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Maltoheals's picture

A good Pod Cast for healers

Maltoheals — Tue, 01/25/2011 - 12:58

I thought I would post this episode of

Circle of Healing Podcast

 

Excellent discussion for all healers

 

 

 

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Sargus's picture

Glory of the Cataclysm Hero

Sargus — Thu, 01/20/2011 - 20:35

I'm going to be trying to put a 5 man group together to go and get all the achievements needed for this meta 

http://www.wowhead.com/achievement=4845

It rewards a very sexy http://www.wowhead.com/spell=88331/volcanic-stone-drake

We will be running the heroics probably on Sunday and maybe Thursday afternoons, before the rated BG's start up. I plan to run a few each night until we knock them all out. I really do not want to try and do it all in 1 night, or even 2 and maybe even 3. Heroics are boring enough, no one wants to do that many at one time. If you cannot make a night that we have planned to run on do not worry! We will not run unless all five of the players are in attendance, it's easier if we are all on the same page. Plus, I really do not want to do some of the achievements more then once. 

I need 2 DPS (1 melee 1 ranged... or both ranged) a tank, and of course a healer. I have to enforce some type of gear requirement, from what I have heard there are some challenging achievements. Just don't be in all quest greens and all that. 

If your interested leave a comment or PM/mail Nicklolz. Thanks!

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Luminaire's picture

Luminaire's Amateur Raid Vids

Luminaire — Tue, 01/18/2011 - 09:18

Hub for any kill videos I decide to put together.

BLACKWING DESCENT

- Maloriak: http://www.youtube.com/watch?v=cIneeDh2xhI : completely redone with masterful new intro and less video drops.

 

 

Bastion of Twilight

- Halfus Wyrmbreaker: http://www.youtube.com/watch?v=qWrv1dFiRpU

- Valiona & Theralion: http://www.youtube.com/watch?v=7kCXVQc4p1Q

- Ascendant Council: http://www.youtube.com/watch?v=uCfGxBIcNAs

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Holy Priest - Cataclysm Healing

Rescue Toaster — Sat, 12/11/2010 - 12:36

Introduction

The role of healing has changed dramatically in the Cataclym expansion. Gone are
the days of blindly spamming the most powerful healing or damage
absorbing spell with utter abandon to overhealing. Healers must be
sparing of every drop of mana even during five man trash.

This guide is designed to collaborate on methodologies to assist veteran and
new holy priest healers in this crazy-damage intensive world.

Initial Thoughts

Pros:

- Healers are required to critically think and practice true triage in order to endure basic boss encounters

- Healers get to use more spells than 1 or 2

- Cooldowns are used all the time instead of during sparce one-shot moments

- Glyphing is really important and situation requiring consistent swaping

- The party or raid must engage in stronger teamwork orientation to mitigate
optimal damage as well as peform, individually, at their best

- Mechanics that are designed to potentially wipe are actually hazards.
While failure to execute from 1 or 2 players once or twice is sometimes
excusable multiple infractions will cause a wipe

Cons:

- Always having to drink slows dungeon crawling to a true crawl

- Glyph swaping and drinks are expensive

- Mana conservation is at such a level that healers are often left with a sense of inadequacy to help their group

For a
general idea of where to start I suggest looking here:
http://elitistjerks.com/f77/t110245-cataclysm_holy_priest_compendium/

Talent Building

Instead of listing what you are to get I'll make this brief and suggest what you should avoid:

- Spirit of Redemption: Good healers should be last or next to last to die. By the time this is useful the group is preparing to wipe. The only ideal would be if the healer is too low on mana to continue and then martyrs themself to have free spell casts for 15 seconds (21 seconds glyphed). This requires the healer to be able to die and to do so near the group. While it's application seems feasible, it just seems like that additional talent point would be more often used elsewhere

- Blessed Resilience: This is a pvp talent

- Darkness (shadow): The amount of haste acquired should be sufficient from gear and gemming alone. Talent points should be focused in Veiled Shadows not just for the Shadow Fiend cooldown reduction but for the Fade cooldown reduction too

- Improoved Power Word: Shield (Discipline): You're a Holy Priest. Heal.

The one talent that priests should have is Lightwell. It's our highest hps and can be preset before a fight starts.

Healing Spells

Binding Heal - 28% base mana : 5387 base heal : 1.5 sec

Circle of Healing - 21% base mana : 2225 base heal (5 targets; 6 glyphed) : instant

Desperate Prayer - 0 cost : 6353 base heal (only used on self ; requires talent point) : instant

Divine Hymn - 36% base mana : 4773 base heal (12 heals) : channeled

Flash Heal - 28% base mana : 6726 base heal : 1.5 sec

Greater Heal - 27% base mana : 8968 base heal : 3 sec

Heal - 9% base mana : 3363 base heal : 3 sec

Holy Nova - 15% base mana : 2182 base heal (all friendly in 10 yrds) : instant

Holy Word: Sanctuary - 44% base mana : 389 base heal every 2 sec for 18 sec : instant

Holy Word: Serenity - 8% base mana : 2800 base heal (guess) : instant

Lightwell - 30% base mana : 3426 base heal (every 2 sec for 6 sec) : 0.5 sec

Prayer of Healing - 26% base mana : 4446 base heal (party) : 2.5 sec

Prayer of Mending - 18% base mana : 3537 base heal (bounces 5 times) : instant

Renew - 21% base mana : 1457 base heal (every 3 sec for 12 sec) : instant

Healing Mindset

Healing is difficult. Among watching our mana, watching health pools of everyone, keeping an eye on boss timers, looking out for debuffs, keeping track of chakra states, and keeping ourselves alive we have a lot to do.

Healing comes down to the following processes (not in any specific order):

1.) Should I heal?

2.) What spell should I use?

3.) Should I dispel?

4.) Leap of Faith?

5.) When should I use a mana regen cooldown?

Blizzard said they wanted healers to practice triage. For those who aren't familiar with that term triage is the combat medical tactic of deciding which injured soldier lives or dies on the battlefield due to limited medical supplies. Blizzard has succeeded in implementing the need but healers may not have gotten used to the concept.

Healers need to change their mindset. In Wrath of the Lich King we were used to mechanics that both forced and allowed us to maintain groups' health topped off at all times. This cannot work in Cataclysm. Healers don't have to let someone die, but they shouldn't be afraid to see dps hovering around 50% health either.

I use every spell in my book. Some more frequent than others but they all have an uptime. This is due to a need to be flexible in healing situations and Holy Priests glorious ability to switch roles in the middle of fights with chakra states.

How to Heal

Before any fight strategically place a Lightwell. Talk to the tank and figure out where he/she will be and place between tank and dps. The range has been increased and clicking the Lightwell no longer changes focus. Make sure people know how to use it. If a player is struck for 30% or more of their base HP, the effect goes away.

Initiate chakra and prepare to enter a state (Heal for Serenity; Prayer of Healing or Prayer of Mending for Sanctuary). Your chakra state will depend on the projected damage take: Serenity is typically single target and Sanctuary is group oriented.

Note on chakra states: While Sanctuary offers massive boosts to group healing it is the most mana expensive state. This is due simply to the fact that healing multiple 100,000+ HP targets is draining. Group healing is subject the massive overhealing especially when the damage is just pooring into the group, healers will tend to use an extra group heal or two when it isn't necessary especially approaching a transition from group to single target healing requirements.

To avoid this be aware of how damage is being inflicted. If it's a steady stream of damage, then you can apply an AOE heal that adds a HoT and watch for spikes on the tank (Prayer of Healing (glyphed), Prayer of Mending, Holy Word: Sanctuary, Renew). If the damage comes as a massive pulse, then use the non HoT'ing AOE (Prayer of Healing, Holy Nova, Circle of Healing).

Prefence to healing state is given to Serenity. This is due to the inexpensiveness to maintain and the addition of a cheap-effective instant cast spell Holy Word: Serenity. This state allows the Holy Priest to recycle the life of an applied Renew on target by casting any direct healing spell (Binding Heal, Heal, Flash Heal, Greater Heal, Holy Word: Serenity).

Holy Word: Serenity doesn't refresh Chakra state currently. This seems like a bug to fix.

The premise is to cast Renew and refresh it with direct spells instead of recasting Renew in addition to directly healing. This generates mana efficiency by removing the need to cast Renew every 12 seconds.

So after placing a Lightwell, I'll first cast Renew on the tank immediately after the first hit. Depending on the nature of the opening engagement I will either cast Heal to enter Serenity or I will cast a Flash Heal if the spike damage is severe. Here're my trees for opening engagements:

Light damage : Renew -> Heal -> Holy Word: Serenity -> Heal

Heavy damage : Renew -> Flash Heal -> Heal -> Holy Word: Serenity -> Heal

Massive damage : Flash Heal -> Flash Heal -> Greater Heal -> Renew -> Heal

On all opening fights it is important to watch the initial hit. I don't pre-HoT because it causes too much problems. Even if I were able to drink before the pull chances are the HoT would simply overheal and by the time the tank took the first noticible spike of damage it would be too late to enter Serenity to save the refresh.

Holy Priests in Serenity need to maintain that Chakra state for the duration of single target damage or at least until the spell Chakra is off CD. I stronly recommend keeping the state active instead of relying on recasting Chakra to reenter because the priest may need to change during encounters. To maintain Serenity the priest must cast Heal on anyone in the group. This is good for the following reasons:

1.) Heal is among the cheapest spells

2.) Heal refreshes Renew on target if in Serenity

3.) Heal can proc Surge of Light (free instant cast Flash Heal)

4.) Heal adds 4 sec to Chakra state if in Serenity

There will be spike damage. To deal with this I use Greater Heal which can be augmented by the talent Serendipity. This talent reduces the cost of Greater Heal or Prayer of Healing by 10% and reduces cast time by 20% (with two stacks). This comes from healing using Flash Heal or Binding Heal. Updated 12/13/2010

But Flash Heal is expensive. Won't maintaining Serendipity cause me to go oom?

Yes. Maintenance of Serendipity throughout a fight is a horrible idea. I see the use as either a proc due to Surge of Light, happenstance from needing to use Binding Heal, or knowing a massive spike is about to occur. Don't attempt to hold two stacks of Serendipity for the plausibility of needing a big-fast heal "at some point." Use it when it's available.

Speaking of Binding Heal it is a tremendously good spell. It's literally a Flash Heal that heals both the target and the healer. So in circumstances where the healer and another party member takes damage, use Binding Heal. Not only is it cheaper but faster to cast a single Binding Heal than two Flash Heals or four Heals or two Heals and two Renews.

AOE healing is difficult. Some people spec into damage reducing talents, gear isn't on the same level cross the board, gems, item enchant disparities, ability to move out of fire, do all players get hit or just two or three?, debuffs, tank damage in addition to group damage, all these things make it nearly impossible to not overheal.

Some damage is constantly happening and others spike; sometimes the spiking happens fast enough that if the healer waits to cast AOE the group will wipe.

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Fjork's picture

What will you be raiding in Cataclysm? (Raiding members only please, I might not be raiding, but this is for ya'll to look)

Fjork — Thu, 10/21/2010 - 19:19

10 man - 3 night
30% (20 votes)
10 man - 4 night
14% (9 votes)
25 man - 3 night
29% (19 votes)
25 man - 4 night
6% (4 votes)
When I can, I'm gonna be a 'backup'
9% (6 votes)
*teardrop* After 14 years of Warcraft, I'm bowing out.......
12% (8 votes)
Total votes: 66
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Derchlon's picture

Hunters and their Keybinds

Derchlon — Thu, 07/22/2010 - 00:35

So I was just reading Saedo's post about gaming mice, and it reminded me just how MANY abilities hunter's have, and our need to use them in a raid environment.

I'll admit, that since I use a standard left/right + scroll wheel mouse, I manually clicked several abilities and cooldowns while raiding.  These abilities were situational abilities such as Trueshot Aura, Scorpid Sting, Viper Sting, MD, FD(I really really really wanted to bind this.  I did.  I promise), Tranq Shot, Aspects, Potions(outside my Nuke CD), as well as almost all of my pet abilities(For pet management, I didn't press a key, I manually pressed "pet passive" and "pet defensive").  I thought I would list for posterity what my key binds actually were for most fights, partly to reminisce and partly justify the future purchase of a full on double rainbow calliber gaming mouse when I finally return to raiding.  Some of these are kinda wonky for people used the the "1, 2, 3, repeat" style of play.  Mine is a bit more... feel oriented, and should there by not be taken as a priority list.  Instead, view it for what they are, a list of abilities that are easy to reach(mostly).

 

~ : Kill Shot
1 : Arcane Shot+Rabid+Kill Command
2 : Chimera Shot+Silencing Shot+Rabid+Kill Command
3 : Steady Shot+Rabid+Kill Command
4 : Aimed Shot+Rabid+Kill Command
5 : Serpent Sting
6 : [This slot varried a lot, and was generally my "go to" slot for the boss mechanic flavor of the week.  Otherwise, Concussive Shot]
7 : Volley
8 : Hunter's Mark (Truth be told, I rarely used 8 or 9.  I "felt" that they were too far to the right from my WASD.  I usually manually clicked HM)
9 : [I've forgotten what I bind here, because like 8, I rarely used it.]
0 : Readiness
- : Big CD NUKE--> Call of the Wild+Rapid Fire+Potion of Speed+any trinket I was saving for important fight moments like breaking XT's heart.

Middle Mouse : Disengage/Deterrence (depended on which was more important for the fight mechanic)

-----------------------------------------

That is just a PvE list.  In order to play a hunter properly in Arenas, you need many many more macros.  I can't tell you how satisfying slaughtering the first rogue I saw after binding a /cast !Flare macro to the end of all my shots for a BG.  It just wasn't even fair.  Now imagine putting something like that more comprehensively on a mouse button... see where I'm going with this?

Anyways, I hope you guys have been pleasantly diverted by this insight into the Hunter.

 

 

 

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garreth's picture

Garref out March 15th-21st.

garreth — Sun, 03/07/2010 - 20:13

This is a post to let you guys know far in advance that I will not be able to log in for an entire week starting March 15th. I will be in Cabo San Lucas, lying on the beach and drinking margaritas until I can't feel feelings. 

Good luck, kill shit.

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Agoney's picture

Raid Difficulty Commentary!!

Agoney — Wed, 02/24/2010 - 10:37

This is taken from MMO Champion. I disagree with it strongly, I'll post my thoughts a bit later but would like to see what people's opinions are.

http://www.mmo-champion.com/general-discussions-22/warcraft-raiding-has-...

Copied word for word.

There's a long-running meme that going to 25 man raids from 40, or
easy/hard modes or difficulty tuning has significantly nerfed raiding. 
This is simply untrue.  Raiding in vanilla WoW was, in most cases,
relatively simple from a mechanics perspective.  Molten Core and
Blackwing Lair, which are held up as guild-breaking raids, had boss
mechanics where the whole fight was as simple as "Run away when you are
the bomb," "Line of sight his ability," or "Tank him with your back to
the wall."  There are trash packs in ICC with more complicated
execution requirements than bosses from early raids. 

What's changed is this:

1.  Tuning -
It's very easy to make a boss a progression wall.  If boss X requires a
certain level of gear to beat and boss Y requires much better gear, or
special resist gear, then your guild has to farm V, W, and X for a
couple of months to beat Y.  Blizzard used to do this.  Ragnaros,
Huhuran and Vaelestrasz were originally hard gear checks, Rag and Huhu
required you to farm lots of resist gear, while Vael required very high
raid DPS, which meant a lot of guilds that were farming Rag had to farm
him a bunch more to be mathematically capable of beating the boss. 
Nefarian is another extreme example.  His shadow flame ability killed
anyone without a cloak made from Onyxia's scales.  But you had to farm
Ony every week for nearly a year to outfit everyone in your raid with a
cloak. 

This keeps people from completing an instance for a
period of weeks or months, and some people believe it's more "epic" if
an encounter is active for months before anyone beats it.  But this is
an artificial barrier.  And it's not fun at all when a raid boss drops
resist gear instead of something cool.

2. Guild stability - Unattractive
loot incentives in the old game made it much more difficult for guilds
to push progression.  Bosses dropped 3-4 loots for 40 people.  You
generally took about 5 players of each class.  There were no badges. 
And since the oldest raiders had been raiding outdated instances for
years to gear new raiders, and building massive amounts of DKP, they
got everything first.  That meant that, when you were pushing new
content, about fifteen people in the raid knew that, whatever exciting
might drop from that boss, they would not see it for at least four
months.  So many guilds struggled with attendance on progression nights
and were oversubscribed on farming down-tier content. 

There
were also no server transfers in vanilla.  If you lost a player, you
had to either poach somebody geared from another guild on your server
or gear up somebody new.  And new recruits would always be undergeared,
because there was no casual progression.  Between raids dropping about
half as much loot-per-player as they do now, and high raider turnover,
guilds never really farmed out an instance.  Guilds ran MC for years
because new people always needed the loot.  This bloated up the raid
week, making the game an onerous chore.  And if a key raider burned
out, the loss could set the guild back weeks.

Also, having 40
people instead of 25 made ready checks more difficult and
disconnect/afk problems more frequent and time consuming.  Originally
all buffs had to be single-cast.  There were no summoning stones, you
could not summon inside an instance, and warlock summons required a
shard for each use.  Just getting people to the instance took a long
time.

3.  Commitment - This is tied closely to the guild
stability issue; since there were no server transfers, it was difficult
to get a group of the best people in the world together to focus on
breaking an instance.  In many of the world-first screenshots, you'll
see timestamps of 3 AM on weeknights.  Before server transfers it was
much harder to put a guild together that could raid that long.  Some
guilds have leveled multiple alts of the same class and geared them up
into ICC to have more attempts per week at the limited-attempt bosses.
There was no way to put together a raid that would do something like
that in 2005; the world-first wasn't even the same kind of valuable
back then, because there wasn't the same kind of attention being paid
to top guilds' progress. 

Those encounters, except when they
were impossible to beat due to bugs or unattainable gear requirements,
probably would not have stood up as well to the kind of super-guilds
that exist today.

Raiding in Vanilla also required a lot more
time spent preparing outside the raid.  Since the gear available was
often barely sufficient, consumables were very important.  You could
have unlimited elixirs on top of a flask, and pop a potion every two
minutes in vanilla, and there were also special healing tubers in
Felwood that people farmed because they shared separate cooldowns with
potions, and crystals in Un'Goro to farm as well.  And people needed
enchanting oil for their weapons, sharpening stones, etc.

Ragnaros
originally required two greater fire protection potions per raider, per
attempt, and they were a pain to farm.  People who were fourth or fifth
in DKP for their class simply wouldn't do this kind of prep for the
encounters, so officers in many raid guilds often spent 20-30 hours a
week farming consumables for raids.  If there were no fish feast, how
many of your raiders do you think would show up without their buff food?

None of this stuff makes the encounters difficult from a mechanical standpoint.
Players in vanilla had fewer abilities and simpler rotations, and the
fights were generally as complicated as modern 5 man heroic bosses, up
until the last couple of bosses of AQ 40.

As it stands, the
presence of hard modes probably means that a normal mode encounter will
never be as difficult as the hardest stuff in original Naxx or Sunwell,
although Hard Mode Lich King may very well be the most challenging
encounter ever in the game.  But the "difficulty" of the old-world
raids came from them being unpleasant to play, unrewarding from a loot
perspective, and saddled with onerous consumable requirements.

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Shihli's picture

Prof. Putricide (10man) down

Shihli — Thu, 01/07/2010 - 23:19

Prof. Putricide (10man) down

Putricide down, 9th attempt

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Derchlon's picture

Derchlon's raiding days are numbered.

Derchlon — Wed, 12/09/2009 - 01:29

As many of you are aware, I am heading back to school in January.  I have known for a while now, that I will probably have to quit playing wow, or at the very least cut back or eliminate raiding.  I discussed this with Garreth about a month ago, and he suggested that I continue playing until that time came.

3.3 has launched.  Kitten Brigade is looking for solid and CONSISTENT raiders.  I have already decided that I won't be raiding come January, but I intended to raid until then.  With 3.3, I feel this may be the best time to take my leave.  I won't be sponging emblems or loot from the raid, and you can gear up someone who would be able to continue raiding when January comes around. 

I am not abandoning you all, I will still be around if there is no one to fill my shoes.  Know that my presense won't last for long, and that I will be gone with the passing of the new year, so make your decisions appropriately for the next few weeks.

After school is over, I should be ready to raid again but I don't expect a spot.

 

-------------------------------------

 

To Kwon and Minorthreat:  In regards to our 3s team, I will likely keep my account active.  Please note, that I would not be able to do arenas more than 3 hours total PER WEEK.  I'm trying to make sure I don't screw this school thing up, but I don't want to leave you in the lurch.  We totaly destroy folks, its fun, and isn't time consuming.  I hope 3 hours a week is enough for you, otherwise you might want to replace me here as well.

 

If any of you have questions, or you want clarification on something, feel free to ask me in game or on vent I don't mind repeating myself too many times.  :P

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