The Automated Healing Line

Ever wonder what would happen if you’re in the middle of the instance and your healing spells just aren’t working? What if you had to phone in for divine tech-support to get those heals flowing? How about placing an order for a buff or a healing spell? Well, reader Wistoovern mused this very topic and this is the end result. I present you with the Automated Healing Line. I couldn’t help but laugh pretty hard at this one, I mean could you imagine having to do this every time you healed someone?

I don’t know about you, but working in tech support for a number of years and being a dedicated healer I just find this incredibly amusing. It’s especially funny for me because having worked in a call center with many WoW gamers as co-workers this just makes perfect sense to me. It combines call center humor with priest healing and gives a possible explanation as to that occasional healing latency.

Wist did a great job splicing everything together and getting the monotone computer voice just right, next time maybe we’ll hear the screams of the dying in the background as that raid boss comes bearing down on the group while the healer is on hold.

So, what did you think?

Were the Priest Buffs Needed?

Yeah, probably. I didn’t realize that Priests were a little underpowered in the regen department. That’s one of the benefits of doing stuff in guild groups. I was getting the encounters down, but they weren’t exactly the prettiest kills. Over the previous weekend when we were grinding out the heroics, I would almost get to the of end fights with zero mana. Actually, it wasn’t uncommon for me to hit 0 mana at 10% of encounters and just tell the rest of the DPS they’re on their own because I had to dump all my spells on the tank.

I haven’t had a go with Discipline yet, but I understand there’s a few challenges with it on the heroic side of things. I want to try it out sometime on the weekend. 

  • Blessed Resilience now increases healing received by 15/30%, up from 5/10%.
  • Focused Will now reduces damage taken by 5/10% and 10/20%, up from 4/8% and 6/12%.
  • Healing done by Glyph of Dispel Magic no longer improperly caps out at a certain health pool range.
  • Holy Concentration’s mana regeneration component has been increased from 10/20% to 20/40%.
  • Player-controlled vehicles return an Invalid Target error when attempting to use Leap of Faith on them.
  • Rapture’s mana regeneration component has been increased from 1.5/2/2.5 to 2/4/6%.

On the raiding side of things, we’ve started entering 25s and put in several legitimate shots on Halfus. Him and his drake buddies are kicking our butt. The current progression focus is going to be on him but I’ve authorized guild groups to take charge and set up their own 10 mans if they wanted to try to push for Throne of the Four Winds or Blackwing Depths. With the logs data from Argaloth and the observations on the Halfus attempts, the leadership team’s going to try to split the top 20 performing players so they can  head back in on monday. I want that sucker down before Christmas. I had no illusions that were going to be able to get him down on 25 largely due to gear, inexperience and other factors. That fight changed since beta and it’s incredibly front end loaded. I think we if can just time our cooldowns a little better (we’re able to get the first drake down) and really shut down the interrupts, we should be able to get him. Nether Scion and Storm Drake are tough cookies though. Our current approach is unlocking both Nether Scion and the Emerald whelps simultaneously. The whelps are split between both tanks but they’re still getting almost insta-gibbed.

By the way, if you’re having trouble healing heroics (as in you’re not sure what to do from the healer side of things), check the YouTube channel. I’ve been trying to upload a video a day of a boss on heroic from my viewpoint and narrating what I do. Wasn’t able to get to one yesterday night since it was a raid night.

If there’s any specific ones you want to see, give me a shout here. I’ve done just about all of them except for that Lord Commander guy in Shadowfang Keep (third boss). He just keeps stoning my group.

The Hybrid Pedigree

This is a guest post by Mimetir, an oversized owl of a raid leader on The Venture Co (EU). You can find her twitter feed at http://twitter.com/juddr.

I understood little about the game back when I was a young whippersnapper of a hammer-wielding paladin but I did know that those rather unfriendly zombies were hitting my party real hard now and I’d better cast that flashy light spell because no-one else did anything similar. Nowadays my boomkin suspects her claws are actually roots given the amount of times she’s dropped out of form to heal at a critical point. On the rare occasions my guild’s feral gets to DPS, he often finds himself bearing up and growling things off of the clothies. Even so, I regularly hear players bemoan that the hybrid classes are forgetting their utility and simply focusing on their single, chosen role. These comments usually come after an unsuccessful event or fight; a little help in healing from the paladin might have given the edge, or if the cat had just engaged bear’s-behind mode to help the overwhelmed tank out for a few seconds… A hybrid forgetting their flexibility just like a warlock forgetting to soulstone a healer. It’s something so integral to their class that they should do it automatically.

Hybrid classes allow a player to perform any and all of the three roles a group may require. Need a tank, DPS or healer? I can do all of those, says your paladin, druid or shaman. Admittedly the shaman can only tank under certain circumstances such as pre-60 instances, but this flexibility is something which makes these classes very popular choices for groups and also for players. Data shows that many players choose the paladin class, second only to the death knight – no surprise given the surge of DK mains when WotLK hit.

ConfusedKin

Still, some players are not able or willing to play a class to its full hybrid potential. I think there are three types of hybrid players:

  • Those who are able to play different roles or specs for a sustained length of time – these are more common since the availability of dual spec
  • Those who are able to respond to a situation by switching into another playstyle and back out at the drop of a hat
  • Those who cannot or refuse to do either of these things and focus on one task.

I’ve said that a hybrid should know their class’ utility backwards – but should they? If hybrid players are a minority now this suggests that they are a dying breed. WoW is a lot easier to play than its previous incarnations, quibble as you like over the finer points. Perhaps gameplay no longer requires sharp hybrids with an eye always on utilizing their out-of-spec abilities. Mayhap the game has made facerolling, overpowered roles the hero of the day and has sidelined hybrid utility as a luxury addition to a raid. That would certainly explain why there seem to be less active hybrid players out there: Look, we are indeed all just DPS. Do you, as a raid leader or officer, notice more if your hybrid classes or your top DPS dies early on?

Raid setup is a lot more flexible nowadays and most encounters can be downed by any combination of characters. I have heard that level 60 raid setup required a lot more thought and arguably a different approach from the player to what they could contribute with their class. I often wonder whether a willingness to change roles at the drop of a hat is a long-term satisfying playstyle for hybrid classes. The cons spring to mind immediately. Two healers just went down; you the boomkin needs to heal, while the feral waits for an opportune moment to combat resurrect the tree. There goes your rotation. There goes your proc and DPS concentration. There goes the raid’s moonkin aura; the new order of the day is the stress of switching mental gears and trying to find your healing spells in order to keep the raid up. Your place on the DPS meter – sixth of ten. Yet again. Nevermind.

That shouldn’t matter of course – you have just saved the raid from a potential wipe: congrats, have a pat on the feathery back. Now get back to eclipsing.

Having a pivotal role in averting a wipe can be hugely satisfying. I would bet, though, that many hybrids find it wearisome to keep doing so. Speccing into a particular role means that you enjoy doing that and intend to do your best at it. A player constantly carrying the hybrid "millstone" may find that they don’t meet their own spec specific targets or feel that they are achieving their best. It can also be argued that WoW is a more competitive place than it used to be and many players no longer look deeper at performance than your DPS done during a fight, no mind that you spent half of it healing. That, too, can lead to friction in a group and for some players a disinclination to perform hybrid tasks or play that character at all – these are things which should be watched by both the player themselves and a prudent raid leader.

That said I believe that successful hybrids are still prized raid members. if you can perform whatever is needed without a moment’s notice then you may get a reputation as reliable and a quick thinker – attributes likely to get you a spot in the raid as much as the top DPSer of your guild. And wearisome though the millstone may be, it’s there as a reminder that you’re playing one of the most situationally flexible classes in WoW and that there are always new tricks to learn for a jack of all trades. What do you think? Do hybrid players play their classes as well as they could? Do you as a hybrid enjoy being pulled from pillar to post? Do your hybrid raiders matter more as flexible players or solid DPSers?

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!

Holy and Disc Too Costly for Dual Spec

At least, those are the conclusions I’ve reached when I tried it.

On Monday night, the Conquest raiding crew was getting hammered by Kologarn. We simply could not heal raid damage of that magnitude. Some assignments were changed around and I activated my dual spec to Holy to see if I could help alleviate some of the stress.

But alas, to no avail. Being specced Holy and geared for Discipline means you rocket through your mana insanely quick. My mana pool lasted about 2 – 3 Right Arm deaths on Kologarn before I ran out of tricks. Pots used, Shadowfiended, and Hymns were already used. This is just because of the way my augments are setup. I don’t have enough Spirit gems and enchants. It’s too costly and too much of a hassle to augment when I need to switch to Holy.

So it is with a heavy heart that I used my (free) talent refunds on Tuesday. I set aside talent 1 for Discipline and talent 2 for Discipline.  The basic structures were the same. Some points were allocated differently and there were a few minor changes to glyphs.

  Endurance Disc AoE
Spec 53/18/0 54/17/0
Major Glyphs Flash Heal
Hymn of Hope
Penance
Power Word: Shield
Prayer of Healing
Penance
Minor Glyphs Fading
Shadowfiend
Shadow Protection
Fading
Levitate
Shadow Protection

Endurance

The deal with Endurance spec is that you’re trying to stretch your mana pool to go even further than before. This involves talenting into Improved Healing for the 15% mana cost reductions to Greater Heal, Penance and Divine Hymn. The glyphs also represent the endurance method with Hymn of Hope and Flash Heal. If your Shadowfiend manages to die, you still get some mana back rather than none. This would be more of a progression spec, I think. In case your raid group loses one or two healers, the idea is that your mana supply can hold and last long enough while you compensate for their deaths until they get Rebirthed or until the boss dies. Out of the upper level Disc talents, Grace is one talent where I felt 1 talent point might be enough to maintain the buff considering the amount of heals you’ll be dumping on the tank anyway.

Disc AoE

With Disc AoE, you’re still going to be focusing on one or two key tanks. But on fights with enormous amounts of AoE damage, you won’t be locked out entirely. Your fast Shields should be placed quickly on players who have taken damage. Your Prayer of Healing adds a HoT effect. At least you won’t be as handicapped during Tympanic Tantrums or anything like that.

This is the result of my experiences in Ulduar so far. It’s still going to be subject to some more tweaking.