Monday Night is progression night. Actually, so is Thursday. But this is a story about Monday night progression, two nights ago specifically, in which a 25 guild has put in many, many attempts on Majordomo Staghelm.
Or, as Lux affectionately named him, Majordomo Laghelm.
Now, Laghelm gave us fits. I'll admit, I was a part of the problem as I tried and failed getting healer cooldowns in some sort of order. I'm not as good at calling out things in voice chat as I'd like to think I am. I wavered between too many too early and trying to save too many too long. I was inconsistent and jumbled up timing. But anyways. We finally got the hang of it last week.
Our best attempt on Monday night was 140k, less than 1%. It was so to-the-wire that someone missed their seed and it was over just like that. A shaman even popped in the vain hopes that dots would kill the boss in the 1-1/2 seconds he borrowed to extended the encounter. But no, it was not to be, and that was our last attempt for the night.
So... well, likely you see where this is going. Enter some nerfs. We kill the first four bosses with absolutely no problems. Alysrazor is so much of a joke now that during the second tornado phase I tried to run into a tornado and I still didn't take any damage.
We one-shot Majordomo. And I couldn't even bring myself to congratulate the healers on a job well-done. Normally I bug the RL to give us EP for good first or early kills but I could only joke about it.
I didn't roll on the healing trinket, either. I wasn't sure that I wanted it (the mana regen ones win out in theory-crafting though I feel so far removed from that this tier I don't know), and on top of that, I couldn't bring myself to be excited about loot. Why bother? We totally didn't earn that.
I've been deflated.
And the worst part is, we'll be going after Ragnaros tonight but I can't get excited. At all. Because if it's anything like the nerfed Domo and Alys, then I'll never even know how that fight is supposed to feel.
So yeah. We'll be onto heroic modes soon enough, which is nice because that's what we were before Cataclysm came and made 25s hard to fill. But then, HMs are getting nerfed too. I can't say I'll feel like I've earned anything from here on out.
I wonder about the future of raiding. I understand that this mid-tier nerfing is likely a test run of Looking For Raid, but if we can look forward to more mid-tier nerfs, then there's a lot less motivation. If you can't stay cutting edge, there's no sense in trying in the beginning. Why just make some half-assed attempts in the first few months, waiting out until you can get your loot on a platter? How am I going to analyze our new healers if there's no trying fights, and does it really matter since we can probably 4-heal anything now?
Oh, cynical Enlynn is cynical. Pardon me. I assure you, the angst in the first half of the post was earned. This isn't the end of me raiding or playing WoW...
But for the first time ever, I just don't care. That, I think, is a very bad sign. I was disappointed by Cata only being three tiers and this tier only having 7 bosses. I'm not ready for Deathwing to be in the next patch. I'm not ready to think about leveling up and learning yet another paradigm.
And I'm certainly not ready for loot on a platter when our progression was actually going just fine, thank you very much.
Showing posts with label healing. Show all posts
Showing posts with label healing. Show all posts
Wednesday, September 21, 2011
Thursday, September 1, 2011
nerfed content is nerfed
I'm glad I at least got the first three bosses down before they nerfed them so I could learn them and all. But it was pretty noticeable, having said bosses on wary-farm (in theory we can one-shot, but will we have 25 tonight without calling in someone's brother or aunt?) to suddenly they feel so easy, I have to remind myself they weren't like this a few weeks ago.
Also, less time on stuff we've done is more time on stuff we haven't. Last night was allll progression and it feels pretty good to be doing a bit better each fight.
I am trying something different this week, too. Before I've relied on Holy Light spam because I had lost so much spirit to go full-on mastery. But after a few upgrades my spirit is back to where it was so I have really pushed the "how much mana can I make this fight" game to spam more Divine Light. And holy cow, bigger bubbles, especially since said upgrades bring me to a 27% bubble. I've been bugging the other healadin in my raid to see her stats and it turns out for direct heal casts, we're not that far apart for cast time, though her crit is considerably higher.
But with mastery smoothing out spikey tank damage, I appreciate a crit but I find I don't wish for them as much (unlike before where the tank's health dropped and I prayed for a crit so he wouldn't die). So I have sacrificed some stats, but seriously... Bubbles were 24% of my healing. And my overheal is less than when I started fiddling with this spec (though to be fair, I've stacked the deck in my favor since I do the healing assignments. I put two and three healers on one tank and solo-heal the other for Alys).
Dangit, this was not supposted to be a mastery post! Nerfed content is nerfed. We have apps. We have recruits. We're still recruiting (shamans, that means you!) We're raiding. Life is good.
Also, less time on stuff we've done is more time on stuff we haven't. Last night was allll progression and it feels pretty good to be doing a bit better each fight.
I am trying something different this week, too. Before I've relied on Holy Light spam because I had lost so much spirit to go full-on mastery. But after a few upgrades my spirit is back to where it was so I have really pushed the "how much mana can I make this fight" game to spam more Divine Light. And holy cow, bigger bubbles, especially since said upgrades bring me to a 27% bubble. I've been bugging the other healadin in my raid to see her stats and it turns out for direct heal casts, we're not that far apart for cast time, though her crit is considerably higher.
But with mastery smoothing out spikey tank damage, I appreciate a crit but I find I don't wish for them as much (unlike before where the tank's health dropped and I prayed for a crit so he wouldn't die). So I have sacrificed some stats, but seriously... Bubbles were 24% of my healing. And my overheal is less than when I started fiddling with this spec (though to be fair, I've stacked the deck in my favor since I do the healing assignments. I put two and three healers on one tank and solo-heal the other for Alys).
Dangit, this was not supposted to be a mastery post! Nerfed content is nerfed. We have apps. We have recruits. We're still recruiting (shamans, that means you!) We're raiding. Life is good.
Labels:
blue bar,
cooldown management,
Firelands,
healing,
holy paladin,
mastery,
raid leading
Tuesday, August 9, 2011
I wish I were something else
Class envy happens quite a bit.
I'm actually quite happy to be a paladin right now. And yes, I am sober. Though I do wish we had a couple more AoE healing options (or rather, that Holy Radiance was a choice instead of a fire-and-forget, perhaps?), we're in a good place. I still miss having a raid-wide bubble (Divine Guardian), and I sure as hell miss Divine Intervention.
It makes me wonder, though, if I had less experience on my other characters if I would feel the same way.
Because I feel like I field a whole lot of "I'm not this" complaints lately. A druid vows that he's rolling a paladin because he's tired of tank healing with hots (tank-healing assignments are by player, not by class, my usual tank healers are AFK to RL lately). A shaman complains that he doesn't have group heals if people aren't stacked up (hello, ALL healing classes suffer from this). If only I had this spell. If only this spell did this effect instead of this. If only my iconic signature healing spell was actually as good as everyone says it is.
I know the truth: it's all close enough. Vixsin has a great write-up for the bench and the top 1% guilds and class balance therein, but I think it's safe to say that for the rest of the world, class balance is "close enough."
When I hear class complaints (from regular mode players), I always get the sense that it's the grass being greener on the other side than any real technical problems. And I'm biased, I know, having experience with all four healers makes me feel pretty confident I could be an asset to my raid no matter which I brought. (Isn't Enlynn so arrogant?!)
I think it's that time of the expansion, though. We hit brick walls on bosses, a key player we got used to having steps out for real-life issues and the void hurts. But instead of saying we miss the person, we say we miss his class mechanics. Sorry, I'm not buying. We miss the player who know to pop a cooldown at the right time. Him being a paladin, a shaman, a priest, not so much the issue. (Though the one night we raided with no priests was a bit weird. Fast forward two weeks and we have 6. Huh?)
And in retrospect, we made it through the summer only having to cancel a couple of raids. I think a few months ago the tones of a lot of my posts were on the verge of grim. We didn't know if we were filling the next raid, but somehow we pulled through. We've even had a waitlist for the past couple of weeks, and been able to let some players take the night off because they needed it without it being too painful for us. So things are looking up, even though we're still stuck on Beth. We got so close.
I hate fights like Beth'tilac not because of Phase 2 (which I'm doing better on, admittedly) because for Phase 1 I am stuck up on top so I have no sense for what the ground phase looks like. We had some (I hate to place blame here, but I saw some healers pull miracles out of their asses so...) DPS who would rather make excuses for why the adds don't go down than to just make the adds go down. But anyways. We're almost there.
Though, if you aren't paying attention to who has died and who has casted Brez, and you have no idea when the phase change is coming, you perhaps are not the best candidate to demand who brezes who. Just sayin'. Let someone who's actually using raid frames and situational awareness take care of that, hmm? Or maybe a RAID LEADER?
Oh, and our ranks are strictly attendance based, so when you take a demotion it is absolutely, positively, 100% NOT PERSONAL. Making it personal and threatening to quit gets you nowhere.
/rant off
We could still stand to recruit a few more people, but I think that's standard fare in a 25-raid, there's always a bit more room. We're raiding this week, and that's great. And if the worst problems I have to deal with this week are "I wish my class had this", then that's not a bad place to be at all. :)
I'm actually quite happy to be a paladin right now. And yes, I am sober. Though I do wish we had a couple more AoE healing options (or rather, that Holy Radiance was a choice instead of a fire-and-forget, perhaps?), we're in a good place. I still miss having a raid-wide bubble (Divine Guardian), and I sure as hell miss Divine Intervention.
It makes me wonder, though, if I had less experience on my other characters if I would feel the same way.
Because I feel like I field a whole lot of "I'm not this" complaints lately. A druid vows that he's rolling a paladin because he's tired of tank healing with hots (tank-healing assignments are by player, not by class, my usual tank healers are AFK to RL lately). A shaman complains that he doesn't have group heals if people aren't stacked up (hello, ALL healing classes suffer from this). If only I had this spell. If only this spell did this effect instead of this. If only my iconic signature healing spell was actually as good as everyone says it is.
I know the truth: it's all close enough. Vixsin has a great write-up for the bench and the top 1% guilds and class balance therein, but I think it's safe to say that for the rest of the world, class balance is "close enough."
When I hear class complaints (from regular mode players), I always get the sense that it's the grass being greener on the other side than any real technical problems. And I'm biased, I know, having experience with all four healers makes me feel pretty confident I could be an asset to my raid no matter which I brought. (Isn't Enlynn so arrogant?!)
I think it's that time of the expansion, though. We hit brick walls on bosses, a key player we got used to having steps out for real-life issues and the void hurts. But instead of saying we miss the person, we say we miss his class mechanics. Sorry, I'm not buying. We miss the player who know to pop a cooldown at the right time. Him being a paladin, a shaman, a priest, not so much the issue. (Though the one night we raided with no priests was a bit weird. Fast forward two weeks and we have 6. Huh?)
And in retrospect, we made it through the summer only having to cancel a couple of raids. I think a few months ago the tones of a lot of my posts were on the verge of grim. We didn't know if we were filling the next raid, but somehow we pulled through. We've even had a waitlist for the past couple of weeks, and been able to let some players take the night off because they needed it without it being too painful for us. So things are looking up, even though we're still stuck on Beth. We got so close.
I hate fights like Beth'tilac not because of Phase 2 (which I'm doing better on, admittedly) because for Phase 1 I am stuck up on top so I have no sense for what the ground phase looks like. We had some (I hate to place blame here, but I saw some healers pull miracles out of their asses so...) DPS who would rather make excuses for why the adds don't go down than to just make the adds go down. But anyways. We're almost there.
Though, if you aren't paying attention to who has died and who has casted Brez, and you have no idea when the phase change is coming, you perhaps are not the best candidate to demand who brezes who. Just sayin'. Let someone who's actually using raid frames and situational awareness take care of that, hmm? Or maybe a RAID LEADER?
Oh, and our ranks are strictly attendance based, so when you take a demotion it is absolutely, positively, 100% NOT PERSONAL. Making it personal and threatening to quit gets you nowhere.
/rant off
We could still stand to recruit a few more people, but I think that's standard fare in a 25-raid, there's always a bit more room. We're raiding this week, and that's great. And if the worst problems I have to deal with this week are "I wish my class had this", then that's not a bad place to be at all. :)
Tuesday, August 2, 2011
Tower of Radiance
I'm running two specs now, a Tower of Radiance spec and an Eternal Glory spec. The difference between them is fairly minor. My "main spec" for OMFG-TANK-DAMAGE fights has Eternal Glory. I spec out of Tower of Radiance because I put Beacon of Light on the off-tank and spam Holy Light on the main tank like it's 1999.
For fights like Beth'tilac, I wanted ToR because BoL doesn't transfer between levels. I figure if I have to Bacon the tank I'm healing anyways, may as well generate some extra holy power? And I wanted to have Pursuit of Justice, because, well, I like being fast. Perhaps it's not entirely optimal, but for the fights where I'm using BoL for Holy Power, I figure I may as well not bother with Eternal Glory. In theory, I'll be using Light of Dawn a whole lot. (My glyphs reflect these choices, too, one for each spec).
I don't know what I would do, if I only had one spec to choose to be a healadin. I feel tugged in two directions, with mastery demanding one play style and haste another. Each has it's own build and strengths and weaknesses, and every encounter seems to demand something different.
We got Beth to 1% last night but ran out of time to go in for that one last attempt. I feel pretty darn useless in Phase 2, but I think that has more to do with my being a paladin than being a mastery-stacking paladin. Hit Holy Radiance on cooldown, spam the raid. Those bubbles get absorbed, at least, but without haste my direct heals are painfully slow.
I guess, even with haste, my direct heals are still painfully slow. =P
TL;DR: Paladins need a third spec so healadins can have 2 healing specs AND an offspec. Because not everyone is crazy enough to do holy/holy like me.
For fights like Beth'tilac, I wanted ToR because BoL doesn't transfer between levels. I figure if I have to Bacon the tank I'm healing anyways, may as well generate some extra holy power? And I wanted to have Pursuit of Justice, because, well, I like being fast. Perhaps it's not entirely optimal, but for the fights where I'm using BoL for Holy Power, I figure I may as well not bother with Eternal Glory. In theory, I'll be using Light of Dawn a whole lot. (My glyphs reflect these choices, too, one for each spec).
I don't know what I would do, if I only had one spec to choose to be a healadin. I feel tugged in two directions, with mastery demanding one play style and haste another. Each has it's own build and strengths and weaknesses, and every encounter seems to demand something different.
We got Beth to 1% last night but ran out of time to go in for that one last attempt. I feel pretty darn useless in Phase 2, but I think that has more to do with my being a paladin than being a mastery-stacking paladin. Hit Holy Radiance on cooldown, spam the raid. Those bubbles get absorbed, at least, but without haste my direct heals are painfully slow.
I guess, even with haste, my direct heals are still painfully slow. =P
TL;DR: Paladins need a third spec so healadins can have 2 healing specs AND an offspec. Because not everyone is crazy enough to do holy/holy like me.
Tuesday, July 19, 2011
bacon flavored playstyle
Bacon, how do I love thee? Let me count the ways.
There's a few approaches you can use to using Beacon of Light in PVE encounters, and your favored approach will likely affect your gut instinct for stat priorities. (This is a mastery post, believe it or not).
The method I've used for most of T11 is to assign myself a tank (ah, the joys of being heal lead, I'm known for giving myself the heaviest tank-healing duty), and Beacon my assignment.
Beaconing Your Tank
For fights like Magmaw, Atramedes, the second half of Halfus, Double Dragons, and Chogall, you've probably already done this. With Beacon on your main assignment, you're free to spam the raid with heals. In 4.2, we can use Holy Light as often as it can cover tank damage (which on one-tank fights can happen, if you've got other paladins using their Beacon the same way and full-rolling hots and shields from other healers).
I like giving my tank my Bacon. It ensures my tank will always be getting a heal (not just the 1/2 direct heal, but tiny heals from PotI and JotP as long as I'm staying active, but on the occassion I do need to land a big heal on the tank, I get Holy Power, which allows me to do even more raid healing with LoD, which transfers a good-sized heal to my tank. More raid healing and solid tank healing. It's win.
This setup favors haste>spirit/crit and employs all spells, potentially favoring Divine Light and Light of Dawn. A paladin has less reason to use Word of Glory unless she's really trying to be mana efficient (crossing her fingers for a HP refund with each WoG use). Casting Divine Light on your tank procs more HP and allows you to spray lots and lots of LoD over the raid, to the point of planning out holy power for big attacks and timers, and regenerating it quickly by spamming the tank with Infusion procs.
This setup makes mastery look like a chump stat. With the changes in 4.2, mastery is better (our bubbles are a little more likely to last long enough over the raid to be absorbed), however, the scatter shot raid-healing approach means a lot of those bubbles can get wasted (phase changes or timed AoE pulses longer than 15 seconds). This approach means we're healing reactively, while mastery really shines with proactive healing.
That's a drawback if you're trying to avoid mastery. We "pay" for it in terms of class balance so for fights we're not able to utilize our bubbles, we're running without one of the tools in our already limited toolkit.
This strategy is solid for fights with moderate tank damage and moderate raid damage, and allows you to switch between direct heal-bombing your tank and raid healing on the fly.
Beaconing Someone Else's Tank
I think a lot of paladins still use this approach (the other two healadins do this unless we agree otherwise). For fights that feature two tanks and limited raid damage, this is a solid way to keep up two targets.
The drawback is, you put your tank in danger when you help heal the raid, because while you aren't healing them, they aren't getting any of your heals. With this setup, WoG shines a teensy bit more than LoD, if a healadin wants to keep constant heals on her tank. (And fights that encourage this type of Bacon may not have raid damage to heal).
Mastery is an amazing stat for this playstyle. I am not yet comfortable with the stat weights for this setup but I have heard other paladins gear for a 1.9 second HL/DL (mine is 2.0 with 790 haste) and enough critical strike rating to keep up solid uptime on Conviction (at 15% crit I kept up 97%). What a healadin gives up in raid-healing flexibility she becomes a beast tank-healer. Constant bubbles on cheap heals. It's ridiculous.
Holy Light takes precedence over Divine Light, since this style is proactive healing, building up bubbles whether the tank needs a heal or not. That means you can get away with less spirit. That means--you guessed it--room for more mastery. Truly a specialist build.
This strategy is awesome for fights with insane tank damage. Your healing team will love you for your mastery and your ability to keep a constant stream of heals and bubbles on the main tank. However, you may feel like the last kid chosen to play at recess for AoE damage fights. For progression-minded raiding groups (and aggressive raid healers who don't care), that may not be a drawback.
Talent Builds
I've had two holy specs for a while now. My off-spec was last tuned for Alakir (Pursuit of Justice, go go!) but I've been contemplating redoing that build to fully utilize a mastery playstyle. I think Tower of Radiance is wasted on a full-on mastery build. That's not to say I would scoff at a paladin who had it, but for players like me who prefer to keep two variants of their main spec instead of a true offspec, I think there's room to play around.
I'm writing this post a bit ahead of its post date so I'm going to go with this build here (31/5/5), and hopefully I'll let you know how I feel about it. I'm not really happy about 1/2 Blessed Life but it was the best I could do without taking the DPS talents in the Holy tree.
I'm further thinking that if I'm going this route of having one specialized tank-healing build and a raid-healing build, I could take out Eternal Glory in my raid-healing build and try Pursuit of Justice instead. In theory, I'd be casting far more LoDs than WoGs, and the extra movement to help position myself for Holy Radiance would be helpful. But I'll keep you posted. I haven't decided yet. :)
There's a few approaches you can use to using Beacon of Light in PVE encounters, and your favored approach will likely affect your gut instinct for stat priorities. (This is a mastery post, believe it or not).
The method I've used for most of T11 is to assign myself a tank (ah, the joys of being heal lead, I'm known for giving myself the heaviest tank-healing duty), and Beacon my assignment.
Beaconing Your Tank
For fights like Magmaw, Atramedes, the second half of Halfus, Double Dragons, and Chogall, you've probably already done this. With Beacon on your main assignment, you're free to spam the raid with heals. In 4.2, we can use Holy Light as often as it can cover tank damage (which on one-tank fights can happen, if you've got other paladins using their Beacon the same way and full-rolling hots and shields from other healers).
I like giving my tank my Bacon. It ensures my tank will always be getting a heal (not just the 1/2 direct heal, but tiny heals from PotI and JotP as long as I'm staying active, but on the occassion I do need to land a big heal on the tank, I get Holy Power, which allows me to do even more raid healing with LoD, which transfers a good-sized heal to my tank. More raid healing and solid tank healing. It's win.
This setup favors haste>spirit/crit and employs all spells, potentially favoring Divine Light and Light of Dawn. A paladin has less reason to use Word of Glory unless she's really trying to be mana efficient (crossing her fingers for a HP refund with each WoG use). Casting Divine Light on your tank procs more HP and allows you to spray lots and lots of LoD over the raid, to the point of planning out holy power for big attacks and timers, and regenerating it quickly by spamming the tank with Infusion procs.
This setup makes mastery look like a chump stat. With the changes in 4.2, mastery is better (our bubbles are a little more likely to last long enough over the raid to be absorbed), however, the scatter shot raid-healing approach means a lot of those bubbles can get wasted (phase changes or timed AoE pulses longer than 15 seconds). This approach means we're healing reactively, while mastery really shines with proactive healing.
That's a drawback if you're trying to avoid mastery. We "pay" for it in terms of class balance so for fights we're not able to utilize our bubbles, we're running without one of the tools in our already limited toolkit.
This strategy is solid for fights with moderate tank damage and moderate raid damage, and allows you to switch between direct heal-bombing your tank and raid healing on the fly.
Beaconing Someone Else's Tank
I think a lot of paladins still use this approach (the other two healadins do this unless we agree otherwise). For fights that feature two tanks and limited raid damage, this is a solid way to keep up two targets.
The drawback is, you put your tank in danger when you help heal the raid, because while you aren't healing them, they aren't getting any of your heals. With this setup, WoG shines a teensy bit more than LoD, if a healadin wants to keep constant heals on her tank. (And fights that encourage this type of Bacon may not have raid damage to heal).
Mastery is an amazing stat for this playstyle. I am not yet comfortable with the stat weights for this setup but I have heard other paladins gear for a 1.9 second HL/DL (mine is 2.0 with 790 haste) and enough critical strike rating to keep up solid uptime on Conviction (at 15% crit I kept up 97%). What a healadin gives up in raid-healing flexibility she becomes a beast tank-healer. Constant bubbles on cheap heals. It's ridiculous.
Holy Light takes precedence over Divine Light, since this style is proactive healing, building up bubbles whether the tank needs a heal or not. That means you can get away with less spirit. That means--you guessed it--room for more mastery. Truly a specialist build.
This strategy is awesome for fights with insane tank damage. Your healing team will love you for your mastery and your ability to keep a constant stream of heals and bubbles on the main tank. However, you may feel like the last kid chosen to play at recess for AoE damage fights. For progression-minded raiding groups (and aggressive raid healers who don't care), that may not be a drawback.
Talent Builds
I've had two holy specs for a while now. My off-spec was last tuned for Alakir (Pursuit of Justice, go go!) but I've been contemplating redoing that build to fully utilize a mastery playstyle. I think Tower of Radiance is wasted on a full-on mastery build. That's not to say I would scoff at a paladin who had it, but for players like me who prefer to keep two variants of their main spec instead of a true offspec, I think there's room to play around.
I'm writing this post a bit ahead of its post date so I'm going to go with this build here (31/5/5), and hopefully I'll let you know how I feel about it. I'm not really happy about 1/2 Blessed Life but it was the best I could do without taking the DPS talents in the Holy tree.
I'm further thinking that if I'm going this route of having one specialized tank-healing build and a raid-healing build, I could take out Eternal Glory in my raid-healing build and try Pursuit of Justice instead. In theory, I'd be casting far more LoDs than WoGs, and the extra movement to help position myself for Holy Radiance would be helpful. But I'll keep you posted. I haven't decided yet. :)
Thursday, July 14, 2011
et tu, enlynn?: mastery build
I imagine you've already seen some hullabulloo about the changes in 4.2 to mastery. Buffs, yes. Changes, yes. But enough changes to warrant a dramatic playstyle and gearing change for Firelands?
Maybe.
I read the Holy Paladin: Mastery thread over on the Blizzard forums and thought to myself that going Zaroua's route was probably a great idea for 25 HM raiders. But, I'm not a HM raider, not yet. We're shooting to get normal modes down for Firelands but it didn't happen in T11 and quite frankly we had enough on our metaphorical guild plate without them. So I did think, when I read through this, that it didn't apply to me.
Then I saw that Rohan had joined the Mastery Club. Again, HM raider.
And then Adgamorix threw in his vote and I realized something: tank deaths on Shannox were wiping us. Back-to-back Arcing Slashes and melee attacks in .12 seconds were dealing 120k and 95k damage faster than my UI could display it. And if this build is supposedly very good for crazy ass spikey tank damage like this, then why wasn't I at least willing to give it a try?
I spent some justice points and got 4 pc set bonus (not so much for the bonus, but the two pieces with mastery were the best deal for the JP I had). I reforged and regemmed (all my Reckless became Artful), and picked up the pieces of gear with Mastery from the Firelands Rep Guys (vote: pathetic or not pathetic that I don't even know the faction I'm grinding for right now?).
I cobbled together a 23% bubble with hardly any effort. Previously, I had 77 mastery (so basically a 12% bubble).
And so after almost 50 attempts at Shannox over the last few weeks, we went in last night and killed him the second time. Our RL takes full credit for the first wipe, but the second pull was beautiful, pitch-perfect, and the loot flowed.
My meters were borked. According to Skada, my bubbles were... 44k. Which is actually the bubble I had on the MT when we pulled (which is crazy). I was disheartened, but I had several healers whisper me saying they felt the difference, that whatever I had done was a good thing.
Fortunately, WoL has the story. But I'm going to drag this out and first talk about my healing before, since I think that's important. Here's a picture of last night, a very-close Shannox attempt. My assignment is the same for both: Luxinterior, Shannox tank. He, I believe, made some minor to his gear over the weekend but I'm fairly certain the only change between last night and tonight was me.
Before, my haste-stacking paladin self:

Lots of Word of Glory, and lots of Divine Light spammed on my Beacon target (Lux) to generate Holy Power. Holy Radiance popped just about every Magma Burst, and I made a point to be inside the raid when it happened to maximize my AoE healing.
And now, with Mastery:

I made radical changes to my healing style. Beacon of Light jumped to my highest healing done because I set it on the other tank and basically forgot it for the fight. But check out my bubbling- a solid fifth of my healing done.
But did you catch the overheal on my direct heals? Oi.
A thought on Holy Radiance: Because my goal for this fight was to spam Holy Light on the tank the entire fight whether or not he needed it, I spent less time positioning myself to help with AoE. The numbers here are deceiving, because not only did I get less in-range ticks with this change and those ticks healed for less, but I was off by myself or sometimes just in the melee. I used Holy Radiance 10 times for both samples, but the data can't be compared because I behaved differently.
I might have lost a tick with the haste I lost, but I didn't lose any intellect so in theory each tick would have healed the same if I had played the same.
What didn't change
Judging on cooldown, plea and trinkets early and often, hitting AoE heal button every XX seconds in response to AoE pulses. Tank healing like it's going out of style.
I healed for a bit less overall with a mastery build, however, my ranking within my raid didn't change. The healing done page looked fairly similar for both in terms of what other healers were doing.
What did change
Everything else! Who I healed and what spells I used. I went from favoring Divine Light to being afraid of it. I lost several hundred spirit to make this change, pigeon-holing me into favoring Holy Light and using DL and Flash of Light for oh-shit moments (even that oh-shit moment that I used an instant-cast FoL while running ended up being 100% overheal because others beat me to it). Beacon became a fire-and-forget buff on the other side of the raid instead of an active tool to help me raid heal and generate Holy Power while keeping my assignment up.
(BTW, raise your hand if you forgot Infusion procs insta-cast FoLs again! Cause I sure did till last night).
Beacon probably deserves its own post since I find I'm using mine differently than other paladins in the raid. But before I derail entirely, I had to mention the Beacon change because it did change how I healed the tank. When Beacon isn't on my assignment, I am restricted. With a mastery build, I am further restricted to healing my target. Raid healing with this setup doesn't heal my target, and those raid bubbles aren't likely to get absorbed in a fight like Shannox. Also, time spent not healing the tank is time not spent building up bubbles. So this build really, really pigeon-holes a paladin into one thing and one thing only: spamming Holy Light on the tank whether or not he needs it.
Pardon me. I could have sworn I just heard a skeleton screaming "Bone Storm!" from across a chamber of ice.
TLDR:
This build is effective for crazy tank damage fights. I can not deny it. For 25 raiders and both 10 and 25 HM raiders, I can see why stacking mastery would be a benefit to the raid for specific fights.
However, (and of course there's a however), a paladin really ought to take a long look at her playing habits and raiding roster. There are a lot of situations where a mastery build would be a great idea, but I also believe there will be a lot of situations where a haste-spirit build would be stronger.
After Shannox, we went and did a few attempts on our next boss target, Lord Ryolith, and holy cow had we not gotten Shannox down I would have felt useless for Ryolith. Heavy raid damage fights are not not friendly to the mastery build. (However, after comparing myself to the other holy paladin in my raid, I could have tried a lot harder so the verdict is most certainly not out yet for how best a mastery build paladin can use her abilities in this kind of fight. I'll post more once I figure it out.)
Should you go mastery? If and only if you play with a regular group of folks so you can be a designated main tank healer and work with the rest of your raid to help you get the most effectiveness out of this playstyle. I'm not so sure that 10 regular modes require a stacking setup, either, my experiences with 10s isn't near as great as 25s, but I just don't see the tank damage as crazy enough to warrant it. 10's, to me, seem to encourage staying general (ie, flexible) instead of going specialized, and with 10 mans that loss of spirit to focus on mastery is going to hurt.
But in 25s (even regular), volunteering to be that paladin might not be such a bad idea, especially if your group is solid enough that it's just assumed you're going to be one of the main tank healers. Does your 25-raid need 2? I have no idea. I'm not going to recommend that the other healadins in my raid make the switch.
Why?
If my snark earlier was not obvious enough, spamming a heal on a person whether they need it or not... is not FUN. I have squirmy feelings about casting with no regards to overheal. I half-wonder if we're going to see nerfs since the mastery build encourages spam-casting that goes against design intent.
Did I mention it's not fun? Sure, it felt real good to get the boss down but being a Holy-Light-Metronome (too bad paladins can't be Gnomes, har har!) will get real old, real fast. I mean, I'll do it, I like getting bosses down just like any other gal, but I lost a lot of flexibility to gain tank healing stability. Especially since I got feedback from the other healers saying it made their jobs less stressful. For me, sticking with a mastery build will be taking one for the team.
And a HM raider will have different experiences, since they will have a lot less overheal.
TLDR, for real this time
If you're struggling with keeping up tank damage that, by the logs, looks impossible to heal, going with a mastery build might be the ticket to downing those bosses.
But I would say, if you don't heal with a steady raid group, if your raid roster is constantly changing and your focus within the raid is different every night, then a more balanced approach might be better. And if you value your flexibility within your raid group, then you probably will not enjoy this specialist build.
Maybe.
I read the Holy Paladin: Mastery thread over on the Blizzard forums and thought to myself that going Zaroua's route was probably a great idea for 25 HM raiders. But, I'm not a HM raider, not yet. We're shooting to get normal modes down for Firelands but it didn't happen in T11 and quite frankly we had enough on our metaphorical guild plate without them. So I did think, when I read through this, that it didn't apply to me.
Then I saw that Rohan had joined the Mastery Club. Again, HM raider.
And then Adgamorix threw in his vote and I realized something: tank deaths on Shannox were wiping us. Back-to-back Arcing Slashes and melee attacks in .12 seconds were dealing 120k and 95k damage faster than my UI could display it. And if this build is supposedly very good for crazy ass spikey tank damage like this, then why wasn't I at least willing to give it a try?
I spent some justice points and got 4 pc set bonus (not so much for the bonus, but the two pieces with mastery were the best deal for the JP I had). I reforged and regemmed (all my Reckless became Artful), and picked up the pieces of gear with Mastery from the Firelands Rep Guys (vote: pathetic or not pathetic that I don't even know the faction I'm grinding for right now?).
I cobbled together a 23% bubble with hardly any effort. Previously, I had 77 mastery (so basically a 12% bubble).
And so after almost 50 attempts at Shannox over the last few weeks, we went in last night and killed him the second time. Our RL takes full credit for the first wipe, but the second pull was beautiful, pitch-perfect, and the loot flowed.
My meters were borked. According to Skada, my bubbles were... 44k. Which is actually the bubble I had on the MT when we pulled (which is crazy). I was disheartened, but I had several healers whisper me saying they felt the difference, that whatever I had done was a good thing.
Fortunately, WoL has the story. But I'm going to drag this out and first talk about my healing before, since I think that's important. Here's a picture of last night, a very-close Shannox attempt. My assignment is the same for both: Luxinterior, Shannox tank. He, I believe, made some minor to his gear over the weekend but I'm fairly certain the only change between last night and tonight was me.
Before, my haste-stacking paladin self:

Lots of Word of Glory, and lots of Divine Light spammed on my Beacon target (Lux) to generate Holy Power. Holy Radiance popped just about every Magma Burst, and I made a point to be inside the raid when it happened to maximize my AoE healing.
And now, with Mastery:

I made radical changes to my healing style. Beacon of Light jumped to my highest healing done because I set it on the other tank and basically forgot it for the fight. But check out my bubbling- a solid fifth of my healing done.
But did you catch the overheal on my direct heals? Oi.
A thought on Holy Radiance: Because my goal for this fight was to spam Holy Light on the tank the entire fight whether or not he needed it, I spent less time positioning myself to help with AoE. The numbers here are deceiving, because not only did I get less in-range ticks with this change and those ticks healed for less, but I was off by myself or sometimes just in the melee. I used Holy Radiance 10 times for both samples, but the data can't be compared because I behaved differently.
I might have lost a tick with the haste I lost, but I didn't lose any intellect so in theory each tick would have healed the same if I had played the same.
What didn't change
Judging on cooldown, plea and trinkets early and often, hitting AoE heal button every XX seconds in response to AoE pulses. Tank healing like it's going out of style.
I healed for a bit less overall with a mastery build, however, my ranking within my raid didn't change. The healing done page looked fairly similar for both in terms of what other healers were doing.
What did change
Everything else! Who I healed and what spells I used. I went from favoring Divine Light to being afraid of it. I lost several hundred spirit to make this change, pigeon-holing me into favoring Holy Light and using DL and Flash of Light for oh-shit moments (even that oh-shit moment that I used an instant-cast FoL while running ended up being 100% overheal because others beat me to it). Beacon became a fire-and-forget buff on the other side of the raid instead of an active tool to help me raid heal and generate Holy Power while keeping my assignment up.
(BTW, raise your hand if you forgot Infusion procs insta-cast FoLs again! Cause I sure did till last night).
Beacon probably deserves its own post since I find I'm using mine differently than other paladins in the raid. But before I derail entirely, I had to mention the Beacon change because it did change how I healed the tank. When Beacon isn't on my assignment, I am restricted. With a mastery build, I am further restricted to healing my target. Raid healing with this setup doesn't heal my target, and those raid bubbles aren't likely to get absorbed in a fight like Shannox. Also, time spent not healing the tank is time not spent building up bubbles. So this build really, really pigeon-holes a paladin into one thing and one thing only: spamming Holy Light on the tank whether or not he needs it.
Pardon me. I could have sworn I just heard a skeleton screaming "Bone Storm!" from across a chamber of ice.
TLDR:
This build is effective for crazy tank damage fights. I can not deny it. For 25 raiders and both 10 and 25 HM raiders, I can see why stacking mastery would be a benefit to the raid for specific fights.
However, (and of course there's a however), a paladin really ought to take a long look at her playing habits and raiding roster. There are a lot of situations where a mastery build would be a great idea, but I also believe there will be a lot of situations where a haste-spirit build would be stronger.
After Shannox, we went and did a few attempts on our next boss target, Lord Ryolith, and holy cow had we not gotten Shannox down I would have felt useless for Ryolith. Heavy raid damage fights are not not friendly to the mastery build. (However, after comparing myself to the other holy paladin in my raid, I could have tried a lot harder so the verdict is most certainly not out yet for how best a mastery build paladin can use her abilities in this kind of fight. I'll post more once I figure it out.)
Should you go mastery? If and only if you play with a regular group of folks so you can be a designated main tank healer and work with the rest of your raid to help you get the most effectiveness out of this playstyle. I'm not so sure that 10 regular modes require a stacking setup, either, my experiences with 10s isn't near as great as 25s, but I just don't see the tank damage as crazy enough to warrant it. 10's, to me, seem to encourage staying general (ie, flexible) instead of going specialized, and with 10 mans that loss of spirit to focus on mastery is going to hurt.
But in 25s (even regular), volunteering to be that paladin might not be such a bad idea, especially if your group is solid enough that it's just assumed you're going to be one of the main tank healers. Does your 25-raid need 2? I have no idea. I'm not going to recommend that the other healadins in my raid make the switch.
Why?
If my snark earlier was not obvious enough, spamming a heal on a person whether they need it or not... is not FUN. I have squirmy feelings about casting with no regards to overheal. I half-wonder if we're going to see nerfs since the mastery build encourages spam-casting that goes against design intent.
Did I mention it's not fun? Sure, it felt real good to get the boss down but being a Holy-Light-Metronome (too bad paladins can't be Gnomes, har har!) will get real old, real fast. I mean, I'll do it, I like getting bosses down just like any other gal, but I lost a lot of flexibility to gain tank healing stability. Especially since I got feedback from the other healers saying it made their jobs less stressful. For me, sticking with a mastery build will be taking one for the team.
And a HM raider will have different experiences, since they will have a lot less overheal.
TLDR, for real this time
If you're struggling with keeping up tank damage that, by the logs, looks impossible to heal, going with a mastery build might be the ticket to downing those bosses.
But I would say, if you don't heal with a steady raid group, if your raid roster is constantly changing and your focus within the raid is different every night, then a more balanced approach might be better. And if you value your flexibility within your raid group, then you probably will not enjoy this specialist build.
Thursday, March 10, 2011
status quo
My boyfriend has the sneaking suspicion that I'm bored with WoW.
I've just been quiet, is all. On the blog, on our guild forums, at the dinner table (nerd alert! you know you're in too deep when you're discussing guild politics at the Thai restaurant!). I'm not bored, there just hasn't been anything new to talk about.
It's just been a whole lot of status quo lately. We're recruiting, we're doing bosses, we're doing alright. Not fantastic, not terrible, just alright.
I don't think it's a bad thing.
We did cancel raids this week due to lack of signups. But our GM put out the word that we're recruiting, we did get a couple of bites, we are looking better for the future (some of our normally quite-regular folks needed to step out this week, putting a spotlight on how thin our ranks had gotten.) We're up to 9/12 N, working on Chogall. Last week we went with one less healer than usual for most of our farm kills. That was neat, and I like being the one to speak up in Mumble to remind the guild: Only you can prevent your death.
A couple of weeks ago we started a 10-man alt run in which I fell in love with holy priest. All those silly things I said about me and my bad paladin self raid-healing before? I'm sorry. I was so full of it, and I had no idea. Holy priests are RIDICULOUS WITH OPTIONS and I have such a blast on her.
I'm doing a 10 this week on my paladin since our normal raids were canceled. It's just not as fun. Holy Radiance kinda blows in the smaller group. The difference in mana is insane.
Oh, and not having heroism... not fun.
It's probably too soon for me to make broad sweeping generalizations but if I were solely focused on 10 man raiding I would be a priest this expansion. Holy has so much flexibility. I can't get used to the disparities in mana costs, either. Paladin heals are more expensive because of holy power and the expectation we'll judge on cooldown. I didn't realize how chained I was to making sure I was casting shock and judgement on cooldown.
For priests, yes, you wanna be casting Prayer of Mending on cooldown but you won't go OMFG OOM in 30 seconds if you don't. And the recent changes to chakra mean you can set and forget it. I like that idea.
Kurn has a post going where we can talk about how much we absolutely love paladin mastery (sarcasm mine).
Anyways, just a smattering of random things. No news is good news, right?
I've just been quiet, is all. On the blog, on our guild forums, at the dinner table (nerd alert! you know you're in too deep when you're discussing guild politics at the Thai restaurant!). I'm not bored, there just hasn't been anything new to talk about.
It's just been a whole lot of status quo lately. We're recruiting, we're doing bosses, we're doing alright. Not fantastic, not terrible, just alright.
I don't think it's a bad thing.
We did cancel raids this week due to lack of signups. But our GM put out the word that we're recruiting, we did get a couple of bites, we are looking better for the future (some of our normally quite-regular folks needed to step out this week, putting a spotlight on how thin our ranks had gotten.) We're up to 9/12 N, working on Chogall. Last week we went with one less healer than usual for most of our farm kills. That was neat, and I like being the one to speak up in Mumble to remind the guild: Only you can prevent your death.
A couple of weeks ago we started a 10-man alt run in which I fell in love with holy priest. All those silly things I said about me and my bad paladin self raid-healing before? I'm sorry. I was so full of it, and I had no idea. Holy priests are RIDICULOUS WITH OPTIONS and I have such a blast on her.
I'm doing a 10 this week on my paladin since our normal raids were canceled. It's just not as fun. Holy Radiance kinda blows in the smaller group. The difference in mana is insane.
Oh, and not having heroism... not fun.
It's probably too soon for me to make broad sweeping generalizations but if I were solely focused on 10 man raiding I would be a priest this expansion. Holy has so much flexibility. I can't get used to the disparities in mana costs, either. Paladin heals are more expensive because of holy power and the expectation we'll judge on cooldown. I didn't realize how chained I was to making sure I was casting shock and judgement on cooldown.
For priests, yes, you wanna be casting Prayer of Mending on cooldown but you won't go OMFG OOM in 30 seconds if you don't. And the recent changes to chakra mean you can set and forget it. I like that idea.
Kurn has a post going where we can talk about how much we absolutely love paladin mastery (sarcasm mine).
Anyways, just a smattering of random things. No news is good news, right?
Thursday, February 17, 2011
sharing my toys
Super quick n' snarky post responding to news, is all.
Hurray for shaman buffs! Any buffs to healers is a buff to the team!
And who in the world could have guessed they would revert the LoD nerf?! I am afraid to even mention it, thinking that one day I'm going to log in and it will be un-reverted. Also afraid of subsequent whack-a-mole nerfs, since obviously they still feel we're too good in some way.
The PotI nerf hurts for Chimereaon. I felt so fail last night since I couldn't even keep my group up. They really should keep it the same healing but only make it cost 2 talent points. It's pretty useless as is.
Am I the only one who read:
Really, I hope that druids and shamans get some more cooldowns to play with, I really do, special abilities are fun to use and offer more depth in play. But the cynic in me is bracing up for some bad news for the holy folks instead of good news for resto...
(I did try to warn you that this was a snarky post ><)
Hurray for shaman buffs! Any buffs to healers is a buff to the team!
And who in the world could have guessed they would revert the LoD nerf?! I am afraid to even mention it, thinking that one day I'm going to log in and it will be un-reverted. Also afraid of subsequent whack-a-mole nerfs, since obviously they still feel we're too good in some way.
The PotI nerf hurts for Chimereaon. I felt so fail last night since I couldn't even keep my group up. They really should keep it the same healing but only make it cost 2 talent points. It's pretty useless as is.
Am I the only one who read:
We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hotfix, but it is something we are looking at for the next major content patch.and heard: 'We're going to nerf paladins!'?
Really, I hope that druids and shamans get some more cooldowns to play with, I really do, special abilities are fun to use and offer more depth in play. But the cynic in me is bracing up for some bad news for the holy folks instead of good news for resto...
(I did try to warn you that this was a snarky post ><)
Labels:
cataclysm,
cooldown management,
healing,
holy paladin,
qq,
resto shaman
Tuesday, January 25, 2011
talkin to myself (my level 1 self!)
Hi Level 1-Enlynn!
Your name isn't Enlynn yet. It won't be for a long time, but don't be afraid. You've done MMO's before, you know what you're getting into in terms of time invested, commitment, and what-have-you. Don't worry that you aren't really a shaman; you're not. You'll come into your bad healadin self after about 200 levels of other things. And that's alright.
Just about everyone out there says "Don't level as holy/disc/resto!" and they ARE SO RIGHT. But you're going to do it anyways, because you are too stubborn.
But really. If you're not having fun doing something, then don't do it. It's a game, for cryin' out loud, and you don't have to do do every single thing out there just because it's out there. That goes for every abandoned character on all those random servers. You had fun, it wasn't a waste of time.
And for the love of Elune, stop killing shit you don't need for a quest. No such thing as posterity's sake in a video game. l2train!
If you ever gripe that gold is hard to come by, I swear I'll come back in a gnomish time machine and slap you silly.
You'll think you're awesome when you're level 45. And you will be SO WRONG. It's okay, I'll be here when you figure it out. Someday you'll be in a real raiding guild and have a neat mount and all that stuff. No hurry, my dear. No hurry.
(Inspired by Rants of a Priest, Muradinn's Musings, and Dwarven Battle Medic. Join in, this is fun!)
Your name isn't Enlynn yet. It won't be for a long time, but don't be afraid. You've done MMO's before, you know what you're getting into in terms of time invested, commitment, and what-have-you. Don't worry that you aren't really a shaman; you're not. You'll come into your bad healadin self after about 200 levels of other things. And that's alright.
Just about everyone out there says "Don't level as holy/disc/resto!" and they ARE SO RIGHT. But you're going to do it anyways, because you are too stubborn.
But really. If you're not having fun doing something, then don't do it. It's a game, for cryin' out loud, and you don't have to do do every single thing out there just because it's out there. That goes for every abandoned character on all those random servers. You had fun, it wasn't a waste of time.
And for the love of Elune, stop killing shit you don't need for a quest. No such thing as posterity's sake in a video game. l2train!
If you ever gripe that gold is hard to come by, I swear I'll come back in a gnomish time machine and slap you silly.
You'll think you're awesome when you're level 45. And you will be SO WRONG. It's okay, I'll be here when you figure it out. Someday you'll be in a real raiding guild and have a neat mount and all that stuff. No hurry, my dear. No hurry.
(Inspired by Rants of a Priest, Muradinn's Musings, and Dwarven Battle Medic. Join in, this is fun!)
freedomization
Freedom ain't free, but it's cheap...
Hand of Freedom. It has a short cooldown, dispels a multitude of effects, and--most importantly: costs almost half as much as cleansing. So whenever I can use HoF instead of Cleanse, I will.
It's the paladin way, after all. Why cast a normal ole spell when I can blow a cooldown? Getting rid of the effect just isn't enough when you can make your target IMMUNE for a few seconds and put swirly purple under his feet! (Granted, not too many effects need the following immunity, but still...)
So here is my work-in-progress list for Catclysm Things-That-Can-Be-Freedomized. There's a special page for this list on my side bar, and it will (hopefully) grow as we get new bosses to fight and new debuffs to cleanse.
I am happy, as always, to add to the list because there are things I haven't encountered or tried yet. So feel free to add to the list in the comments below or by sending me a note at enlynn ---- at ----- hotmail ---- dot ----- com.
Note: I had all these awesome ideas for posts and Bossy Pally beat me to a blogroll post with her awesome list, and Janyaa created this great Aura Mastery list. Enjoy!
FIVE MANS
Stonecore
Blackrock Caverns
A few here you would think could be cleansed by Freedom, but don't. Boo: Shackles, Shadow Prison, and Statis Strike. With names like these, HoF should totally work!
Vortex Pinnacle
stacking poison debuff used by Empyrean Assassins (rogue elemental trash).
Asaad does an ability every 15 or so seconds called Static Cling (you can also jump at the end of Static's cast, but we can safely assume that HoF will still come in handy).
Grim Batol
Twlight Drakes do an ability called Hooked Net that does not show up as dispellable, but your melee will love it if you free them.
Erudax does an ability called Binding Shadows. Sadly, HoF does not remove the debuff (though it will let you move, the ticking damage debuff must be removed via traditional means. Better yet, this can be avoided!)
Halls of Origination
Earthrager Ptah
Dustbone Tormentor, Trash before the Sand-Marrowgar boss does Curse of Exhaustion. Freedom!
Ammunae
The Lifewarden Nymphs before this boss do an effect called Entangling Shot.
Ammunae himself does a debuff called Wither. Your DPS friends will love you if you remove this buff sooner rather than later (this fight is long enough as it is!)
Setesh
The Void Seekers before this boss can do Anti-Magic Prison makes the target immune to receiving heals. Hand of Freedom works, though it doesn't show up as a magic debuff to be dispelled.
RAIDS - TIER 11
CONCLAVE
Conclave of the Four Winds. I was disappointed when I tried using HoF for frost trap. No debuffing for us, here, at least on the Frost platform.
Alakir. (Info incoming, my raid group has yet to make any serious attempts on this boss).
BASTION OF TWILIGHT
Magmaw. No debuffs here that I'm aware of.
Hand of Freedom. It has a short cooldown, dispels a multitude of effects, and--most importantly: costs almost half as much as cleansing. So whenever I can use HoF instead of Cleanse, I will.
It's the paladin way, after all. Why cast a normal ole spell when I can blow a cooldown? Getting rid of the effect just isn't enough when you can make your target IMMUNE for a few seconds and put swirly purple under his feet! (Granted, not too many effects need the following immunity, but still...)
So here is my work-in-progress list for Catclysm Things-That-Can-Be-Freedomized. There's a special page for this list on my side bar, and it will (hopefully) grow as we get new bosses to fight and new debuffs to cleanse.
I am happy, as always, to add to the list because there are things I haven't encountered or tried yet. So feel free to add to the list in the comments below or by sending me a note at enlynn ---- at ----- hotmail ---- dot ----- com.
Note: I had all these awesome ideas for posts and Bossy Pally beat me to a blogroll post with her awesome list, and Janyaa created this great Aura Mastery list. Enjoy!
FIVE MANS
Stonecore
Blackrock Caverns
A few here you would think could be cleansed by Freedom, but don't. Boo: Shackles, Shadow Prison, and Statis Strike. With names like these, HoF should totally work!
Vortex Pinnacle
stacking poison debuff used by Empyrean Assassins (rogue elemental trash).
Asaad does an ability every 15 or so seconds called Static Cling (you can also jump at the end of Static's cast, but we can safely assume that HoF will still come in handy).
Grim Batol
Twlight Drakes do an ability called Hooked Net that does not show up as dispellable, but your melee will love it if you free them.
Erudax does an ability called Binding Shadows. Sadly, HoF does not remove the debuff (though it will let you move, the ticking damage debuff must be removed via traditional means. Better yet, this can be avoided!)
Halls of Origination
Earthrager Ptah
Dustbone Tormentor, Trash before the Sand-Marrowgar boss does Curse of Exhaustion. Freedom!
Ammunae
The Lifewarden Nymphs before this boss do an effect called Entangling Shot.
Ammunae himself does a debuff called Wither. Your DPS friends will love you if you remove this buff sooner rather than later (this fight is long enough as it is!)
Setesh
The Void Seekers before this boss can do Anti-Magic Prison makes the target immune to receiving heals. Hand of Freedom works, though it doesn't show up as a magic debuff to be dispelled.
RAIDS - TIER 11
CONCLAVE
Conclave of the Four Winds. I was disappointed when I tried using HoF for frost trap. No debuffing for us, here, at least on the Frost platform.
Alakir. (Info incoming, my raid group has yet to make any serious attempts on this boss).
BASTION OF TWILIGHT
Magmaw. No debuffs here that I'm aware of.
Labels:
cooldown management,
healing,
heroics,
holy paladin,
links
Friday, January 21, 2011
did blizzard really get healadins right?
After looking over some logs this week, I realized something. Every encounter heals different.
For some fights, Beacon is awesome because it does so much healing.
For others, Beacon is awesome because it helps generate more holy power to use LoD over the raid.
For some, I'm mostly a tank healer with some powerful raid cooldowns.
For others, I'm a raid healer with a powerful hot on the tank.
In some fights, our mastery blows. Others, it ends up being a bit more healing.
In some fights, I'm afraid to use Divine Plea. In others, there's a 'safe' phase to use it on cooldown.
In some fights, I'm twitching for Radiance to go off cooldown so I can use it again. In others, I save it for specific abilities.
Sure, Divine Light is still my go-to single target heal, but Holy Light sees some use if I'm trying to conserve mana. I never cast FoL, but that doesn't mean I'm doing it right.
There's only a couple of things that never change. Judging a lot, Beacon on someone, Holy Shock on cooldown. Everything else depends on the encounter.
Maybe it looks different in 10 mans, but this has been my experience so far in 25's. How do you feel about your paladin? Are your encounters dynamic?
The PastSource: Ghostcrawler, post 40
The BC and LK design of the Holy paladin was basically to use one or two spells and get a lot of use out of them. This is sort of like the mage dps design, where there aren't a lot of sources of damage, but there are a lot of other factors (cooldowns, procs etc.) that make how you use those spells more interesting. So rather than the paladin having 5 different heals, they pretty much used Flash of Light or Holy Light (depending a little on what gear stats and encounters looked like at the time) but with other spells to boost those heals, such as Beacon of Light and Divine Favor, and then all the paladin support abilities, like the Hands.
For some fights, Beacon is awesome because it does so much healing.
For others, Beacon is awesome because it helps generate more holy power to use LoD over the raid.
For some, I'm mostly a tank healer with some powerful raid cooldowns.
For others, I'm a raid healer with a powerful hot on the tank.
In some fights, our mastery blows. Others, it ends up being a bit more healing.
In some fights, I'm afraid to use Divine Plea. In others, there's a 'safe' phase to use it on cooldown.
In some fights, I'm twitching for Radiance to go off cooldown so I can use it again. In others, I save it for specific abilities.
Sure, Divine Light is still my go-to single target heal, but Holy Light sees some use if I'm trying to conserve mana. I never cast FoL, but that doesn't mean I'm doing it right.
There's only a couple of things that never change. Judging a lot, Beacon on someone, Holy Shock on cooldown. Everything else depends on the encounter.
Maybe it looks different in 10 mans, but this has been my experience so far in 25's. How do you feel about your paladin? Are your encounters dynamic?
Thursday, January 6, 2011
pillar of fail
First raids this week. We're squeaking by on healers, running with 6 when we'd like 7, and two of those are dps who offered to heal just so we could raid. Three cheers for flexible hybrids!
Adgamorix over at Divine Plea has a fine write-up on his own raiding experiences and how he'd like to improve.
Myself, my logs are here: Conclave - my damage taken over 2-1/2 hours of wipes
and here: in which Enlynn takes 58 ticks of Pillar of Flame over 19 attempts
Alright. I'm still feeling pretty clunky. I haven't keybound Radiance but I think I need to. Perhaps I need a macro for Bursty or Two +Radiance, as well. I am wasting valuable time trying to get to the button when I decide it's time.
Though I think I'm doing okay with my other spells. LoD is ridiculous in a good way. A lightwell disappeared from getting full clicks last night! Though with only 9 Healthstone uses over 19 attempts... Well. There's room for everyone to improve. We're raiding again for the first time in weeks, maybe months. Everyone is learning. New encounters, new mechanics, new spells, new talents, new rotations.
And to be fair, on 25 man it's a lot harder to see ground effects like Pillar of Flame when there are 16 players stacked over 3 healing effects. I did learn something valuable: boss encounter addons work much better if you have them enabled.
I am using DBM now simply because I can't get DXE to work. I miss DXE and if anyone has a link to one that works for the new encounters, it would be MUCH appreciated.
EDIT: I should have mentioned that there are "two" pillars of flame. The first will spawn the adds, which is the one-that-must-be-avoided, and another (larger area) which does fire damage. If you are using an addon that tracks and announces fails, it will announce it for those who take damage (even if they don't spawn the adds). So while I am shaming myself for 58 ticks of avoidable damage, I didn't necessarily spawn adds 58 times. If you're trouble-shooting for your raid, keep that in mind. I'd only call it a fail if the adds are spawned.
UPDATE: Adgamorix suggested we move more ranged to melee range and on 1-12-11 we got him down following his good advice. We put our hunters and a lock (who had specced to be an AoE monster) on the outside and this worked out a lot better than having everyone try to dodge the pillar. It also kept all our healers in range of tank at all times, and I asked the healers to each focus on one of the ranged staying out so they got the extra heals as needed (that may have been overkill, but boss kills are boss kills). So, this definitely works!
Adgamorix over at Divine Plea has a fine write-up on his own raiding experiences and how he'd like to improve.
Myself, my logs are here: Conclave - my damage taken over 2-1/2 hours of wipes
and here: in which Enlynn takes 58 ticks of Pillar of Flame over 19 attempts
Alright. I'm still feeling pretty clunky. I haven't keybound Radiance but I think I need to. Perhaps I need a macro for Bursty or Two +Radiance, as well. I am wasting valuable time trying to get to the button when I decide it's time.
Though I think I'm doing okay with my other spells. LoD is ridiculous in a good way. A lightwell disappeared from getting full clicks last night! Though with only 9 Healthstone uses over 19 attempts... Well. There's room for everyone to improve. We're raiding again for the first time in weeks, maybe months. Everyone is learning. New encounters, new mechanics, new spells, new talents, new rotations.
And to be fair, on 25 man it's a lot harder to see ground effects like Pillar of Flame when there are 16 players stacked over 3 healing effects. I did learn something valuable: boss encounter addons work much better if you have them enabled.
I am using DBM now simply because I can't get DXE to work. I miss DXE and if anyone has a link to one that works for the new encounters, it would be MUCH appreciated.
EDIT: I should have mentioned that there are "two" pillars of flame. The first will spawn the adds, which is the one-that-must-be-avoided, and another (larger area) which does fire damage. If you are using an addon that tracks and announces fails, it will announce it for those who take damage (even if they don't spawn the adds). So while I am shaming myself for 58 ticks of avoidable damage, I didn't necessarily spawn adds 58 times. If you're trouble-shooting for your raid, keep that in mind. I'd only call it a fail if the adds are spawned.
UPDATE: Adgamorix suggested we move more ranged to melee range and on 1-12-11 we got him down following his good advice. We put our hunters and a lock (who had specced to be an AoE monster) on the outside and this worked out a lot better than having everyone try to dodge the pillar. It also kept all our healers in range of tank at all times, and I asked the healers to each focus on one of the ranged staying out so they got the extra heals as needed (that may have been overkill, but boss kills are boss kills). So, this definitely works!
Wednesday, December 22, 2010
random tuesday thoughts: wednesday edition
There's maintenance this morning so now it feels like a Tuesday even if my clock's computer saying it's Wednesday.
I want to experience more of the game before I blog about it because everything I do ends up teaching me something. A lot of my initial thoughts have been changed, though some have been reinforced.
We went into our first raid (Halfus in BoT) last weekend, and I was hoping to go back in there one more time but with Christmas this weekend it's likely to be another full week and a half before we do it again.
I gotta say, though. I was feeling pretty good about myself before we went in there. Most of my gear is heroic blue and I am a few upgrades away from BiS. I didn't go in expecting us to kill a boss or anything, but I certainly didn't expect to feel so... powerless. Humbled. Unable.
The tank damage for Halfus Wyrmbreaker is insane. That's the only word for it. 50k hits, and that was on 10 man.
(Though that leads me to another discussion point entirely: is one raid format going to be harder than the other? I'm running on the assumption that tank damage will be even higher in 25, but that's purely speculation on my part until I can look at WoL.)
I mean, I know that damage taken by both the raid and tanks will be affected by the dragons/whelps we get. And maybe we didn't get that part of the fight down, but even when we had it, I only barely 'had' it. I felt like I couldn't solo-heal the tank. And maybe that's part of the design, but the other tank healer was having problems as well. Are we supposed to bring three healers and have all of them focused on the tanks?
It's possible that when we go back in, our tanks will have a couple more upgrades (though only a couple. Our tanks are in GREAT shape to raid). And to be fair, I have a couple of things now that I didn't have before: a helm with a meta, two crafted epics, and the plan to get two more from rep before January 4th and at least one new shiny from valor points. (Thanks, random daily!)
With the upgrades we've both gotten the "easier" heroics have gotten a lot faster. Two days ago we went into Lost City for the first time, only we thought we'd already done it. So we didn't talk about fight strategies or even know what we were getting into, and it wasn't until the second-to-last boss that I realized this was new stuff. The achievement confirmed it. Yesterday, we got it for the random again, didn't bother with CC, Lux chain-pulled and I drank once.
To be fair, it was a guild run.
I keep hearing that pallies are OMG overpowered but I really feel that no matter what healer I had, I would have been able to keep up with him. I'm getting away with mostly HL spam, which any healer should be able to sustain.
And I'm also using Divine Plea between pulls and my JC spirit trinket on cooldown. Other abilities like the banana man, HoP, HoSac, and DS are all seeing liberal use as well. So it's not like I'm playing poorly. Or maybe I am because in a good group the healer's job is pretty easy and how can I trouble-shoot myself in a group that never goes south?
(I'd promise to pug more, but even my pugs have been awesome. Most often we've been placed with three other DPS from the same guild on another server, and they are just as prepared to play as we are. And believe me, I'm not complaining that I can't find any PuGs from hell. I am not, I swear!)
Sometimes I wonder if I am holding my blue bar too tightly, afraid to use anything other than Holy Light/Shock. I use WoG far more than LoD (in five mans, there often aren't enough people clumped together to make good use of LoD), and I only pop Radiance as a response to whole-party damage auras specific to a few boss fights (like the first boss in SFK, the sunbeam boss in lost city, the control room boss in HoO, etc.) I am loathe to use AoE heals in too many circumstances. On a 30 second cooldown, I don't want to use it before the boss's mechanics, and using it more than twice a fight means I'll run out of mana.
So I definitely wonder if I'm not having mana problems because I refuse to let myself spend, but I'm still learning. Our raid date is January 4th. In some ways, that feels like a long time, though it will be here before I know it.
I'm hoping to get into a 10 man or two in the meantime (something more than Baradin Hold. I don't really feel like that counts since on the first try we hit the enrage timer). But anyways. I'm devouring any and all posts that bloggers make about raiding the new content. If you've been writing, I appreciate it!
I want to experience more of the game before I blog about it because everything I do ends up teaching me something. A lot of my initial thoughts have been changed, though some have been reinforced.
We went into our first raid (Halfus in BoT) last weekend, and I was hoping to go back in there one more time but with Christmas this weekend it's likely to be another full week and a half before we do it again.
I gotta say, though. I was feeling pretty good about myself before we went in there. Most of my gear is heroic blue and I am a few upgrades away from BiS. I didn't go in expecting us to kill a boss or anything, but I certainly didn't expect to feel so... powerless. Humbled. Unable.
The tank damage for Halfus Wyrmbreaker is insane. That's the only word for it. 50k hits, and that was on 10 man.
(Though that leads me to another discussion point entirely: is one raid format going to be harder than the other? I'm running on the assumption that tank damage will be even higher in 25, but that's purely speculation on my part until I can look at WoL.)
I mean, I know that damage taken by both the raid and tanks will be affected by the dragons/whelps we get. And maybe we didn't get that part of the fight down, but even when we had it, I only barely 'had' it. I felt like I couldn't solo-heal the tank. And maybe that's part of the design, but the other tank healer was having problems as well. Are we supposed to bring three healers and have all of them focused on the tanks?
It's possible that when we go back in, our tanks will have a couple more upgrades (though only a couple. Our tanks are in GREAT shape to raid). And to be fair, I have a couple of things now that I didn't have before: a helm with a meta, two crafted epics, and the plan to get two more from rep before January 4th and at least one new shiny from valor points. (Thanks, random daily!)
With the upgrades we've both gotten the "easier" heroics have gotten a lot faster. Two days ago we went into Lost City for the first time, only we thought we'd already done it. So we didn't talk about fight strategies or even know what we were getting into, and it wasn't until the second-to-last boss that I realized this was new stuff. The achievement confirmed it. Yesterday, we got it for the random again, didn't bother with CC, Lux chain-pulled and I drank once.
To be fair, it was a guild run.
I keep hearing that pallies are OMG overpowered but I really feel that no matter what healer I had, I would have been able to keep up with him. I'm getting away with mostly HL spam, which any healer should be able to sustain.
And I'm also using Divine Plea between pulls and my JC spirit trinket on cooldown. Other abilities like the banana man, HoP, HoSac, and DS are all seeing liberal use as well. So it's not like I'm playing poorly. Or maybe I am because in a good group the healer's job is pretty easy and how can I trouble-shoot myself in a group that never goes south?
(I'd promise to pug more, but even my pugs have been awesome. Most often we've been placed with three other DPS from the same guild on another server, and they are just as prepared to play as we are. And believe me, I'm not complaining that I can't find any PuGs from hell. I am not, I swear!)
Sometimes I wonder if I am holding my blue bar too tightly, afraid to use anything other than Holy Light/Shock. I use WoG far more than LoD (in five mans, there often aren't enough people clumped together to make good use of LoD), and I only pop Radiance as a response to whole-party damage auras specific to a few boss fights (like the first boss in SFK, the sunbeam boss in lost city, the control room boss in HoO, etc.) I am loathe to use AoE heals in too many circumstances. On a 30 second cooldown, I don't want to use it before the boss's mechanics, and using it more than twice a fight means I'll run out of mana.
So I definitely wonder if I'm not having mana problems because I refuse to let myself spend, but I'm still learning. Our raid date is January 4th. In some ways, that feels like a long time, though it will be here before I know it.
I'm hoping to get into a 10 man or two in the meantime (something more than Baradin Hold. I don't really feel like that counts since on the first try we hit the enrage timer). But anyways. I'm devouring any and all posts that bloggers make about raiding the new content. If you've been writing, I appreciate it!
Friday, December 17, 2010
heroics are the hard mode of five mans
Preparation to raid in more ways than one...
There's a slight disconnect between the difficulty of the normal version and the heroic version for instances like Stonecore. In the vein of Icecrown Citadel, the heroic fights are ramped up difficulty with extra boss health, more raid and tank damage, and added fight mechanics. The fire on the ground will not be ignored. Neither will those adds, or the spikes. These fights must be executed the way our Blizzard Overlords intended, or there will be no justice points or loot.
And if you haven't gotten the memo, our blue bar is pretty flimsy. We are absolutely unable to heal through stupid; we lack both the brute force and the energy to do so.
It's been near impossible to train myself, but really, those dps do not need to be at full. Everyone just needs to stay alive. With the massive stamina boosts on gear, a 35% full health bar is painful to look at, but enough health for a DPS to survive if someone else is getting hammered or focused. I haven't seen many unavoidable damage types, so these encounters place emphasis on personal survivability and situational awareness.
Situational awareness and You
The less I stare at health bars, the better this whole Cataclysmic healing thing gets. The graphics for what's happening are everywhere, and with two second cast times on my bread-and-butter spells I can start casting and spend almost two full seconds watching the fight. I feel less like I am playing my own mini-game of whack-a-mole while everyone else is playing World of Warcraft than I used to. For now, we're all playing the same game: surviving the encounter.
It's true that the graphics have always been that way, but it has affected my decision-making in new content as though I were raiding. A lot of the attacks that are going to hurt the DPS are visible in the field before they ever tick on the health bars (tank damage, not so much, but properly-geared tanks are lasting so much longer without a heal. It's refreshing).
It's important, at these lower gear levels, to use all the tools available. Cooldowns are godly. I use HoSac quite often now. LoH is amazing if glyphed - 10% mana when the tank needs a huge heal. Divine Favor can potentially burn a lot of mana, but it's great to recover. Freakishly, I've been using it as a mana-saver, when the damage ramps up to still get away with casting Holy Light. Your mileage may vary.
(I'm a bit underwhelmed by our giant glowing angel, but I'm still finding uses for him.)
It's inferior from a time-management standpoint to cast Word of Glory with only one stack of Holy Power, and yet I find myself using it as an emergency on the move so I can use the self-healing of Protector of the Innocent. I haven't decided yet if this is a bad habit or a worthwhile use of time I couldn't be healing otherwise. I know some holy paladin theorycrafters are down on PotI, but I'm finding it well-designed for the encounters and I'm grateful to have it.
(I originally said it was mathematically inferior to cast a 1 HP WoG, but ithilyn corrected me. See comments below for some clarification.)
What are you experiences in the new heroics?
There's a slight disconnect between the difficulty of the normal version and the heroic version for instances like Stonecore. In the vein of Icecrown Citadel, the heroic fights are ramped up difficulty with extra boss health, more raid and tank damage, and added fight mechanics. The fire on the ground will not be ignored. Neither will those adds, or the spikes. These fights must be executed the way our Blizzard Overlords intended, or there will be no justice points or loot.
And if you haven't gotten the memo, our blue bar is pretty flimsy. We are absolutely unable to heal through stupid; we lack both the brute force and the energy to do so.
It's been near impossible to train myself, but really, those dps do not need to be at full. Everyone just needs to stay alive. With the massive stamina boosts on gear, a 35% full health bar is painful to look at, but enough health for a DPS to survive if someone else is getting hammered or focused. I haven't seen many unavoidable damage types, so these encounters place emphasis on personal survivability and situational awareness.
Situational awareness and You
The less I stare at health bars, the better this whole Cataclysmic healing thing gets. The graphics for what's happening are everywhere, and with two second cast times on my bread-and-butter spells I can start casting and spend almost two full seconds watching the fight. I feel less like I am playing my own mini-game of whack-a-mole while everyone else is playing World of Warcraft than I used to. For now, we're all playing the same game: surviving the encounter.
It's true that the graphics have always been that way, but it has affected my decision-making in new content as though I were raiding. A lot of the attacks that are going to hurt the DPS are visible in the field before they ever tick on the health bars (tank damage, not so much, but properly-geared tanks are lasting so much longer without a heal. It's refreshing).
It's important, at these lower gear levels, to use all the tools available. Cooldowns are godly. I use HoSac quite often now. LoH is amazing if glyphed - 10% mana when the tank needs a huge heal. Divine Favor can potentially burn a lot of mana, but it's great to recover. Freakishly, I've been using it as a mana-saver, when the damage ramps up to still get away with casting Holy Light. Your mileage may vary.
(I'm a bit underwhelmed by our giant glowing angel, but I'm still finding uses for him.)
It's inferior from a time-management standpoint to cast Word of Glory with only one stack of Holy Power, and yet I find myself using it as an emergency on the move so I can use the self-healing of Protector of the Innocent. I haven't decided yet if this is a bad habit or a worthwhile use of time I couldn't be healing otherwise. I know some holy paladin theorycrafters are down on PotI, but I'm finding it well-designed for the encounters and I'm grateful to have it.
(I originally said it was mathematically inferior to cast a 1 HP WoG, but ithilyn corrected me. See comments below for some clarification.)
What are you experiences in the new heroics?
Sunday, December 12, 2010
healers and helms pre-raid
There are plenty of pre-raid gear lists floating around for healers of all stripes, but since I put together this list for my guild I figured I'd share it with you. There are a bunch of helms available, but if you're looking to raid, I hope you'll consider a helm with a meta. The bonuses from the meta gems are just huge, especially at these starting gear levels.
I've only seen one head enchant, available from Hyjal revered. The standard healing meta gem from Wrath does not have a Cata equivalent, so our needs will be changing. I've seen three options that are PVE-centric. Kurn's got a meta gem list here, but I cherry-picked these three from the list as the one that will probably win for PVE.
http://www.wowhead.com/item=52296
http://www.wowhead.com/item=52297
http://www.wowhead.com/item=52292
Paladin
Paladin BiS has a list here, but I only see two options with a meta. Got 2,200 justice points? Otherwise be prepared to spend lots of time in Heroic SFK. http://bis.vilepickle.com/slot-head.php
Shaman
Resto Shaman Flow put together a pre-raid loot list. There are 3 (4 if you're an engineer) options with meta sockets. http://www.restoshamanflow.com/2010/11/19/resto-shaman-cataclysm-pre-raid-loot-list/
Druid
Lissana at Restokin has a boomkin/resto pre-raid gear list here. All three helms have metas. http://www.restokin.com/caster-druid-85-pre-raid-gear/
Priest
World of Matticus has a Quick Priest Gear list. Three helms with metas. http://www.worldofmatticus.com/2010/12/05/priest-quick-gear-guide-for-holy-and-discipline-at-85/
I've only seen one head enchant, available from Hyjal revered. The standard healing meta gem from Wrath does not have a Cata equivalent, so our needs will be changing. I've seen three options that are PVE-centric. Kurn's got a meta gem list here, but I cherry-picked these three from the list as the one that will probably win for PVE.
http://www.wowhead.com/item=52296
http://www.wowhead.com/item=52297
http://www.wowhead.com/item=52292
Paladin
Paladin BiS has a list here, but I only see two options with a meta. Got 2,200 justice points? Otherwise be prepared to spend lots of time in Heroic SFK. http://bis.vilepickle.com/slot-head.php
Shaman
Resto Shaman Flow put together a pre-raid loot list. There are 3 (4 if you're an engineer) options with meta sockets. http://www.restoshamanflow.com/2010/11/19/resto-shaman-cataclysm-pre-raid-loot-list/
Druid
Lissana at Restokin has a boomkin/resto pre-raid gear list here. All three helms have metas. http://www.restokin.com/caster-druid-85-pre-raid-gear/
Priest
World of Matticus has a Quick Priest Gear list. Three helms with metas. http://www.worldofmatticus.com/2010/12/05/priest-quick-gear-guide-for-holy-and-discipline-at-85/
Wednesday, December 8, 2010
are you 85 yet?
I'm kidding.
There are a handful of folks who are already max level, but I am not one of them. I just hit 82 last night and saw that I the XP needed to level went up quite a bit. Three people in my guild got the achievement, and I've seen a handful of bloggers put up their obligatory "I'm 85!" post.
I put up my first poll in the sidebar. Are you leveling as a healer?
Since my paladin is a team character with Mayhem (who, after a Worgen change, is now officially known as Luxinterior), I decided to keep (both) my holy spec(s). Considering how busy the quest hubs are right now, it hasn't mattered too much. It's been more important for me to tag mobs than it is to mow them down (which Lux does with efficiency anyways). Turns out all those hours camping HNMs in FFXI with keyboard spam weren't wasted after all!
As a side note, I was surprised at how many players don't understand how tagging in WoW works. I mean, I shouldn't be surprised. Yet, I was.
Post derailed! If you wouldn't mind taking the poll, I'd appreciate it. If you have nifty experiences to share while leveling your healer, I'd love to hear about it in the comments.
There are a handful of folks who are already max level, but I am not one of them. I just hit 82 last night and saw that I the XP needed to level went up quite a bit. Three people in my guild got the achievement, and I've seen a handful of bloggers put up their obligatory "I'm 85!" post.
I put up my first poll in the sidebar. Are you leveling as a healer?
Since my paladin is a team character with Mayhem (who, after a Worgen change, is now officially known as Luxinterior), I decided to keep (both) my holy spec(s). Considering how busy the quest hubs are right now, it hasn't mattered too much. It's been more important for me to tag mobs than it is to mow them down (which Lux does with efficiency anyways). Turns out all those hours camping HNMs in FFXI with keyboard spam weren't wasted after all!
As a side note, I was surprised at how many players don't understand how tagging in WoW works. I mean, I shouldn't be surprised. Yet, I was.
Post derailed! If you wouldn't mind taking the poll, I'd appreciate it. If you have nifty experiences to share while leveling your healer, I'd love to hear about it in the comments.
Monday, December 6, 2010
the real shattering
If you thought Azeroth being rent in two was painful and full of burnination, I have news for you. My guild is going through a shattering of its own. Months ago our healing officer announced that Wrath was his last WoW. His final raid was last week.
Which means. Ahem. They had to promote someone... Or something. So, "enlynn is an officer", take two!
I'm excited, I really am. I mentioned last week I had missed being healing lead. I enjoy it, even at its worst. You'd think being a leader when you're wiping all night is harder, but it's actually easier (for me at least) to keep plugging away and stay positive when I can hold myself to my ideal leader-like self. I say leader-like because, let's be honest, most healing teams really do take care of themselves once cooldowns, dispels, and buffs are coordinated. So I get all the perks of officery-ness without having to purge the grays from the g-bank or deal with the website. Sounds like win to me.
I look forward to blogging from an officer's perspective. And I really look forward to pushing Hard Modes in Cataclysm and writing about that. We finished up this expansion (and raided until the very last week, which should be an achievement in and of itself) 9/12 HM ICC 25, #2 on our server (yeah, yeah, Malf is marked for new players. Doesn't change my Lady D/Dreamwalker kills!).
I'm excited for Cataclysm because I've never hit the ground running with an expansion in an MMO like this before. When Wrath came out, Mayhem and I were still leveling up on this server/faction. I don't even think we purchased Wrath right away, we didn't need it until we were 68 and it was time to leave the Outlands. It's funny to think about how much has changed in the last two years.
It all changes tomorrow. Farewell, Lich King, The frozen wastelands of Northrend are soon to be wastelands again!
Which means. Ahem. They had to promote someone... Or something. So, "enlynn is an officer", take two!
I'm excited, I really am. I mentioned last week I had missed being healing lead. I enjoy it, even at its worst. You'd think being a leader when you're wiping all night is harder, but it's actually easier (for me at least) to keep plugging away and stay positive when I can hold myself to my ideal leader-like self. I say leader-like because, let's be honest, most healing teams really do take care of themselves once cooldowns, dispels, and buffs are coordinated. So I get all the perks of officery-ness without having to purge the grays from the g-bank or deal with the website. Sounds like win to me.
I look forward to blogging from an officer's perspective. And I really look forward to pushing Hard Modes in Cataclysm and writing about that. We finished up this expansion (and raided until the very last week, which should be an achievement in and of itself) 9/12 HM ICC 25, #2 on our server (yeah, yeah, Malf is marked for new players. Doesn't change my Lady D/Dreamwalker kills!).
I'm excited for Cataclysm because I've never hit the ground running with an expansion in an MMO like this before. When Wrath came out, Mayhem and I were still leveling up on this server/faction. I don't even think we purchased Wrath right away, we didn't need it until we were 68 and it was time to leave the Outlands. It's funny to think about how much has changed in the last two years.
It all changes tomorrow. Farewell, Lich King, The frozen wastelands of Northrend are soon to be wastelands again!
Wednesday, November 3, 2010
quick thoughts on holy paladins #3
Hand of Sacrifice
+
Protector of the Innocent
=
There are a lot more opportunities to use this spell than there were before.
Have you been getting more mileage of out HoSac?
+
Protector of the Innocent
=
There are a lot more opportunities to use this spell than there were before.
Have you been getting more mileage of out HoSac?
Friday, September 24, 2010
10s, 25s, or banana?
Over at WorldofMatticus.com, there's a poll going for who's planning to do 10s or 25s come Cata. The verdict is in: lots of players want 10 man raids, and many players are calling this the death of 25s. In game, there's almost a venom that comes out with this discussion, as if there's a horde of players who have secretly hated 25 man raids and can't wait for them to writhe in a horribly-fiery-painful death.
However, there are a few advantages of 25s that I haven't seen discussed too much. I'm glad that there are a lot of players excited about the change to lockouts (it means that Blizzard made the right choice, and that lots of players are doing 25s when they don't want to). But I don't believe that 25 man raids will die, especially not by fire. There are advantages that larger guilds have in terms of logistics.
1. Maintaining extras in a 25 man roster is easier than 10 man. All raiding guilds want to have at least a couple of extra damage dealers and healers hanging out in the wings. So the guild over-stocks itself, knowing that every raid night, a couple of folks won't make it, and a couple will be benched. It's expected that in a healthy 25 man guild, there's a wait list (perhaps not over this past summer or fall, but, you know). In this case, you have anywhere from 7 to 14% (3 or 4 of 29) of your raid group sitting out each week. Ideally. Odds are, in a 25 setting, it would be less because the larger the group, the more likely there's a meeting/school event/birthday that keeps a raider away.
In a 10 man group, ideally, you still want to overstock but the line between too few and too many is less clear. Suddenly 12-25% (3 of 13) of your raid force is going to be sitting on a given night, if everyone showed (which grows more likely with a smaller group). If your main tank doesn't show, it could spell a cancellation. In a 25 man raiding guild, there's more likely to be someone who can switch specs for the night or be brought in.
2. 10 mans rely a lot more on 100% raider attendance. How many 25 man raids have you done in the past few months, shy a damage dealer or two? Or, even with the most borked raid comp you could think of? I can think of plenty times we've gone and done the easy bosses with 20. Hell, we've progressed with 24.
Try that in 10 man? There's achievements for that, but I doubt it's a healthy thing to try to do new bosses that way, and not consistently. Especially if healer mana is as constrained as predicted, doing a fight shy one raider on 10 man is a risky endeavor that will punish the healers the most. Culling a damage dealer prolongs the fight, dropping a healer could push remaining healers too much.
3. 10 man raids will be tuned for the same gear level and be harder. For the first two tiers of content in Wrath, I never did 25s, and I found 10s to be pretty hard at gear level. I think the strict 10 man progression raiders would agree, too, if you don't outgear the instance, 10s aren't exactly faceroll now. I never did ICC 10 without severely overgearing it. Period. I came in with 245 gear, when it was tuned for 232 gear. That's a big difference in spell power, luxury stats like haste and crit, and blue bar. That's extra gem slots, too! I'll admit, I have no idea what 10 man progression in Icecrown should have felt like, because I was already geared with 25 man ToC gear.
If 10s are being tuned without the lower gear requirement, a lot of players might find 10s harder than anticipated, especially since each player is 10% of the equation, as opposed 4% in a 25.
4. 10 man and 25 man often have different loot systems. I'm a huge fan of EPGP. I think it's pretty darn fair (I'm biased, as a player with 100% attendance who only takes what she needs). Since I do 25s and that's where my "best" upgrades come from, I could care less when I lose a /roll in a 10.
I suppose this statement relies soundly on a few assumptions. Most 10 man runs I've ever seen do a /roll, often limited what you can main spec per wing/per boss. I haven't heard of many 10 man guilds that have a formal loot system, and I have a hard time picturing how something like EPGP or DKP would work. I don't have any experience with loot council, but any system that favors attendance over a /roll is going to put the players is going to put the casual folks recruited to be available when you're short at a severe disadvantage.
ESPECIALLY if there's less loot per boss on 10. That could get nasty. In a 25 man, a casual member just helping out for the night still might walk away with some upgrades despite an attendance system (more drops per boss, the sooner stuff gets sharded/goes to offspec). In a 10 man, it seems less likely, especially if the 10 man is designed to "gear players up" more slowly than 25 mans, then more of your players are still waiting on specific upgrades. The regular raiders would be hurt by a /roll, but the casual would have no incentive to join if they have to pass to the regular raider.
Less loot in 10s also exacerbates the recruitment issue. Less gear going to offspecs could limit your raid's flexibility. It's been easy in Wrath to maintain a viable offspec (how many druids and paladins do you know that have three sets of gear?), because with the dailies, badges from two lockouts AND two/three weeklies, and drops from two lockouts, the gear is out there. In Cata, we'll only get one lockout, and we'll be capped on how many PVE points we can get in a week.
If 10 mans are designed to take more time to gear up, that further delays the drops going to off spec, limiting how many folks are going to be able to switch as needed. Players who value their flexibility may have incentive to do 25 man raids. I imagine that even 10 man raiders will be able to keep offsets, but they might have to mix and match some lower tier gear to do it.
While it's true that healers and casters maybe be able to use a lot of their main gear for their offspec, that doesn't help tanks, paladins, or enhancement shamans. Their offsets will be built from scratch.
5. 25 man raids, in Cata, can shift down to smaller raid sizes on short nights, while 10 man groups can not shift up. A low attendance night won't cancel the larger raid, assuming there's enough tanks and healers, as they can at least do a fight or two at the 10 man size.
6. Problem players and cliques can claim more authority in a 10 man raiding group. Lots of players like 10 mans for the intimacy (I do, too). I have accepted that in a 25 man environment, there will be at least a couple of absolute dicks. If I choose to progress in only 10 mans, I wouldn't put up with even one. I'd want to genuinely like and respect everyone in my 10 man group, while it's expected that in a larger group that just won't happen. Personalities meshing in smaller groups is more pivotal for group success than in larger raids.
Smaller groups can potentially be polarized by issues and personalities. Just like the difference in feel between a small business and a corporation, the comfort and intimacy can become a liability if not carefully handled. In that respect, 25 man guilds can promote emotional distance and professionality, which some players look for in their raiding environment.
Don't get me wrong, I'm not trying to suggest that 25 man raids are less likely to get emotional or have drama explosions, because that's not true at all! What I am trying to say is that it rocks the world of a 10 man guild when 10% or 20% of your raiding force ragequits. That's the potential to call the raid for the night, which is quite a bit of power in the hands of one individual. In a 25 man raiding guild, the individual holds less power and therefore can't emotionally blackmail the group. Granted, these aren't the players you want in your raid anyways, but calling a raid early for a night or not raiding at all is dangerous for guild morale. I've always felt there was a higher potential for fallout in a 10 man group over the 25. It's more intimidating to risk pissing off 24 people than 9.
6. 10 man healers will (likely) be less specialized. This is quite a bit of speculation on my part, but I predict that Blizzard's motto for healers of using the whole toolkit will come out much more in 10 man raids than in 25's. In larger groups, there is more room for specialization, while in small groups there is a need for versatility. Healers who want to specialize could very well be happier in 25 man raiding group, especially healers who expect to be doing the same job all the time. That isn't to say that tank healers will never cast raid heals or vice versa, but I predict that I want to define myself as a tank healer, I'll need to stick to 25 man raids to do it. In a larger group, it's easier to specialize and expect to fulfill that role. A lot of healers will love the versatility of healing in 10 man raids (I like playing my priest and druid more in 10s than 25s) but some will still prefer to specialize.
7. Managing a 10 man really isn't that much "easier" than managing a 25, it's a busy job no matter the group size. I've done both, and obviously YMMV, but personally I've found being an officer in 25 to be simpler even if the volume of tells is always worse. With a larger team of officers, my role was clearly delineated and there was almost always another officer online to confirm policy or ask for support. Going back to the small business analogy, a 10 man officer is going to juggle more hats. The 25 man officer is going to take care of the assignments given to them, and deflect other matters to the correct officer. Established roles make for less stress and less stepping on toes.
If I were offered a leadership position again, I'd rather take it in a 25 man guild than a 10. The argument that no one will want to manage 25s falls flat for me. It's a lot of work and emotional investment to manage a guild, no matter its size.
TL;DR: If Blizzard stays true to their design mission of play the raid lockout you WANT to play, I believe 10 man raids will be a lot more prevalent, but I don't think it's the death knell for 25 man groups. There will still be incentives to do the larger raiding groups, and I think there will be enough players who genuinely want to do 25 mans to do them.
I have yet to see what raiding will be like in Cataclysm, but I have a good feeling I'll be playing with the folks I want to raid with, whatever lockout that ends up being. I voted "banana".
LICH KING UPDATE: I KILLED 25 LK LAST NIGHT, and completed 7 hardmodes this week! (My guild is up to 8 hardmodes, but my internet sucks so I had to step out for Saurfang, which really bummed me out.) BUTBUT shiny new mace and I just broke 43,000 mana!
However, there are a few advantages of 25s that I haven't seen discussed too much. I'm glad that there are a lot of players excited about the change to lockouts (it means that Blizzard made the right choice, and that lots of players are doing 25s when they don't want to). But I don't believe that 25 man raids will die, especially not by fire. There are advantages that larger guilds have in terms of logistics.
1. Maintaining extras in a 25 man roster is easier than 10 man. All raiding guilds want to have at least a couple of extra damage dealers and healers hanging out in the wings. So the guild over-stocks itself, knowing that every raid night, a couple of folks won't make it, and a couple will be benched. It's expected that in a healthy 25 man guild, there's a wait list (perhaps not over this past summer or fall, but, you know). In this case, you have anywhere from 7 to 14% (3 or 4 of 29) of your raid group sitting out each week. Ideally. Odds are, in a 25 setting, it would be less because the larger the group, the more likely there's a meeting/school event/birthday that keeps a raider away.
In a 10 man group, ideally, you still want to overstock but the line between too few and too many is less clear. Suddenly 12-25% (3 of 13) of your raid force is going to be sitting on a given night, if everyone showed (which grows more likely with a smaller group). If your main tank doesn't show, it could spell a cancellation. In a 25 man raiding guild, there's more likely to be someone who can switch specs for the night or be brought in.
2. 10 mans rely a lot more on 100% raider attendance. How many 25 man raids have you done in the past few months, shy a damage dealer or two? Or, even with the most borked raid comp you could think of? I can think of plenty times we've gone and done the easy bosses with 20. Hell, we've progressed with 24.
Try that in 10 man? There's achievements for that, but I doubt it's a healthy thing to try to do new bosses that way, and not consistently. Especially if healer mana is as constrained as predicted, doing a fight shy one raider on 10 man is a risky endeavor that will punish the healers the most. Culling a damage dealer prolongs the fight, dropping a healer could push remaining healers too much.
3. 10 man raids will be tuned for the same gear level and be harder. For the first two tiers of content in Wrath, I never did 25s, and I found 10s to be pretty hard at gear level. I think the strict 10 man progression raiders would agree, too, if you don't outgear the instance, 10s aren't exactly faceroll now. I never did ICC 10 without severely overgearing it. Period. I came in with 245 gear, when it was tuned for 232 gear. That's a big difference in spell power, luxury stats like haste and crit, and blue bar. That's extra gem slots, too! I'll admit, I have no idea what 10 man progression in Icecrown should have felt like, because I was already geared with 25 man ToC gear.
If 10s are being tuned without the lower gear requirement, a lot of players might find 10s harder than anticipated, especially since each player is 10% of the equation, as opposed 4% in a 25.
4. 10 man and 25 man often have different loot systems. I'm a huge fan of EPGP. I think it's pretty darn fair (I'm biased, as a player with 100% attendance who only takes what she needs). Since I do 25s and that's where my "best" upgrades come from, I could care less when I lose a /roll in a 10.
I suppose this statement relies soundly on a few assumptions. Most 10 man runs I've ever seen do a /roll, often limited what you can main spec per wing/per boss. I haven't heard of many 10 man guilds that have a formal loot system, and I have a hard time picturing how something like EPGP or DKP would work. I don't have any experience with loot council, but any system that favors attendance over a /roll is going to put the players is going to put the casual folks recruited to be available when you're short at a severe disadvantage.
ESPECIALLY if there's less loot per boss on 10. That could get nasty. In a 25 man, a casual member just helping out for the night still might walk away with some upgrades despite an attendance system (more drops per boss, the sooner stuff gets sharded/goes to offspec). In a 10 man, it seems less likely, especially if the 10 man is designed to "gear players up" more slowly than 25 mans, then more of your players are still waiting on specific upgrades. The regular raiders would be hurt by a /roll, but the casual would have no incentive to join if they have to pass to the regular raider.
Less loot in 10s also exacerbates the recruitment issue. Less gear going to offspecs could limit your raid's flexibility. It's been easy in Wrath to maintain a viable offspec (how many druids and paladins do you know that have three sets of gear?), because with the dailies, badges from two lockouts AND two/three weeklies, and drops from two lockouts, the gear is out there. In Cata, we'll only get one lockout, and we'll be capped on how many PVE points we can get in a week.
If 10 mans are designed to take more time to gear up, that further delays the drops going to off spec, limiting how many folks are going to be able to switch as needed. Players who value their flexibility may have incentive to do 25 man raids. I imagine that even 10 man raiders will be able to keep offsets, but they might have to mix and match some lower tier gear to do it.
While it's true that healers and casters maybe be able to use a lot of their main gear for their offspec, that doesn't help tanks, paladins, or enhancement shamans. Their offsets will be built from scratch.
5. 25 man raids, in Cata, can shift down to smaller raid sizes on short nights, while 10 man groups can not shift up. A low attendance night won't cancel the larger raid, assuming there's enough tanks and healers, as they can at least do a fight or two at the 10 man size.
6. Problem players and cliques can claim more authority in a 10 man raiding group. Lots of players like 10 mans for the intimacy (I do, too). I have accepted that in a 25 man environment, there will be at least a couple of absolute dicks. If I choose to progress in only 10 mans, I wouldn't put up with even one. I'd want to genuinely like and respect everyone in my 10 man group, while it's expected that in a larger group that just won't happen. Personalities meshing in smaller groups is more pivotal for group success than in larger raids.
Smaller groups can potentially be polarized by issues and personalities. Just like the difference in feel between a small business and a corporation, the comfort and intimacy can become a liability if not carefully handled. In that respect, 25 man guilds can promote emotional distance and professionality, which some players look for in their raiding environment.
Don't get me wrong, I'm not trying to suggest that 25 man raids are less likely to get emotional or have drama explosions, because that's not true at all! What I am trying to say is that it rocks the world of a 10 man guild when 10% or 20% of your raiding force ragequits. That's the potential to call the raid for the night, which is quite a bit of power in the hands of one individual. In a 25 man raiding guild, the individual holds less power and therefore can't emotionally blackmail the group. Granted, these aren't the players you want in your raid anyways, but calling a raid early for a night or not raiding at all is dangerous for guild morale. I've always felt there was a higher potential for fallout in a 10 man group over the 25. It's more intimidating to risk pissing off 24 people than 9.
6. 10 man healers will (likely) be less specialized. This is quite a bit of speculation on my part, but I predict that Blizzard's motto for healers of using the whole toolkit will come out much more in 10 man raids than in 25's. In larger groups, there is more room for specialization, while in small groups there is a need for versatility. Healers who want to specialize could very well be happier in 25 man raiding group, especially healers who expect to be doing the same job all the time. That isn't to say that tank healers will never cast raid heals or vice versa, but I predict that I want to define myself as a tank healer, I'll need to stick to 25 man raids to do it. In a larger group, it's easier to specialize and expect to fulfill that role. A lot of healers will love the versatility of healing in 10 man raids (I like playing my priest and druid more in 10s than 25s) but some will still prefer to specialize.
7. Managing a 10 man really isn't that much "easier" than managing a 25, it's a busy job no matter the group size. I've done both, and obviously YMMV, but personally I've found being an officer in 25 to be simpler even if the volume of tells is always worse. With a larger team of officers, my role was clearly delineated and there was almost always another officer online to confirm policy or ask for support. Going back to the small business analogy, a 10 man officer is going to juggle more hats. The 25 man officer is going to take care of the assignments given to them, and deflect other matters to the correct officer. Established roles make for less stress and less stepping on toes.
If I were offered a leadership position again, I'd rather take it in a 25 man guild than a 10. The argument that no one will want to manage 25s falls flat for me. It's a lot of work and emotional investment to manage a guild, no matter its size.
TL;DR: If Blizzard stays true to their design mission of play the raid lockout you WANT to play, I believe 10 man raids will be a lot more prevalent, but I don't think it's the death knell for 25 man groups. There will still be incentives to do the larger raiding groups, and I think there will be enough players who genuinely want to do 25 mans to do them.
I have yet to see what raiding will be like in Cataclysm, but I have a good feeling I'll be playing with the folks I want to raid with, whatever lockout that ends up being. I voted "banana".
LICH KING UPDATE: I KILLED 25 LK LAST NIGHT, and completed 7 hardmodes this week! (My guild is up to 8 hardmodes, but my internet sucks so I had to step out for Saurfang, which really bummed me out.) BUTBUT shiny new mace and I just broke 43,000 mana!
Tuesday, September 7, 2010
stupid things i didn't know
Randomness here today.
1. I used to think it was great because early in Wrath I taught myself to fly from Dalaran anywhere from Northrend. Well, normal people with their functional computers can see Dalaran from miles away. This is only a skill when you have all your settings turned down (honestly, it's not even then).
2. I had some serious totem envy in Gnomergon when I saw that someone else's fire totems looked way sweeter than mine. I pondered this for runs and runs--was he specced for this?--and then it hit me. Each race of Shaman has it's own totem. Mine only look like fence posts because I play a cow. I've been on the Alliance side for so long I got used to their only being two types of shaman (big shoulders or not).
3. The Lich King is dead! And I was able to christen my shiny new computer by one-shotting him the very first day I had it with a well-constructed PUG. (Perhaps not a stupid thing I didn't know, but still news.) And no, I didn't release when we all died. I did DPS the hell out of him after we got rezzed, though. Gogo 3k judgements!
4. Paladin heals have graphics. I used to love Holy Shock when it made the recipient shudder as they got the heal, like Prayer of Mending or maybe that I was just trying to knock over the dps. Turns out there's golden light there, too.
5. Today is Tuesday. I woke up this morning thinking it was Monday, and wondered why in the world I couldn't fill up the Auction House before I went to work... Happy Tuesday, everyone!
1. I used to think it was great because early in Wrath I taught myself to fly from Dalaran anywhere from Northrend. Well, normal people with their functional computers can see Dalaran from miles away. This is only a skill when you have all your settings turned down (honestly, it's not even then).
2. I had some serious totem envy in Gnomergon when I saw that someone else's fire totems looked way sweeter than mine. I pondered this for runs and runs--was he specced for this?--and then it hit me. Each race of Shaman has it's own totem. Mine only look like fence posts because I play a cow. I've been on the Alliance side for so long I got used to their only being two types of shaman (big shoulders or not).
3. The Lich King is dead! And I was able to christen my shiny new computer by one-shotting him the very first day I had it with a well-constructed PUG. (Perhaps not a stupid thing I didn't know, but still news.) And no, I didn't release when we all died. I did DPS the hell out of him after we got rezzed, though. Gogo 3k judgements!
4. Paladin heals have graphics. I used to love Holy Shock when it made the recipient shudder as they got the heal, like Prayer of Mending or maybe that I was just trying to knock over the dps. Turns out there's golden light there, too.
5. Today is Tuesday. I woke up this morning thinking it was Monday, and wondered why in the world I couldn't fill up the Auction House before I went to work... Happy Tuesday, everyone!
Labels:
10 man,
healing,
holy paladin,
icecrown citadel,
pugs,
silly
Subscribe to:
Posts (Atom)