Revisiting Shaman Tier 8 Gear

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I took a look at the bonuses for Restoration Shaman’s tier 8 sets in this post HERE before the patch. Now that Ulduar is out and we’ve begun trudging through, we are beginning to see these items drop and get ready for use. To recap here are the set bonuses

Personally I like the 4 piece bonus but with the addition of the Riptide Glyph I’m very meh about the 2 piece. The 4 piece bonus is equatable to the 4 piece bonus of the Tier 7.5 set. Lets take a look at the set bonuses for 7.5

As far as those are concerned I still think that 7.5 got the better allotment for set bonuses, at the very least on the 2 piece. The 4 piece bonus comparison boils down to either a 5% boost in your healing, or what essentially  turns out to be 8% haste. Seems pretty even to me. Now that you know the set bonuses, lets take a look at the stats on the gear.

Stats Valorous Earth Shatter Regalia Conqueror’s Worldbreaker Regalia
iLevel 213 226
Required Level 80 80
Intellect 338 386
Stamina 369 381
Mana Regeneration 93 79
Armor 5224 5337
Critical Strike Rating 95 228
Haste Rating 176 173
Spell power 449 525
Sockets 1Meta 5red 1yellow 1blue 1Meta 2red 2yellow 3blue

This is assuming you’re using all 5 pieces for each which isn’t always the case but will be good for highlighting the differences between the sets. Lets look at what you gain moving from 7.5 up to 8.5

  • Int: +48
  • Stam: +12
  • MP5:  -14
  • Crit: +133 (~4%)
  • Haste: -3
  • Spell Power: +76

I am confused a bit at the lack of regeneration, I mean we actually lose 14MP5. While that might not seem like a lot, it’s a good chunk. I imagine that the idea is to use Improved Water Shield more often to compensate. My guess at this is based on the large amount of crit the set gains. It just seems odd after bringing MP5 amounts down in patch 3.1. All the other stat gains seem normal enough, a slight loss in haste (3 rating really is a drop in the bucket) and it does have a healthy increase in spell power. The choice in colors for the sockets also seems odd to me. Moving away from 5 red slots and spreading the love. Perhaps to make room for +in/+crit gems ? Haven’t quite figured that out yet, but that’s my best guess.

When Should You Switch to Tier 8?

To be honest, I think you should continue to use your Tier 7 until you have a 4 piece bonus from the Tier 8. The Tier 7 bonus being a straight +5% more healing on CH and HW is just plain good until you can don a 4 piece Tier 8. It should be noted that on a pure Heal Per Second value, Tier 8.5 pulls ahead. It does however consume a lot of mana. Even if you switch to 8.5 it might be worth keeping your 7 and 7.5 around for longevity fights. As I gather more numbers I’ll be able to provide a move definitive answer as to when one set is better then another.

The good news is not much has changed. Aside from a slight increase in our crit raiting, and the removal of a little MP5 (still scratching my head at that one) the rest of the set seems on par for upgrading. It feels very much like the increase from Tier 4 to Tier 5 back in Burning Crusade.

On a final but purely aesthetic note, I do love the way the new set looks. =D

Next post we’ll take a look at what I think our current best in slot gear is now that Ulduar is up and active.

What do you think about the Tier 8 set?

Until next time, happy healing,

sig1

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.

Val’anyr’s Vilification?

440px-mjolnir_phixr

As I’m sure you’ve seen yesterday, MMO-Champion put up the stats for Val’anyr, Hammer of Ancient Kings. As of the time of this writing the link is gone. Here’s the link go ahead and click it.

Val’anyr Armory

Poof! Searching for the item on armory as well has yielded no results. This comes at a time where every healer has been foaming at the mouth for stats and a chance to claim the legendary mace that had been promised to us. I’m certain when people saw that the stats were released, like me, their hearts beat a little faster with anticipation and hope.

Here’s a link over to MMO-Champion’s Val’anyr photo but I’ll go ahead and post the stats here for you guys to take a look at.

+52 Stamina

+54 Intellect

Equip: Improves critical strike rating by 47

Eguip: Improves haste rating by 46

Equip: Improves spell power by 587

Equip: Your healing spells have a chance to cause Blessing of Ancient Kings for 15 seconds allowing your heals to shield the target absorbing damage equal to 15% of the amount healed

To be honest when I saw that slathering of stats my heart sank a little bit. I was expecting something with a bit more oomf. It’s an item level 239 which is a step up from items like Guiding Star who clocks in at an item level of 232. The stat increase is about 6-8 points higher (average) then iLevel 232 gear, spell power is a bit higher, by 30 to 40 points, and the item budget seems in line for the haste and crit as well. It follows the same jump from say Torch of Holy Fire (iLevel 226) to Guiding Star.

Don’t get me wrong the shield proc alone makes this thing worth it’s weight in gold, but I was expecting something a little more awe inspiring. Something that said “yes that is an amazing weapon and worth every second of the time I put into assembling it!” Lets take a look at the games past legendary weapons.

Vanilla WoW Legendaries

Back in the days when Molten Core was endgame, two legendary items were introduced. Sulfuras, Hand of Ragnaros and Thunderfury, Blessed Blade of the Windseeker. These items were are amazing. Hand of Ragnaros on an enhancement shaman was the most fearsome thing in a battle ground, if he hit you, you were going to die. Thunderfury on a tank was like a cozy fire on a snowy night, you knew you were safe and warm no matter what happened. They were awe inspiring, you knew those who had it knew what they were doing, went to great lengths to get them and they stacked up heads and shoulders above the other items in the game at the time. To be honest well into burning crusade Thunderfurry was still being used as a premier tanking weapon, it was just that good.

Later on in vanilla WoW, Naxxramas came to town. It brought with it two more legendary items to the game.The Corrupted Ashbringer / Ashbringer and Atiesh, Greatstaff of the Guardian. I include the Corrupted Ashbringer and The Ashbringer because it was amazingly well done, and little things like walking into Scarlet Monestary and having all the NPC’s bow down to you was truly epic. The corrupted Ashbringer also talked to you in whispers(click HERE to listen on youtube). The item alone spawned so much speculation it became a legend in it’s own right. People guessing when they would allow the quest to cleanse it or if they would bother at all. The item has fan sites !

Atiesh  had four different flavors for healers and casters here they are for you to look over. Atiesh 1 , Atiesh 2 , Atiesh 3 , Atiesh 4 .  It’s stats were amazing in any iteration and the time to build it as well as the lore behind it was truly powerful and awe inspiring. Compared to other staves at the time like Spire of Twilight from old Naxxramas, Thadius. It also felt truly epic if you walked around with one of those.

Burning Crusade Legendaries

Burning crusade continued our story into outlands and eventually brought with it two legendary items. The Twin Blades of Azzinoth and Thori’dal the Stars’ Fury. The twin blades have been iconic since we were first introduced to illidan back in warcraft. They had a great set of stats, and the set bonus for them were really good. Star’s fury from Kil’jaden is a jaw dropping item. It may not have a ton of quest or lore behind it, but it’s rarity and the unique ability of the bow to not have to use arrows is amazing. It is still the best bow in the game,  and hunters still crave it. Most servers you will still find groups trying to go do sunwell and among those groups you’ll likely see many hunters chomping at the bit to get in for a chance at the bow.

Compare those legendary items to Val’anyr. Each of the legendary items prior to the mace has been leaps and bounds ahead of the weapons of its time in the sun. Each item truly felt epic and getting one was something to be proud of, perhaps even an apex for that particular content. With the leaked stats on Val’anyr it seems more meh. It’s proc is very very nice and depending on if it has a cool down on the proc or any other restrictions will determine whether it’s good, or really epic good.

I asked for reactions from my friends on Twitter . I asked if they thought it felt like a legendary item. general consensus was “IT NEEDS MORE SHINY!” to quote one of my Moo Cow Healy friends Kiki. It’s good, but it seems like it would be more on par with its item level and as a result could potentially be replaced when Ice Crown drops as a raid.

I think they took the link down on purpose, perhaps to tweak things before people start getting enough shards to build it.

What are your thoughts on Val’anyr? Do you feel it is legendary quality?

Till next time

lodsig11

Feel free to follow me on Twitter

Image of Mjolnir courtesy of www.Marvel.com

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