Abusing General Vezax as Discipline

The Conquest strike team reached General V on Monday evening. In the final hour remaining in our raid night, we spent most of the time identifying the environmental elements of the fight.

What did the Saronite Vapors look like?

What’s Shadow Crash?

How do we deal with Mark of the Faceless?

More importantly for healers, how do we manage our mana while being truly unable to gain it back unless it’s from said Vapors?

One of the aspects of the fight that I noticed early on is Shadow Crash.

"”Fires a shadow missile at a target. Upon impact, it leaves an energy field that lingers for 20 seconds, increases magical damage dealt by 100%, increasing casting speed by 100%, reducing healing done by 75%, and reducing mana costs by 70%.”

The primary strength of Discipline Priests lie in their powers of mitigation. Shadow Crash affects a healer’s mana cost, cast speed, and actual healing done. You can see where I’m going with this.

Power Word: Shield is instant. The casting speed debuff won’t have an effect there. It’s also not technically a heal. It’s a damage absorption. Finally it does reduce the cost of shields by 70%.

The bottom line: ~200 mana costing shields. Very nice.

Heh, I’m not going to jinx the week by predicting whether or not we’ll obtain a kill. I had an internal progression timeline for Ulduar when it came out and we’re right on schedule.

Paladin Healing in 10 man Ulduar

This is a guest post by Adgamorix, who’s launched his own blog: Divine Plea.

So last week I wrote a post talking about Paladin healing in Heroic Ulduar, and voicing my opinion that I thought Paladin healing was spot on. I was open about my lack of 10 man Ulduar experience, and was told to come back when I’d experienced that pain – with the expectation that my opinion would change.

Taking that to heart, the next day I rounded up nine of my fellow guild mates and began my assault. This week has been an absolute blood-bath of raiding, seeing me log six days of straight raiding (no less than three hours a day) when I normally log two or three. Why did I throw my schedule to the side and perform this atrocious attack on my sanity you ask? Simple. I thought maybe I was missing something.

So 9 hours of 10 man raiding later and we’re staring at General Vezax and laughing at how the trash was essentially mini-bosses. We’re now one boss away from Yarg himself, and of course a whole slew of bosses on hard mode to go. I believe that I’ve tasted the cool-aid, and I have a response for those who still say Paladin healing is broken.

What’s the fuss?

Yeah, it’s not a real adult reaction, but it fits in my opinion. Our raid makeup was fairly balanced, with a Resto shaman, and the Holy/Disc priest from my 25 man group. We used a Druid/DK tanking combo, two rogues (our hunter is suffering from severe wife agro), ret paladin, a shadow priest, and a balance druid. Yes, we could have had a better raid makeup for buff purposes, but this group is a solid core of players and we did our 10 man Naxx together.

We had our share of wipes and pain (Mimiron alone took 2 or 3 hours), but the overall experience was enjoyable. We learned new bosses, we got to hear the “I thought the button started the encounter!” cry from a curious rogue, and we learned some things to help with our 25 man raid. I learned that more than ever, I have to trust my fellow healers, and trust my raid mates to know when to use cool-downs and consumables. I felt the agony of no mana return with Illumination on Vezax, and I may have actually shed a tear the first time I tried casting a Holy Light while under the effects of Thorim’s Defaning Thunder (75% increased cast time). Overall though I felt like the raid was tuned beautifully, and it was a lot of fun actually being challenged.

So what’s different between me and those that think we’re broken?

I will concede that our group is the x factor in this equation. Are the healing problems coming from Paladins in unbalanced groups? Are they trying to two heal, or heal content beyond their gear/experience level? Maybe it’s the synergy between the healers, in that we know the role we play, and can accurately predict the actions of our fellow healers. For example, I know that on Mimiron while I’m healing the MT through the Plasma Blast, if someone gets Napalm Shelled I can toss them a quick Holy Shock to absorb the base damage while the tree HoTs them up and the Disc priest keeps the MT alive. We don’t have to talk about it, it just happens. Would it be awesome if I could still throw a Sacred Shield on them to help with the damage absorption? Of course it would, but we seem to be making it through ok as it is.

Canceling out the X factor

So after healing a lot of 10 man (and more 25 man), I decided to take the x factor out of the equation. I couldn’t down rank my gear (short of taking a piece off) to simulate healing in blues , but I could put myself in the LFG channel and heal any PUG that came along. I tossed aside any gear/instance standards I had, and went willy-nilly into the groups. After getting through Gun’Drak, VH, UK, and UP – I decided Paladin healing still isn’t broken. Yes it’s slightly tougher, the lack of multiple SS and Glyph crits huts some, but it’s still doable (and fun).

I’m going to stick by original statement that Holy Paladins are in great shape right now, and while we could use another tool in our kit, or maybe some kind of decent raid heal, we’re still really strong.

Two Ways to Approach Ulduar’s Hard Modes

While patrolling the Plus Heal forums earlier, I ran into this thread. In it, the original poster laments the reduced healer requirement in order to achieve Ulduar’s hard modes. And why not? Let’s take a quick look at some of Ulduar’s heroic hard modes.

  • Hodir – 32.5 million health, 2 minutes. 270834 DPS required
  • Thorim – Running the gauntlet in 3 minutes after the snake and the ads are eliminated
  • Deconstructor – Bringing the heart from full health to zero in 20 seconds

The DPS requirements for the average raid is simply inconceivable. Honestly, there’s just no way to whip out DPS of that magnitude. The only way to even come close to doing that is to sit healers and tanks and go with the bare bones minimum.

Now let’s stop and think about this for a second. Take a deep breath. More importantly, let’s take a step back.

Hard mode is hard

When Ulduar came out, Blizzard released it with the intention of offering multiple variations of different encounters. The strategy here is to cater towards as many players as possible. The more dedicated raiders could feel good about themselves going after hard modes and earning the higher level of loot. Players that wanted to take it a little easier could take on the bosses in their base form.

Everyone wins.

Hard mode is designed to separate guilds and spread them even further in what I like to call the progression gap. The higher you are on the curve, the better stuff you get and you can scale your guild’s difficulty accordingly. Not every guild is capable of doing hard mode for whatever reason. It’s not meant to be easy. It’s not meant for every guild.

When making the decision to jump to hard mode, there are two possible methods to go at it.

Method 1: High octane DPS right now

seinfeldCurrent DPS output for everyone has a limit: Your guild’s gear. In order to increase DPS, you either switch out tanks or healers and replace them with DPS. Every player added is another 4000-7000 DPS depending on the class.

You saw Hodir’s requirements above.

A little over 270000 DPS.

Obviously the risk here is that you lose raid stability. As in, the lower the amount of healers the higher the risk of not being able to stabilize and recover.

The tradeoff is that you have a chance at accomplishing hard mode right now.

Method 2: High octane DPS later

You continue to work on Ulduar and upgrade your raid’s gear as much as possible.

Even on the test realms when Hard Modes were enabled, Ursula McWeaksauce had to dispense the Shirt of Uber. It’s an increase in the overall raid’s stats by 8% and ratings by 130 assuming we’re decked in full Naxx gear.

For example, the raid DPS output of 4 healers, 20 DPS, and 1 tank right now could be the same as 6 healers, 18 DPS, and 1 tank 8 weeks later.

You don’t have to stack raids with with DPS unless you fully intend to do hard modes right now. You can farm easy mode Ulduar for a few weeks and gear out the players accordingly to raise the overall gear contribution gradually from your players.

To finalize

Jerry Seinfeld ran into a similar problem. In his words:

I was in the drug store the other day trying to get a cold medication…

Not easy. There’s an entire wall of products you need. You stand there going, Well, this one is quick acting but this is long lasting… Which is more important, the present or the future?

How fitting.

In order to meet the requirements for hard mode, you can either raise the quantity of DPS or raise the quality of DPS. Either way, your raid group will reach that minimal floor that hard mode demands. All this does now is determine when your guild can do hard modes.

Do it now with a stacked configuration.

Do it later with the same configuration.

The choice is yours.

Healing Ulduar: Ignis the Furnace Master

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

Here’s a rather unconventional approach to killing Ignis which utilizes the side of the instance. Using this method does appear to be rather cheesy, but it takes a lot of pressure off many players. Credit this to Kimbo for figuring this out. Ignis is one of the early optional bosses you’ll encounter first in Ulduar. I recommend working on Razorscale first before doubling back to the Furnace Master.

Quick notes

  • Standard tank and spank
  • Periodic Constructs will activate

Abilities

Scorch – All enemies in front of Ignis will take quick dot damage for 3 seconds (ticks every half-a-second). Constructs within the area will start to heat up and become Molten.

Flame Jets – Geysers of flame shoot up from the ground and throw raid members up into the air. If the Flame Jets connect while a player is casting, they’ll be interrupted for 8 seconds. Targets take fire damage over 8 seconds.

Slag Pot – Ignis will charge a player and grab them tossing them into his Slag Pot (the pot hanging around his waist).

Activate Construct – Activates a Construct with 3.8 million health.

Strength of the Creator – When a Construct is active, damage done by Ignis is increased by 15%. It’s a stacking buff. When a Construct is taken out, the stack is removed.

Ability examples

ignis-flame-patch

Scorch on the ground

ignis-constructs

Construct

flame-jet

Here’s a shot of some of the melee players in the air after a Flame Jet.

Setup

Here’s our non-conventional setup. If you look to your left and right, you’ll see two pools of water that are surrounded by a ledge. Start heading for the one on the left (facing Ignis) that’s nearest the entrance ramp. All ranged DPS and healers should stand on the ledge.

The reason you want to set up in this position is to think back to the days of Starcraft where players set up choke points for enemies to go through. Constructs that spawn, if their aggro is gained by a ranged player, will have to run all the way into the pool and then up the ramp in order to take out a player (green path). The extra distance the Construct has to run should be more than enough time for your off tank to attract the Construct’s attention.

healer-pos-choke

Main tank

ignis-kite-path

Your tank’s going to be running laps along the red path. The ranged group should not be affected by Scorches. Your healers are going to have to strafe along the blue arrow to maintain range with the tank. The upper line is a little under 40 yards.

Execution

Once Ignis is engaged, your main tank will pick him up and start keeping him moving in a roundabout fashion pictured above. After a period of time has passed, Ignis will begin to activate Constructs. Off tanks need to snatch them up and bring them into Scorched areas and hold them in there until they turn Molten. When it hits 20 stacks, it becomes Brittle.

What do you get when you combine something incredibly hot with something incredibly cold? The object becomes extremely brittle. The same thing applies here. The chance to crit the Construct increases. Damage done over 5000 will effectively kill it. Be sure to target Brittle’d Constructs with your ranged players as they explode dealing damage to players in close proximity.

Have players keep an eye on Flame Jets. If spellcasters are caught casting when Flame Jet connects, they’re locked out of casting for 8 seconds. Not good if you’re a healer.

Healing

There are four healing areas to cover in this fight:

Main tank – One healer should be enough but other healers will need to keep HoTs as active as possible especially with numerous Constructs.

Off tank – If there are Constructs up, your off tank is going to need heals as well.

Slag Pot – Ignis is going to charge and pick up a player and toss them into his sack. While in his sack, they will take 5000 damage every second for 10 seconds. Keep a dedicated raid healer on Slag Pot duty. If there’s no one in there, that healer then returns back to healing the raid.

Healers won’t be able to cast too many spells in there. But healers with instant spells should be able to cast them as much as they can. Priests, for example, can Holy Nova while inside the pot.

Raid – Flame Jet and Scorched melee players are going to involve the bulk of the healing here. Chain Healing Shamans will be at their finest especially since ranged players will be strafing along the ledge. After getting hit by a Flame Jet, I will personally light up a few Holy Novas while I’m in the air.

Healing loot

Flamewrought Cinch – Leather

Lifeforge Breastplate – Plate

Pyrelight Circle – Ring

Scepter of Creation – Wand

Paladin Healing in Heroic Ulduar

This is a guest post by Adgamorix with some tips for Holy Paladins working their way through Ulduar.

3.1 and Ulduar are upon us, and the tears of Healadins fill the forums, feeding Yarg-Saron and keeping XT’s joints lubed. Bloggers and forum goers alike lament the death of Flash of Light as a useful heal, and wonder if the new Infusion is even worth it. 10% extra crit on a Holy Light? I want my haste back! I need to raid heal!

Can you taste the tears?

My question is what is the real issue? Granted, my guild hasn’t cleared Ulduar yet, but we did get six bosses down in the first week (no hard modes), and I haven’t seen the problem. As we’re a 25 man raid guild, we typically run with seven healers: two Paladins, Disc priest (dual spec’d for Holy which some Priests just aren’t good enough to do *wink*), Holy Priest, two trees, and a Resto Shaman. Our tanks are a mix of all the tank classes, and we run a fairly balanced mix of melee vs. ranged (though we do have a lot of hunters – fortunately no huntards).

Given a balanced raid makeup, I’m very happy with where paladin healing is right now. On any boss fight that we’ve done so far, I’m confident in putting my paladin partner and I on the tank and letting the other healers take care of the raid, off tanks, etc. Between Beacon of Light and Sacred Shield, we can run a steady rotation on the tanks, and it hasn’t failed us yet. Granted, I haven’t seen the fights in 10 man yet, but I’m confident that it’ll be ok.

Note that I’ve said ‘balanced raid makeup’ a couple of times here. Even though we’ve been told to “bring the player and not the class”, I don’t think anyone would reasonably expect to waltz through Ulduar with nothing but a pocket-full of rogues and no ranged DPS… at least not for a while anyway. Having a mix of buffs and abilities is part of what makes raiding so much fun. It’d be boring if any 25 people (regardless of class/spec) could walk in and down the content during the first week.

I think the problems being experienced by some paladins can be explained with the same explanation we had when our MT pulled XT with his face the first time, leaving all his healers 40 yards behind him.

“You’re doing it wrong!”

Ulduar isn’t Naxx, and I’m glad. The trash is harder than most Naxx bosses, and “gasp” we have to use crowd control again. XT’s trash brought back nightmares of old Kael’Thas trash (with a mix of Void Reaver), and it takes some getting used to. Healers can’t snipe any more, and target assignments are crucial. Trusting your raid mates to do their assigned task, and focusing on yours, keeps the raid alive. I generally can’t spare the GCD to hit someone else, and I count on the raid healers to cover me when I’m not beaconed. Sure, I’m lower on the meters than I used to be, but our strategy works and bosses die.

I won’t disagree that it would be nice to have another tool in my box, but I love the healing aspect of my paladin so much that my Resto Shaman has been collecting dust for two months. I like the challenge of healing without a designated ‘raid heal’, and learning new ways to cope with the incoming damage.

Here’s how we’ve pulled off each boss so far

Healing rotation: This healing rotation is similar to what we use for every boss we two heal. My partner will spam HL while I run FoL/HS rotations. I generally keep my SS up on the tank, and we beacon an OT if they are close, our we just beacon ourselves. After about one minute of this, we switch roles, and she hits DP to start her regen (I usually hit Illumination right at the start – I also pop my haste gloves). This continues for one minute, and then we switch again (this time I Plea). With this rotation the MT is getting around 30k in healing every 2 – 2.5 sec (lag depending), and there is always a heal landing.

Flame Leviathan: All I can say is, flying through the air with a boom-chicken by your side is worth it. I beacon the boom-chicken and unleash my holy DPS on the turrets. Instant FoLs on myself are enough to keep us both alive without any stress (hard mode may be different).

Ignis: Pallies beacon themselves and do nothing but roll heals on the MT. We have our Disc priest on the OTs, with the druids dropping HOTs on them as they race by with the constructs. Raid healing is covered with the shaman and holy priest, and the druids kicking in after a flame jet.

Razorscale: This fight is a lot less coordinated. Generally I sit on our DK who picks up the whirlwinders and also stays closest to Razor so he gets her fire patches. I beacon myself, and just roll FoL on him until the fight ends. I’ll also run in and hit the boss a few times while she’s harpooned, that way I have a full mana bar at the start of phase 3 (phase 2 if you don’t count the chained phase) so I can just bomb the tanks with HL.

XT-002 Deconstructor: We handle this fight just like Ignis. Prot pallies on the tank, Disc Priest on the add tank, and the rest of the healers on the raid. The only change up is during the earthquake/pound one of us will switch off the MT and drop HL bombs on the melee to help with the damage.

Kologarn: See previous strategies. I usually beacon the add tank on this one, since he’s close enough to always receive my heals. Only one of the tanks holding Kologarn should be taking a significant amount of damage, so we focus on them individually. A Resto shaman is also amazing for the folks caught in the grip.

Assembly of Iron: This one we switch up just a touch. We’ve only downed this once, and that was in the ‘easy’ mode. Here we flip the disc priest and a holy paladin, beaconing the off tanks and healing through the damage. A shaman is an ideal healer for the tank on Stormcaller, as they can interrupt the chain lightning and the lightning whirl.