A Glimpse in the Mind of a Priest

In 10 seconds, anything can go wrong. In upper level raiding, there’s a certain element of micro management that needs to be done. We tried Kael again today and we still could not polish him off. Our best attempt was at 57% in Phase 4. It’s like your trying to get a good solid grip on running water. You can feel it through your fingers but it continues to slip away elusive to your grasp.

Here’s a scenario of a crazy, paranoid, overanalyzing Dwarf Priest in overdrive on a Kael fight during Phase 3:

00:00

Thought process

Tank at full health. Weapon swing coming in half a second. A quick glance at the Heads-up display reveals a Fear happening in 3. Thaladred’s gazing at a Priest adjacent to me and is heading to my direction (Gaze means he’s going to walk towards a player and hit him hard).

Actions

Activate a shield on my healing assignment, and start moving north away from the incoming mob.

00:03

Thought Process

I currently represent half the healing on my tanking assignment as the other Priest is busy evading Thal. Big heals are a must as is the fear ward.

Actions

Fear Ward, Renew, Prayer of Mending.

00:09

Thought Process

Gaze is off my partner and is now on a hunter next to me who just went flying through the air and is sitting at 45%. A quick glance at my assignment with 80% health shows my partner has him targeted with a heal on the way about to land in 0.7 seconds.

Actions

Hunter’s not going to be able to sustain another hit. Target him, Shield, Renew, switch back to healing assignment.

00:14

Thought Process

“FEARED!”

I recognize that voice. It’s my Priest partner. There’s a tremor totem on the ground from the shaman in our group and it pulsed 2 seconds ago. Not enough time. Hunter should be fine and in the clear. I’m going to be on my own for the next several seconds on my assignment.

Actions

Prayer of Mending. Better hope the WoW gods are listening and that it is able to mitigate more damage then the tank is taking. Tank’s health returns up to 60%. Activate Divine Illumination. Additional 25% chance to crit is better than 10%.

00:18

Thought Process

Blue rings shimmer around my assignment. It looks familiar, what the hell does it mean? Too late, I think to myself. It’s a Remote Toy. That equals stun. Stun equals lack of ability to take defensive measures by my healing assignment. Which also means not good. He’s down to 35%. Adrenaline’s already coursing through the system. The coffee I had earlier in the day is all but exhausted. He needs a big time crit heal now.

Actions

Slam max rank Greater Heal now.

00:19

Thought Process

XPerl shows my colleague starting to cast a heal not a moment after I did. Wait a minute…

…He’s casting a Greater Heal, too.
…There’s only 2 of us healing him.
…Which means he has less then 2 seconds to live based on weapon swing timers from the boss…

Action

Do the simplest action to cancel a heal which is move. At the same time, blow a PW: Shield and pray it can withstand a hit. Oh no, Thal’s arm is up, and that means-

00:20

“MAN DOWN”

Thought Process

Oh crap. You failed the team. One simple miscalculation. One wrong heal at the wrong time. Sanguinar is now free and goes forth rampaging the raid.

Game over.

Priests are so easy to play. There are so many options to choose from. It’s easy to scrutinize one’s play in hindsight. But when you’re in the moment, the difference between raid success and failure can hinge on a something so insignificant as using the right heal at the right time.

Over 5 options to choose from and I picked the wrong one. Kael could have died tonight. This is going to haunt me for a long time.

It’s quite possibly one of the worse feelings anyone can experience in the world. It’s not being told what you did wrong by someone else. It’s knowing what you did wrong and knowing that it could have been prevented.

I should have rolled a Hunter.

Raid Juggling

In hockey, there is a term called line juggling. Typically, when a team has difficulty scoring and getting momentum going the coach will start juggling his forwards together in the chance that they will click, find chemistry, and score.

On Sunday, Carnage has been able to consistently transition from Phase 3 to phase 4 while losing no more than 1 player. We were able to get Kael down to approximately 70%. Earlier in the night, one of our Paladins had to leave due to personal problems. Instead of 4 Paladins, we ran 3 Paladins and replaced him with a Resto Druid.

Tonight we’re diving back into Kael. The confidence is there. In fact, all of our future signup raids have changed from SSC/TK to Mount Hyjal/Black Temple.

But here’s what puzzles me.

Apparently, we’re dropping our Resto Druid and bringing our 4th Paladin back into the lineup. Both of these players are trial members so there’s no issue of seniority here. Now I also know it’s not my place to question the wisdom of the raid leaders. My job is to make sure our players in the raid have the health required to do the job they need to do. I’m not the one deciding who gets benched for the rest of the period or who gets coupled with who out there.

But Sunday was the furthest we’ve ever gotten on Kael. Why change what has arguably had the most success? Not only that, but our last two attempts that night were so spot on that we got him down to that 70% range (+/- 10%) consecutively.

How does that old adage go again? If it ain’t broke don’t fix it?

I’m not going to openly question the decision of the GM’s in this one. It’s out of my hands anyway. They have more to handle on their plate without me asking why we’re changing the lineup. I just found it surprising. I don’t know enough about Paladins in a 25 man situation. I don’t know what kind of advantage we would capitalize by bringing a 4th Paladin (Kings, Salv, Might/Wis, Light?).

But for all you young GM’s out there, if you have a set group of players that have been able to deliver success then I say stick with that group. Ride their momentum. Players are on a hot streak for only so long.

On the other side of the spectrum, if your raid continues to have troubles on a raid boss that you should not be having problems on, then start raid juggling. Get your prot pally to respec Holy and your Warrior to respec prot. Start changing things up. Move your healers around, put your tank healers on the raid, your raid healers on the tank. Something is not working and you’ve given it 9 tries. It’s unlikely it’s going to work on the 10th. Bite the bullet, start juggling.

New Poll: How Often Do You Raid Per Week?

Hours spent raidingThis is another one of my curiosity polls. I’m interested in knowing the amount of time you guys (and girls) spend raiding on a weekly basis. This will help me understand my audience a bit more (hopefully).

For me, I log about 16 hours a week raiding (3 hours for Karazhan, 13 hours on SSC/TK and 12 of those hours are spent eating dirt in Kael’s room). How often do you raid and do you think you spend too much or too little time raiding? How much of it is spent on old or farmed content and how much of it is targeted at progression?

Most importantly, do you enjoy it?

How Often Do You Raid Per Week?

  • 5 - 10 hours a week (28%, 110 Votes)
  • 10 - 15 hours a week (23%, 89 Votes)
  • I do not raid right now (23%, 88 Votes)
  • 15 - 20 hours a week (12%, 47 Votes)
  • Under 5 hours a week (7%, 28 Votes)
  • Over 20 hours a week (how?!) (7%, 26 Votes)

Total Voters: 388

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The Chain of Progression in Raids

Raid members ready to go and do something

In case you’ve ever wondered what raid bosses and instances to do in what order, I’ve compiled a list here from Karazhan onwards. This list is aimed mostly at Guilds who have started raiding and aren’t sure what’s best for them or their Guild. Obviously you can do them in any order that your Guild likes, but there are some bosses which should be done first before going into other instances.

Edit: Rankings are based largely on difficulty level and convenience for Guilds.

Karazhan

Attumen, Moroes, Maiden, Opera, Curator, Shade, Chess, Prince.

Once you’ve taken down Prince a few times and you think your 10 man team is up to snuff, you can go proceed to go after Nightbane, Illhoof and Netherspite.

You’re also ready to start tackling the first 4 or so bosses in Zul’Aman.

Mallet with a wolf

At this point, your Guild is now officially ready for the 25 mans. Your first 25 man test?

Gruul’s Lair and Magtheridon

Take down High King Maulgar then follow up with Gruul. Once you’ve gotten them down easily, consider going after Magtheridon.

Magtheridon himself

There’s quite a few Guilds that I know of that have completely skipped Mag in favour of launching right into TK and SSC thinking that Mag is too much of an effort required. To them, I say Mag is a piece of cake compared to boss fights at the Tier 5 level.

The reason you go after High King, Gruul and Mag is that these 3 bosses are idiot checks for your Guild.

Can the people in your raid handle being in the spotlight with important jobs?
Can your warlocks enslave and kill simultaneously?
Is your mage quick enough on the spellsteal?
Do your healers trust each other enough to not overlap each other and just do their jobs?

For Gruul, the question you want to ask is if your raid members are able to work together and cope with shatters. Are the tanks geared enough to do their job? Do players know how to run away from each other?

As I’ve mentioned before, a lot of Guilds skip Mag initially. Don’t be one of them. I highly advise giving Mag a few shots. Here, you’re testing the discipline of your raid and the endurance of your healers. You also want to discover how quick and effective your DPS is in a 25 man unit. Mag also sets your guild up to have 4-5 skilled and geared tanks. Once you get past the initial phase 1 hurdle, it’s up to the healers and your 10 volunteers to click cubes. If 10 people can’t click cubes properly and time it, you’ve no business being in SSC or TK.

Tier 5 Instances (SSC and TK)

There’s essentially 2 ways you can go about it. You can go into SSC and clear straight to Lurker. The alternative is to crash TK and bring down Lootreaver Voidreaver followed by Solarian.

Hydross in SSC

While your working on those 3 bosses (in any order), your tanks should be gearing up for Hydross.

Now at this stage, I suggest working through the T5 raid’s in an order like this:

  • Voidreaver/Solarian/Lurker
  • Hydross
  • Tidewalker
  • Fathom-Lord
  • Leotheras
  • Al’ar

At this point, you’ll be at the coveted 5/6 SSC and 3/4 TK mark. Take your pick between Vashj or Kael.

I’d say give Vashj a couple of shots but that’s because I find her a little little easier as compared to Kael who I think is a whackjob.

T6 Raids (Hyjal and BT)

I don’t have a clue here. I heard it’s Rage Winterchill and then straight into BT for the first 3-4 bosses.

Does anyone have an idea of what should come next?

Minimum Class Stat Requirements for Zul’Aman

Here it is. This is the long anticipated list of the minimum stat requirements you need to do the early bosses of Zul’Aman successfully. Having stats like these should carry you through Bear boss with a little luck.

Guilds attempting to go through raiding should understand the principle of progression. When you’re going through it for the first time, you should have no blues and not need more than 1 or 2 items from Karazhan. You will have acquired all the badge gear that you need and you’ve done Gruul’s or Mag a few times so that you’ve developed some ingame smarts.

As always, this list is subject to change at any time and without notice with your help and feedback.

Remember, I’m only a Priest and a Shaman. I don’t know the other classes as well. Any corrections and suggestions will be valued. All figures are after any kind of raid buffs or consumables and should be used as a guideline rather than a rule. These numbers are based off of observations and conversations with Guildmates and other colleagues who have made progress in ZA.

In Zul’Aman, there is a certain threshold of stats you need in order to survive and be productive. If you can meet them unbuffed, then you’re fine. There’s a variety of consumables and buffs to configure your character to surpass the mark that you need. It doesn’t matter what buffs they are as long as they exceed it. But if you go in there raid buffed and you DO NOT match the stats you need, you will be ineffective.

Let’s use my Priest as an example. I strongly advise anything over 8500 health. I’ve got a Priest that’s 6500 without buffs. Raid buffs he would top out at about 8000 health. That’s not enough. You never know what kind of class make up you will have going in there. You may not have Kings. You may not have fort. Maybe you don’t have a certain flask or something. This isn’t a 25 man raid where you can expect to get every buff known to man. That’s why I created the list with raid buffs in mind.

Do not take Zul’Aman lightly. It drops loot that is on par with Tier 5. The difficulty is about the same as SSC and TK.

Updates and modifications at the bottom of the page

Suggested Composition

2 Well geared tanks, ideally different classes (Pally/Druid, Pally/Warrior, etc).
3 Healers (Ideally 1 Priest for Imp. Fort and Imp. DS)
3 Caster DPS (Warlock, Mage, Shadow Priest, or feel free to toss in a Moonkin and an Elemental Shaman instead)
2 Physical DPS (Hunter, rogue, enhancement shaman, DPS Warrior or any combination thereof)

The DPS part isn’t as crucial. You can mix and match however you like. Zul’Jin has a phase where you have to have some physical damage going in there and when you read about it, you will understand why (phase 3). Bring 3 healers. I seriously recommend bringing 3 healers. You can disregard everything else on this page if you want, but please listen to me when I say to bring 3 healers.

If any player’s health is below 8000 after all buffs are cast, you may want to consider someone else instead.


Tanks

Note: I shouldn’t have to mention it, but as a tank you should be uncrushable and uncrittable at this point.

Warrior

Health: ~17000
Block/Parry/Dodge: A very high number combined. Hoping to find a Warrior to give me an exact figure.

Paladin

Health: ~17000
Mana: ~5000+
Block/Parry/Dodge: ~100% combined
Spell damage: 200+

Druid

Health: ~17000
Dodge: ~40%
Armor: ~30000+ (Thanks Karthis, Argonaut)

Healers

Note: The combined healing output of your healers should be approximately 5000. For example, you could have a Paladin with 1500, a Priest with 1800, and a Druid with 1500. But don’t go too far in the wrong direction. I strongly suggest bringing in 3 healers.

Holy Priest

Health: ~8500+
Mana: ~9500+
+Healing: ~1600
MP5: ~140 while casting

Resto Druid

Health: ~8500 (Tree druids move slow)
Mana: ~9500
+Healing: ~1600
MP5: ~140 while casting

Holy Paladin

Health: ~8500
Mana: ~9500+
+Healing: ~1600 (Flash of Light spam)
MP5: ~140 while casting
Spell crit: 20%+

Resto Shaman

Health: ~9000
Mana: ~8500
+Healing: ~1600 (Rank 2 or Rank 5 Chain Heals)
MP5: ~150 while casting (Achievable with recent Water Shield improvements)

DPS Classes

Note: Caster DPS should be hitcapped (Thanks Trollin’).

Rogues

Health: ~9000+
Attack Power: 1800
Hit: 200 rating+
Crit: 25%+

Shaman

Elemental

Heath: ~9000
Mana: ~8000
Spell damage: ~850+
MP5: ~130 while casting

Enhancement

Health: ~9000+
Mana: ~6000
Attack Power: 1600
Hit: 9%
Crit: 27%

Mage

Health: ~9000+
Mana: 9000
Spell damage: 900+
Crit: 30%

Warlock

Affliction
Health: 10000+
Mana: 8500+
Spell damage: +900

Destruction

See above. Warlocks, comment if it should be different.

Hunters

BM/MM

Health: ~9500+
Mana: 6500+
AP: 2200+
Hit: Capped
Crit: 20%+

Survival

Health: ~9500+
Mana: 6500 mana
AP: 2200+
Hit: Capped
Crit: 40%
Agility: 950+

Druid

Moonkin

Health: 9000+
Mana: 9000
Crit: 18%
MP5: 120 MP5
Spell damage: 900

Shadow Priest

Health: 9500
Mana: 8500
Spell damage: 900

Fury Warrior

Health: ~9500+
Attack power: 1800+
Crit: 40% (That too much to ask?)

Retribution Paladins

Health: 9000+
Mana: 7000+
Crit: 26%
AP: 1700


There you have it folks! Those’re are my suggested stats to get into Zul’Aman. Use it as a guide as opposed to a rule. I’m expecting a flood of comments saying that I went too high here or too low there. Keep it coming! Any updates to this, I will post on the bottom.

Updates:

12/01: Lowered +hit requirements for melee. Equalized mana regen among healers. Lowered health requirements among melee. Equalized tank health. Thanks Mera!

15/01: Added armor figures for Druids (Thanks Karthis). Raised mana pool and healing for Paladins slightly (Thanks Arduanne).

16/01: Split up the Hunters into three different specs. Posted one for survival. MM and BM I’m unsure of, so I’m using existing numbers. Hoping another Hunter can confirm.

14/03: Added fury warriors, Ret Paladins, several stats adjusted for hunters, shamans, etc.