconstructor
Stormtip 1H Dagger (Spirit) The Iron Council
Nurturing Touch Wand (Spirit) Auriaya
Pulse Baton 1H Mace (MP5) Mimiron
Unraveling Reach 2H Staff (Hit) Freya
Icecore Staff 2H Staff (Spirit) Hodir
Ice Layered Barrier OH Shield (MP5/Haste) Hodir (Hard mode)
Pillar of Fortitude 2H Staff General Vezax

Tier gear

All we know right now is that Mimiron drops tier 8 gloves. I’m assuming Yogg-Saron either drops the chest or the helm. I have a sneaking suspicion the other 3 Titans (Freya, Hodir, Thorim) drop the other 3 tier 8 pieces. My theory is unconfirmed, however. But I think it’s a decent assumption that the 4 titans along with the “end” boss of the instance are the ones that drop the tier pieces.

T8 Set Bonuses Revealed

Post updated 1:42 AM
MMO Champion’s got the goods on the next level of tier 8 bonuses. Let’s check it out and do some quick analysis shall we?

Priest

  • Priest T8 Healer 2P Bonus — Increases the critical heal chance of your Prayer of Healing by 10%.
  • Priest T8 Healer 4P Bonus — Casting Power Word: Shield also grants you 15 spell power for until cancelled. Increases spell power by 250 for 5 sec. (Source: Thottbot)

I’m not the most thrilled with the 2 piece. It’s not bad but it’s not that great, I don’t think. Although let’s not forget that Prayer of Healing is no longer restricted to the Priest’s current party. You definitely want to consider coupling this with the Prayer of Healing glyph. Having the extra crit chance means there’s a higher chance the glyph portion should tick for more.

Now the 4 piece is a real eyebrow raiser. I’m almost certain that’s a typo. More than likely, it’ll grant 150 spell power instead of 15. The second typo is towards the end. It sounds to me that either a) There’s going to be a duration on it. Probably 9 or 15 seconds. b) Until the Shield wears off of a target. This is a bonus that seems targeted towards Disc Priests. With talents like Soul Warding (Reduced cooldown of PW: Shield by 4 seconds and reduces the mana cost by 30%), I can see myself throwing shields around. It’d be mana inefficient, to be sure. But I’m chain casting it to maintain a spellpower boost. Of course, with the mana regeneration changes this might not be the most smartest idea. Anyway, I don’t think they’re quite finished with this set bonus yet guys.

Paladin

  • Paladin T8 Holy 2P Bonus — Your Holy Shock critical heals now also place a periodic healing effect on the target, healing for 15% of the Holy Shock’s heal amount over 9 sec.
  • Paladin T8 Holy 4P Bonus — Increases the damage absorbed by your Sacred Shield by 10%.

Any Paladins want to weigh in on these bonuses? How do these look to you guys?

Shaman

  • Shaman T8 Restoration 2P Bonus — Reduces the cooldown on Riptide by 1 sec.
  • Shaman T8 Restoration 4P Bonus — Reduces the cast time of Chain Heal by 0.2 sec.

That Shaman 4 piece makes me go wa wa wee wa. Assuming haste, could we possible see 2 second Chain Heals?

And for the Druids, don’t forget that Syd’s got a nice writeup for the Druid bonuses that were released earlier in the week.

A Healer’s Most Important Skill

artillery 

It amazes me to no end how many healers still have trouble grasping this concept.

It’s not so much about covering as many people as possible. Nor is it about conserving your mana and knowing when to regenerate. Moving around and avoiding fires is a good skill but not quite the most important skill. Situational awareness is an incredible asset to have but it doesn’t quite rank as high up there.

The art of spamming

It is the act of standing in one place and doing nothing but going through global cooldown after global cooldown and dumping massive heals on one target.

Actually, spam means unsolicited or undesired electronic messages so that might not be the right word to use.

Then again saying focused rapid-fire heals is a bit of a mouthful.

The point is that any healer regardless of their class should master the art of spam healing. I’ve partied and raided with healers who are too worried about regeneration or movement or otherwise that they’ve lost track of simply dumping heals on a player.

For a Priest, it’s a combination of Penance, Flash Heal, and Greater Heal depending on your spec, of course. Yeah you can sprinkle Shields and Renews here and there. But when you’re in a raid and when you feel that you cannot heal damage of that magnitude, it’s time to grind your teeth, narrow your eyes, and lean forward. Every healer has their own personal heavy artillery healing spell. Don’t be afraid to get into that zone and start mashing your heal button.

You are the last line of defense. Spam healing might go against everything you believe in. But don’t be afraid to go out with your heals blazing.

Image courtesy of klsmith77