Guardian Spirit Works on Kel’Thuzad

Derevka from Tales of a Priest asked me to issue a World of Matticus all points bulletin:

8:50 PM Derevka: word to the wise, Kelthuzzad CAN be buffed with Guardian Spirit while you are MC’d. We had 10 seconds of “OMG DONT KILL HIM!”

For those of you unaware, if you kill a subject with the Guardian Spirit buff active, they gain 50% of their health back. For most of us, 50% is no big deal. But if you’re sporting a bajillion health, 50%’s a pretty honkin’ big deal that would make Howie Mendel proud.

So if you’re on the last legs of the encounter and a Holy Priest get’s MC’d, make sure you CC him like crazy. If he gets the wings off, try to break it with a Purge or Dispel.

As Wyn always tells me, you can’t spell success without CC!

Patchwerk through the eyes of a Resto Shaman

Image courtesy of Feralis.org

Lodur from Zul’jin here once again. This post I’d like to talk a little bit about healing Patchwerk as a restoration shaman. This will be a bit of a short post for me this week. Patchwerk for the longest time has been THE premiere check for your dps, your tanks and your healing. He is a perfect measuring stick for your raid if you think about it. He’s a straightforward fight, dps can sit and dps, tanks sit and soak damage and healers sit and heal. There’s no fancy gimmicks, no movement or fire to move out of , so it really is the perfect boss fight to check out your raids gear and ability.

You might ask youself “What is there to know? Don’t we just dump heals into tanks and call it a day? ” There are a couple different roles a shaman can play for healing through Patchy here. The two tried and true methods are Chain Heal spam and Lesser Healing Wave spam. Lets talk about the strengths of each for a moment here.

Lesser Healing Wave method.

  • Quicker heals
  • Using Glyph of Lesser Healing Wave allows the spell to hit for almost as much as Healing Wave
  • Lower spell cost for more heals per mana spent.
  • Quickly allows off tanks to be topped off to full health

Chain Heal Method.

  • More efficient heals (5.3 healing per mana spent)
  • Allows for both off tanks and main tank to be targeted and healed through the jumps of chain heal.
  • Smoothes out healing on the off tanks so second healers have an easier time keeping the tanks health even.
  • Allows for lag compensation due to added healing buffer.

Lesser Healing Wave Method:

This method is really straightforward. Simply put you keep Earth Shield up on your tank and continue to dump Lesser Healing Waves and Riptides into him constantly. Make sure to keep your Water Shield up for maximum mana regen and to make sure you have full charges available for Improved Water Shield. Using this method you have to apply healer tunnel vision. By that I mean you have to pay attention to your tank and only your tank, if you try to heal another OT or the Main Tank, your tank is likely to eat a large spike before you can top him off. This method allows for very little error but is very mana costly in the end.

Chain Heal Method:

Personally I prefer the Chain Heal method, let me explain a bit about why. Firstly, it is simply our most efficient heal. You get the most bang for your buck out of it and if you have your 4 piece set bonus from tier 7, or even if you’re still rocking a couple pieces of tier 6, you just get the most mileage out of it. Secondly it has a lot of synergy with some other talents that you will find useful for this fight.

Lets go ahead and assume you’re assigned to heal one of the two Hateful Strike tanks (I’m operating under the assumption you’ll be using the two OT strategy.) The tank you are specifically assigned to will be your the starting point of all your heals. He will get the most out of your chain heals. After that if the OT’s are situated right, it will bounce off of your tank and onto the second OT, thereby adding a buffer to that tanks healers. My experience has show that two restoration shamans placed on the OT’s produce enough of a healing buffer that the other healers have a light healing load, it makes sure to smooth out the spikes in healing you normally see. Think of it as like providing the driving baseline for a band, it helps set the framework for everything around it. There are a few more benefits to this. Lets say something goes terribly wrong and all of a sudden someone other then the OT’s takes a Hateful Strike, if you’re already chain healing you’ll be able to heal the person through the smart heal component without having to divert attention away from the OT’s in order to heal someone up. We can also assume you’ll be using a healthy smathering of Riptide it’s just going to pump your Chain Heal amount up that much more. Also, by using your chain heal you’re allowing for Tidal Waves to be up all the time so if you need to throw a LHW or a HW it hits for that much more.


All in all he’s not terrible for us, just make sure you have your Runic Mana potions and Mana Tide Totem ready to go to keep your mana up, and it should be smooth sailing for you. Both methods work (regardless of crit or haste gear =P ) and as long as you’re paying attention to your tank, you will easily succeed.

Now if you guys have a different way of doing it, please feel free to share =)

Till next time, Happy Healing!

~ Lodur

Healing Naxxramas – Sapphiron (10 man)

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You’re almost there. Get through Sapphiron, and Kel’Thuzad is next. I’ll walk you through what’s relevant and what’s not.

The position

As you run in for the first time, make a mental note to keep your camera trained on the animation sequence. There isn’t quite another boss in the game which has a similar or haunting experience.

Your tank should immediately run straight through Sapphiron and set up shop on the side opposite the entrance that you came in from.

I personally position my raid on one side. Pick Sapphiron’s left or right. For the purposes of this explanation, we’ll set up on the right (or north).

Phase one

Frost Aura – Everyone in the room takes ~1200 Frost damage per second.

Life Drain – A curse that will drain players for ~2400 health (Shadow damage). Sapphiron then gains about 5000 health every 3 seconds. 2 random players will get affected by it every so often.

Chill – Looks like a big Blizzard. A really powerful one. If you’re caught, you’ll take some big damage and your movement speed will be slowed.

Phase two

As you enter this phase, Sapphiron will start flying up into the air. Several things will happen:

Ice Bolt – He’ll fire off two Ice Bolts at two different players. Those players will turn into blocks of ice and become immobile. Any players within 5 yards of the Ice block will take significant damage.

Frost Breath – After the Ice Bolts are fired off, he’s going to drop a nuke that will deal lots and lots of damage.

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Wait until both bolts are fired before you move and start hiding behind them. Remember the Ice Bolt deals AoE damage upon impact. You don’t want to start grouping up together only to have the second bolt impale you and your cohorts, right?

Position yourself in such a way that the frozen player is between you and Sapphiron. Hide behind the block to avoid the insta gib that you’re about to take.

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Sapphiron will then land, and it’s back to phase one.

Rinse and repeat!

Execution

During phase one, your best friend is Prayer of Mending. Ensure that you’re firing these off as soon as you can. This is where the 2-piece Faith set really comes in handy due to the bonus (Your Prayer of Mending bounces an additional time). This will help against the whole Frost Aura crap that your raiders have to endure.

Against the Life Drains, task any player that can Decurse. This includes your Mages, Druids, and Resto Shamans. That curse has to fall off or else it will slow the kill down. This fight is a matter of endurance.

Keep an eye on the Chills that float around the room. Be liberal with your Power Word: Shield.

As you enter phase two, Sapphiron starts flapping his wings and flying. This is when you want to start falling back and spreading out. Top off as many players as you can. Wait for both bolts to land, then pick the one closest to you and hide behind it. Don’t stick around and wait. Use your instant spells to try and catch as many players as you can.

For the Holy Priests, slam your Circle of Healing. For the Discipline ones, Penance and Flash as much as possible.

Once the blocks shatter, resume phase one. Keep up what you’re doing, and you’ll end up in the clear.

Extra tips

Remember to Shadow Protect your raid.

Consider crafting around 2 Frost Resist sets if your healers are undergeared (or underperforming) to buy more time.

Potential exploit: I don’t know if this is intended or not and I’m not sure if it’s been fixed. But I’m saying it here so that I can raise awareness. During phase 2, players can run toward the back of the room onto the grated area. By standing there, you can avoid the Frost Breath that lands. Don’t even have to worry about using the blocks to line of sight.

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Saving a Blown Pull With Clutch Heals

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It’s just like any other raid night in Naxx. Your group is relaxed amidst some light bantering after a large pull. The healers have about 50% mana left in the tank and can go a few extra pulls before having to sit down and drink again.

Acknowledging the green light, your tank whips out his gun, locks on to a target, and pulls the trigger. Four mobs come rushing at him as a result of his transgression.

Out of the corner of your eye, you notice a raider standing a bit further away from the rest of the group. Suddenly, his Gnomish form is over taken by a large, black figure.

“Shade!”, You hear yourself breathe into the mic, rather forcefully.

To make matters worse, another patrol is about to run into your group.

Another raider curses out loud as you wince.

Turns out he was off target and tabbed to yet another group of trash off to the side and manages to get their attention.

What was supposed to be a routine pull is on the verge of becoming a blown pull.

Oh crap

This is the kind of situation that healers dread. At the same time, this is also the kind of situation where healers excel. Differences between average healers and great healers are easily noticeable.

A blown pull can look like anything. It can involve any number of mobs or any number of players. It can happen at any time. A series of minor and trivial events continue to add up until it snowballs and overwhelms the raid.

Are you ready for high stakes Whack-A-Mole?

Now what?

This is when your brain shifts to high gear and your fingers start to just react on their own. I’m going to refer to this is the APC process.

Assess – The very first thing a healer does is to look around them. Examine the situation by looking at the screen. Get a visual reference on the mobs and see if you can tell who they are running to or who they’re beating on. Ideally, your raid frames will highlight red on players who have aggro. By now, you should have a mental map of what exactly is going on, who is tanking what, and who has pulled aggro with stray mobs.

Prioritize – This is the fun part. You get to decide who lives and who dies. If the players on your raid frames are flashing red, it means they have threat on some mob. If any one of those players is not a tank, I strongly suggest throwing a shield on them right away. After that, you can only pray that they drop aggro or that they live long enough for a tank to pull them off. Keep your ears open for any keywords.

For example, if you hear the word “Challenging”, you better zero in on that tank immediately.

Cast – At this time, you should have an idea of who you’re healing. You should simultaneously be vocal about who you’re healing. It lets other healers know who to heal and who not to. If they know you’re healing Bob, then they won’t waste their time or overheals on Bob. On the flip side, if Bob happens to be that guy that said Challenging, then other healers may wish to jump in on that as well.

That entire process above should take about a second to run through in your head. There’s too many variables to account for so it’s difficult to imagine what you would do under certain circumstances. But sometimes it helps if you think about what you would do in such a situation if it ever comes down to it.

It’s kind of like being in a mall and knowing where the fire exits are in case there’s a fire. Sure you may not need it. But it’s nice to know where they are just in case.

The key here is to be vocal about who you’re healing. Strong communication can turn a blown pull into a salvageable one.

Image courtesy of tvvoodoo

The 6 Signs of Raiding Burnout

We’re just a few weeks into a new expansion, so it feels a little strange to talk about burnout. However, Blizzard made a critical miscalculation when they worked on Wrath. They lavished most of their time and energy on quest and 5-person dungeon content–which is essentially single-view for many players. I know I certainly haven’t brought my alts through Northrend yet. However, they spent very little of their design energy on new raids. Naxxramas, which I never saw pre-Wrath, feels dated to me–it was already old the day I stepped in there. It’s something that was very cool for its time, and is fun even now, but just looks like Classic WoW. It’s like Eastern Plaguelands, part 2. For example, take a boss like Grobbulus. He looks like a butt with a face on it, or a face with a butt on it…or just a butt, with a gas mask. How can I help but be a little disappointed, especially when Blizzard is capable of creating a boss as beautiful as Malygos?

The fact that the new Naxx is tuned to be rather easy isn’t the biggest factor in how I feel about it. After all, I loved Karazhan–it was the unique mechanics and the enchanted-castle look of that place that kept me going back for more, not the difficulty level. The only two new raid instances, Obsidian Sanctum and the Eye of Eternity, are one-boss wonders. They’re cool and challenging, but there’s just not enough new bosses there to get the blood pumping.

I, for one, am very disappointed that Ulduar hasn’t hit yet. At the end of BC, I was on top of the world–Illidan and Archimonde fell for my guild right before the patch. Pre-Wrath, I got a little peek at Sunwell up to Felmyst. I had started to love raiding, and I wanted bigger challenges. . . like an entirely new instance full of beautiful, sad giants and lovely starscapes. I hope that’s Ulduar. If it had been me, I would have held Wrath entirely until at least one new full-length raid dungeon was ready.

Are you suffering from early burnout, dear reader? If one of the following six signs applies to you, you may want to see your nearest priest, who will probably prescribe a healthy diet of alt leveling and shameless achievement-chasing.

The 6 Signs of Early Burnout

1. The first time you ever saw one of the Naxxramas bosses, you said to yourself: “Not this guy again.” That, for me, was Heigan, who looks suspiciously like a lot of the trash mobs in Northrend. Hey! I think I killed that guy in Dragonblight. And Zul’Drak.

2. When your fellow raiders drop a train set, you wish that you could teleport them to Stranglethorn arena and kill them all. Choo choo? I hate you. Note to self: learn to PvP.

3. You’re tempted to send the Four Horseman a little note telling them how to better coordinate themselves for easier kills on overconfident adventurers. Note to the 4H: go for the healers, especially the druids. Wait no, scratch that . . .

4. When a boss dies, you run to get another beer–or in my case, Bailey’s–without bothering to see what he dropped. Purples, schmurples.

5. You and your friends have each incurred a repair bill of approximately 1589 gold this week because you’ve been trying for the Heroic dungeon achievements. After all, achievements are the real game, and all the leet players ride red proto drakes.

6. Tuesday is the high point of your week–not because it’s the start of the raid week, but because that’s the day your egg from the Oracles always hatches. I just got my baby Cobra–how did you do?