Thursday, June 30, 2011

Spiritual Guidance: The healing priest's guide to raiding guild application trials

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers healing for discipline and holy priests, while her shadowy cohort Fox Van Allen makes her a sandwich.

Last week, I talked about the application process of joining a new raiding guild and all the little things priests have to keep in mind when venturing out in search of a new guild. This week, I'll be finishing the series with advice on how to seal the deal and become a full-fledged member of your new, dream raiding guild. To do that, you'll need to complete and pass a trial.


A trial is when you play with your potential new guild and show off your actual skill at the game, rather than just your shiny application. It is your one chance to show under their scrutinizing eyes that you're capable of slaying internet dragons with them. For a healer, this is a very stressful time, because it's not as simple as showing up and beating everyone else on the DPS meters. Even if you make no mistakes, it's hard to assess healers if other players around you are equally skilled. Let's discuss some of the finer points of showing others you're a worthy healer, and as the headline implies, put a priestly spin on it.


Communicate everything


Obviously, it's important to play well, but a healer's ability to communicate well is equally important to the ability to push buttons at the right time. Raiding is all about teamwork, so if you can't communicate effectively, you'll have a much harder time working with others than if you did.


Priests in particular have many things we need to talk about in combat. Pain Suppression, Guardian Spirit, Power Word: Barrier, Hymn of Hope, Divine Hymn, and Leap of Faith are all abilities other players need to know are being used, so let everyone know when you're using them. You especially want to communicate their use if you have to (for whatever reason) break the original order you were assigned to use those abilities. You can use /say and /raid macros that tell players what you're doing, but it's always best to back up those macros with a comment in voice chat.


There are several other general things to communicate in a new guild as well. First, ask questions on fights you don't have experience with or don't know the strategy for perfectly. ("How do you guys spread out for this air phase?") Each guild does things differently, so knowing exactly how something is done will save you embarrassment. If you do make a mistake ("Oh my god, I just lifegripped the tank! I'm sorry!"), you should always admit to it and apologize, especially if you've caused a wipe. Doing so will make you seem accountable (which most people like in a raider), and if there is any way to salvage a mistake, sometimes you can do so if you're up front about it.


Finally, ask what your healing assignments are, so you know what the guild wants you to be doing as a healer on each fight.


Don't let your target die


Once you know who you're healing, it's paramount that you keep that target alive, no matter what. Prioritize that assignment over all things (except your own health -- you need to be alive to heal). You can heal other players outside your assignment, too, but if you can't comfortably switch off the tank, off tank, or whoever you've been assigned to heal, then don't. There might be a juicy health deficit in group 3 that hasn't been touched because the player was temporarily out of range, but you need to always prioritize your target. If your target dies, your guild will think that you're either incompetent or you care more about healing random rogues in group 3 than doing your job. Neither are desirable.


Should you fall behind on your target for whatever reason (healing that rogue in group 3) and you suddenly find yourself unable to keep your target alive, remember that you are a priest and have abilities like Pain Suppression and Guardian Spirit. Use them liberally if you have no other way to keep your target from dying. After you've done so, remember to communicate. Tell your raid, "Hey guys, I had to use Guardian Spirit just now, so mine is on cooldown now!" This can create problems in some fights, but for most fights, your group can usually juggle around cooldown abilities and work through it -- but they'll only know to do this if you tell them. The end result of this is that the guild will know you know when to think for yourself to keep your target alive (even if it's your mistake that he needed the cooldown in the first place) and are able to resolve any problems that come from changing the plan mid-fight.


Numbers do matter


Everyone knows that meters don't matter so much for healers. Logically, we know that a player who lands a Flash Heal on a tank when his health drops to 1% is more beneficial to the raid than the player who ignored the tank to cast Renew on five players who had a 8% health deficit. (Sure, those people have to get healed eventually, but the player at 1% should take priority.) We also know that the player who consistently chooses what's best for the raid is better than a healer that obsesses over meter performance and is always at the top.


But even though we know that, we ignore it a lot of the time. We ignore it because it's fast and easy to use a meter to judge someone's performance. If someone's healing isn't high enough, they must not be skilled enough or not trying hard enough, right? Not to mention, trying to assess someone on actual performance takes thought and effort -- and you have to pay attention! Pft! Forget that!


That's why meters matter when you're doing a trial. There will be tons of players, both members and officers, who will assess you with a quick glance at a healing meter. If you're sitting at the bottom, they will think less of you. So try your best to find a medium between greedy healing and helpful healing. Always keep your target assignment alive, then milk effective healing numbers from any target on which you can get a heal off. Frostheim would remind you that guild trials are a great time to heal hunter pets! (He'd also remind you that every time is a good time to heal a hunter pet, but we won't go into that.)


As a priest, you can of course find many ways to make sure you're getting lots of additional throughput. Use Circle of Healing on cooldown, and keep Renew up on anyone taking damage (as long as you can spare the mana). Use Greater Heal instead of Heal, just in case your target loses a tiny bit more health before you get your cast off. Always make sure Prayer of Mending is active and on cooldown. Set your boss timers to let you know whenever big raid damage spells are about to be cast, and time a Prayer of Healing just after or a few Power Word: Shields before so you can get full credit for the healing done by them.


Find your healing niche


Every raid group that is looking for a new healer has a hole to fill that is more than just a player vacancy. You might be getting picked up because you have Power Word: Barrier, but you aren't just there to cast that spell every 3 minutes (particularly if you happen to be holy.) Other healers will have things they naturally gravitate to doing when they aren't healing their assignment. Druids will often stack HOTs on players they think will take damage. Shaman might use Riptide on any random player who needs a heal. Paladins will be checking their hair. (For some reason, the expression "holy check" just fell apart in my brain.)


Your job as a new recruit is to find out what job isn't being taken. Is there a player in group 2 who never gets any heals cause everyone hates him? Make him your new best friend. Do the healers get too busy to heal themselves and die during phases with strenuous raid damage? Heal them!


Watch your raid frames carefully, and look for trends. Even if you don't necessarily know who is healing what, you should be able to see a pattern of what people tend to heal and not heal. Your job in finding your niche is to heal what isn't being healed. And if that's not a juicy enough assignment for you, then you can say "Screw finding a niche!" and try to do someone else's job better than they can (you smarmy bastard). If you do that, you'll need to be fast in switching between your assignment and everything else. Don't screw it up!


As a priest, play to your strengths when looking for your niche. If no one likes healing the tank, then arrange your gear, talents, and glyphs around tank healing (pick up Surge of Light, for example). If no one heals the raid, then make sure you've got all the spirit you can possibly get and go heavy with AOE healing and Renew (or shields, if you're disc). If you're one of two holy priests, try using the Chakra stance the other guy isn't and get what he misses as a result. If you're one of two disc priests and he's a shield spammer, stack up some haste and use Prayer of Healing more.


Ask what you can do to improve


My last bit of advice isn't so much about playing your class as it is political advice. It also happens to be more healer-specific than priest-specific, but don't mind that.


Because raid teams are delicate little ecosystems with relationships and structures that have existed long before your arrival, it's important to respect the structure of a raid team if you're to become a part of it. The best way I've found to do that is to ask your peers what you can do to improve. This will achieve a couple of things. First, it will help send the message that you care about fitting into your environment and growing as a player in general. Second, if you do have any problems, it will allow you to explain yourself (if you know what you did wrong) and identify any issues you didn't know were there. Asking in general will also help you figure out what the guild is looking for from a healer and help focus you on improving or emphasizing those traits. It also has the bonus of making you seem more amicable and thus make it easier to gain friends.


If you're not sure who or when to ask, go with your gut. I personally like to ask a player I respect, be it a healing lead or a good healer in the raid. I'll ask once a week, before or after the last raid of the week, depending on schedules. (Remember to be understanding of the person's time!) If you ask an officer, you'll have the added bonus of getting a person who might be voting on you later to think about how you've played. If you played well, they'll remember it better later when you lifegrip the tank. (What, you never lifegripped a tank?)


And with that, I will leave you again this week. I hope this was helpful to any of you starry-eyed raiders looking for a new home. Next week, we'll be moving onto guides for patch 4.2 and the Firelands. Let me know in the comments if you have any questions in particular you want covered, and I'll see where I can tie them in.
Spiritual Guidance has the inside line on pre-raid gear, valor point and raid gear, and healing strategies for bosses such as Atramedes and Chimaeron. Newcomer to the priest class? Look into Discipline Priest 101 and Holy Priest 101. Tags: application, apply, applying-to-a-guild, applying-to-a-new-guild, applying-to-guilds, class-help, disc-priest-spiritual-guidance, discipline-priest-spiritual-guidance, featured, guide, guide-to-priests, guild-app, guild-application, guild-applications, guild-trial, holy-priest-spiritual-guidance, priest-guide, priest-talents, raiding, raiding-guilds, talent, talents, world-of-warcraft-class-guide, world-of-warcraft-guide, wow-class-guide, wow-class-help, wow-guide, wow-priest, wow-priest-info, wow-priests, wow-talent-guide

Filed under: Priest, (Priest) Spiritual Guidance


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The Queue: Frightening little things

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Ah, patch 4.2. It's nice having something I can do solo on a high-end character. Kick back, relax, kill some mobs at my leisure. I only wish the first tier of Firelands dailies wasn't so ... limited. Two quests per day until the next unlock is a bit boring! It gets better, though.


Skar asked:


Where's my /map animation?


It isn't /map. You have to actually open your map (or your mail) to see it. Though if you have your map open ... you probably still won't see it.


Knob asked:


Now that Firelands is coming, let's speculate on future raids in this expansion. Do you think we'll see a War of the Ancients raid? I know it was hinted at during Blizzcon (Afrasiabi said that we're going to see the Infinite Dragonflight in action), but with Firelands having been pushed from 4.1 to 4.2 and Abyssal Maw being cancelled, do you think WotA will end up on the chopping block as well? And will we ever hear about where Deathwing is holed up? We always knew that Illidan was in the Black Temple, Kil'jaeden was waiting to be summoned in the Sunwell, the Lich King was on top of the Icecrown Citadel....but where is Deathwing? It seems like he doesn't have an iconic place to call his lair.


Cataclysm has made me very unwilling to rely on things Blizzard says at BlizzCon. I'm fairly certain that almost every major Cataclysm feature discussed at the past BlizzCon(s) ended up either changing so much as to be unrecognizable or were straight up canned. That's understandable to some extent -- some of those features just weren't working out -- but this expansion has reached nearly comedic levels as far as how much hasn't happened/won't happen.


I would love to be able to say, "Yes, absolutely, we're getting War of the Ancients," since Blizzard talked about it at BlizzCon, at a fansite gathering, and to the press, but the reality is that we have no flipping idea what Blizzard is doing this expansion.


Deathwing ... who knows? Maybe we haven't seen his lair because we'll fight him in an instanced version of the overworld. Showdown over Stormwind City?


Neroh asked:


I was excited about the new roar sound effects in patch 4.2...but they sound horrible. What's the deal!?


Fun fact: Those /roar sound files have been in the game files since the very beginning, back when the game launched. They were just never used. Those recordings are probably six, seven years old. They were most likely never used because they sound absolutely awful. Players liked the worgen roar so much, however, that they decided to enable them for everybody.


If you play a draenei or a blood elf, your roar isn't actually a roar. It's a /charge emote reassigned to /roar. Why? Because Blizzard didn't have a roar recorded years in advance for you guys, and it didn't record anything new for anybody when implementing these /roars. You guys get a recycled sound file, and everybody else gets one from 2004.


bebop6275 asked:


Why is one of Hakkar the Soulflayer's nicknames The Faceless One?


I think "Faceless" is just one of those stock titles to make something sound evil. It probably has no relation at all to other Faceless-styled things in Warcraft.


Things that are faceless are scary. See: The Slender Man internet phenomenon. Unless you're easily creeped out like I am, then don't look into the Slender Man at all. Really. Don't.


My question to you:


Is it just me, or is World Shaman a super-lame and awkward title?
Have questions about the World of Warcraft? The WoW Insider crew is here with The Queue, our daily Q&A column. Leave your questions in the comments, and we'll do our best to answer 'em! Tags: facebookfeed, featured, guide, patch-4.2, qa, question-and-answer, world-of-warcraft-patch-4.2, wow-answers, wow-daily-answers, wow-daily-questions, wow-guide, wow-patch, wow-patch-4.2, wow-patch-4.2-news, wow-patch-news, wow-player-questions, wow-q-and-a, wow-questions

Filed under: The Queue


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Holy paladin pvp guide for cataclysm

I like that holy pallys can now try to put out a little offensive pressure as well with holy shock, exorcism, hammer of wrath. They’ll never be as offensive as disc priests but those guys are broken now anyway so…



holy pally pvp guide (talents, macros, etc.)


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Wednesday, June 29, 2011

80-84 xp off bracket

Very interesting thread here boasting that 80 twinks are having fun these days. Of course there may be a few 84 xp off guys ruining their day but whatever BGs seem to be mostly 80s and mostly fun. It does seem that you have to queue at the right time though. During off-peak hours you may not get into any BGs at all.

For those of you thinking let’s go to 84 and crush these 80s, that’ll work. At least for now. Some people on the thread claim 81-84 will soon get their own bracket but I think they’re basing that on what they want. I haven’t seen any evidence that Blizzard is actually considering this.

This entry was posted on Thursday, February 24th, 2011 at 11:32 am and is filed under Battlegrounds. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.


View the original article here

Engineering for BGs and arenas?

Engineers have a lot of complaints. One is that other professions get stats or gear they can use in rated BGs and in arenas but engineering stuff can’t be used in either. Also, rocket boost (which used to be amazing in BGs) now malfunctions so often it’s not fun anymore. Leveling from 80-84, you can’t use the engineering epic helm even though it requires level 81. The mats aren’t obtainable until you get into heroics. I still remember being pretty tough around level 78 with my crafted blue pvp set and my epic engineering helm having fun in the BGs.


And of course engineers can’t make money.


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Tuesday, June 28, 2011

Priest leveling in BGs from 70-80 gear decisions

A lot has changed in WoW and I now get xp for BGs and the BG daily quest. I like BGs much more than questing so it’s safe to say I’ll be doing some of this as I take my priest from 70-80.


Now my priest, Bakayoko, is funny. I’m a shadowweave tailor and was shadow in TBC when we were the awesome mana batteries everyone loved. So I’m pretty much all purple with the frozen shadoweave and spellstrike tailoring stuff.


My gloves, wrists, back, and belt (plus my staff) were blue though. The back I replaced with a 70 pvp epic Volanthius shroud.


Now I have to buy more pvp gear as I level up because I don’t want to hit the 75K honor cap. The question is when do I stop buying 70 pvp epics and start stocking up on items for level 80?


I don’t plan on hitting 80 all that soon so there may be upgrades in the gear I buy. I might buy something for honor points now only to find when I’m higher level that there’s a better one available.


I’ll also be able to craft the frostsavage pvp starter set (can’t wait to wear that in the 70-79 bracket at level 78 and kick some ass) – maybe I should be a 78-79 twink without the xp cap since it will take forever to level up doing a couple bgs a day anyway.


So my plan is to buy a few more 70 pvp items – belt might be next. But eventually I’ll do the 108 resilience medallion of the horde, another trinket, necklaces, and rings. And save up for level 80.

This entry was posted on Saturday, October 3rd, 2009 at 8:17 am and is filed under Battlegrounds, Gear, Leveling. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.


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Cataclysm prot pally pvp videos

Check out part 15, the rpot pvp videos. Covering arena matchups (enhance shaman + prot pally vs all kinds of comps) and a couple of BG experiences it’s pretty interesting.


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Monday, June 27, 2011

Low level BGs and BOA gear

The debate rages on. Should people leveling through BGs have to worry about BOA gear. Should randome quest, AH, and crafted greens give you a fair shot in low level BGs or should you need to do instances and find specific blue items and get the right enchants in order to compete?


Both sides are well represented in this thread.


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Old problem with BG numbers not going away

Almost a year ago now I complained about BGs and uneven teams. It seems like it would be pretty simple to let the same number of players join from each faction, but here we are 1 year later with the same complaint popping up daily.


Blizzard we know you’re making enough money to fix this. Now do you care about your game or not?


Tags: BGs, Blizzard, complaint, fix, team size


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Sunday, June 26, 2011

Issues with low level BGs

Interesting thread here with a few different perspectives on low level BGs. The biggest issues:


1. damage too high so easy to get 2 shot / die in seconds
2. Rogues are OP
3. caster BOA weapons are 900 times better than other stuff
4. CC is OP since people die so fast


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Short LARP documentary

Does this look more or less fun that a weekend of WoW?



Weekend Warriors – Live Action Role-Playing from Ryan Pelham on Vimeo.


I have nothing against wow, bat a weekend in front of my computer vs. a weekend running around swinging foam swords… This video is a LARP in Connecticut by the way.


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Saturday, June 25, 2011

The Major League Gaming PC Circuit played on HP, 2009 Dallas World of Warcraft tournament

Very interesting tourney with RMP being the most common comp but not the winning comp. PHD looked pretty sick but incoming nerfs to hunter and death knight ought to change that.


Anyway, at this link you can see video of every single match and it’s quality too. The guys doing the play by play are only OK – they tell you where the focus is but the only individual moves they mention tend to be CC. But it’s still awesome (and addicting).


Scroll down to the bottom of the page I link to for links to the other 2 pages (finals on the third page). Finals were plate cleave (warrior, Death Knight, holy pally) vs. Enhancement shaman, hunter, pally. Pretty interesting comps. Then we saw a mirror with the shammy, hunter, pally comp.


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Officers' Quarters: Ready to abandon ship

Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.

Last week's Officers' Quarters was all about people who complain endlessly to their leadership and what you as an officer can do about it. This week is a bit of a reversal: The officers involved have some legitimate complaints about their guild leader and their guild. They're wondering if they can do anything about the current situation before they all jump overboard.

Hey,

So, i'm a lower ranking officer of my guild for about 2 years now. My 4 closest friends are higher ranking officers in the same guild. We have been having issues, so many in fact that one letter is not enough to explain it all. Let me try to hit the top problems we're having though.


The players in this guild are not good players for the most part. Nice enough, good people even, but you name a standard raid rule, and its broken every night in this guild. Talking over the raid leader? Check. The Guild Master personifies pretty much everything that is bad in the guild...she treats the Guild Bank as her own personal stash, even the highest ranking officers can only access one slot per day from current content materials. She asks for advice in gearing and rotations and then completely ignores it and claims she tried everything she could.[...] And when it comes to raiding, she, and most of the guild are frankly "special". As in, we can not down a fight until the tanks and healers can sustain keeping the raid alive due to superior performance through standing in things, and accidentally toggling enrages. And poor dps [...]. As of now, the only current raid content we can even come close to downing is BH and normal Magmaw. Thats it.


If you havent guessed by now, me and my friends play the tanks and healers in the guild. Back in wrath, things were similar but tanks and healers could be so overpowered it almost didnt matter. [...] Every time we do get a few competent people over just the 5 of us that are qualified, a bunch of "special" normal people in the guild run and cry to the GM and she makes us blow up the raiding team and take people who want to go. [...] We regularly have to "8-man" raid bosses and the like in this manner.

Recently, its just been getting really old. [...] A few of the officers that had been there when i got there are gone now, random friends of the guild master are practically insta-promoted to high officers; but really, everyone expects handouts. No one researches fights, no one brings consumables to raids, no one gives to the guild, everyone shows up 5-10 minutes late (or joins an instance 10 minutes before a raid), the only people who do anything for anyone is the same 5 people. And we're all sick of it and we're all feeling like we want out.


I dont think we all want to gquit on the same day, we want to talk with the GM about it before it happens...but we dont think this can be resolved. Do you have any tips or things that we might want to try or good ways to not quite "blow our way out of town"?


Thanks,


Anonymous

Anonymous, I've written quite a few columns about casual raiding, and the one point that I make over and over again is that casual raiding doesn't mean lazy or selfish raiding. Lazy or selfish raiding doesn't work. Players need to exhibit some degree of personal accountability, and more importantly, the leadership of the guild needs to uphold some minimum standards about what qualifies someone to raid with the guild.

If everyone gets to do what they want, that's not guild raiding. That's a PUG where everyone just happens to be wearing the same tag. In fact, it's actually worse than a PUG, because most PUGs will not tolerate players who willfully underachieve.


In your case, it sounds like you and your friends have the necessary accountability, but few others do. To make matters worse, your guild leader doesn't seem to understand that raiding can't be a free-for-all. That sort of thing might have worked to a limited degree in Wrath, and heck, it might actually work when Blizzard nerfs Tier 11 in patch 4.2. For current Cataclysm tiers, though, this guild will never be able to clear bosses until someone steps up and imposes some kind of organization.


Last chance


It's understandable (and even commendable) that you want to give the guild leader one last chance before you all quit and leave her to pick up the pieces. I would recommend that you and some of the other frustrated officers ask the guild leader if you can chat with her privately over Vent at a scheduled time. Immediately after a raid would be a good window, because you can use examples in your arguments from that same night.


You can invite officers outside of your friends, too, but it sounds like your guild has quite a few given that there are multiple officer ranks. You don't want this dialogue to turn into chaos, so limit the meeting to no more than seven or eight people if you can.


When you talk to her, explain your frustrations in a constructive way. Try not to lose your cool or get emotional. Don't simply complain and point out the problems. Instead, offer realistic solutions. You're all officers, too, so your suggestions should carry some weight.


For example, recommend using the calendar to set up events. Ask people to sign up for the raids that they plan to show up for -- on time -- and then hold people accountable if they are late or don't show up without letting an officer know. Keep track of consistent offenders and stop bringing those players to raids.


Give priority to people who commit to the raid by signing up and showing up prepared. Poor players can usually be coached to improve if they're motivated to succeed and willing to do what's best for the raid team. Players who lack such motivation will never improve.


That way, you can gradually filter out the people who are selfish, lazy, or don't communicate properly. Odds are, most of them are the ones who are driving your raids into the ground.


Bring a list of similar constructive suggestions to this meeting and discuss them with your guild leader one at a time. Based on her reactions, you'll know whether anything will ever change. If she is too unmotivated to take these steps herself, as a last resort, one of you could offer to serve as a raid leader to help the guild progress. Just make sure she understands, if she agrees to this, that the new raid leader will be changing the ways raids are run.


A lot to overcome


One big problem that I see is that she is also one of the players who are holding the guild back. She's probably pretty comfortable with putting in such little effort, and she won't want things to change. After all, your suggestions will mean she has to step up not just as a leader but as a raider, as well.


Even worse, your guild has allowed its entire culture to thrive on self-interest, apathy, and favoritism. At least, that's the picture you're painting for me. None of this can change overnight. It will take some serious housecleaning and the imposition of policies where none exist today. Some guilds have managed it, but it requires a hefty buy-in from the officers in order to enact lasting change.


Casual raiding can work just fine, but successful raiding in any guild requires work from the leadership to make sure everyone is on the same page and work from the players to show up on time, prepared, and ready to do their best. Lazy, selfish players have no business in a guild, let alone a raid -- and it's the job of the officers to make sure that kind of attitude does not prevail.


In your case, that attitude has run amok from top to bottom, but that doesn't have to be the end of the story. Give your guild leader the opportunity to turn things around. Offer your help and support if she'll do it. After that, she can't blame you if she chooses the status quo and you leave for a better overall environment. In the end, what's the point of a guild where everyone, aside from a select few, only cares about themselves?


Whatever happens, I wish you and your friends luck!


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Friday, June 24, 2011

Spiritual Guidance: Priest healing tips for tier 11 heroic mode raids

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers healing for discipline and holy priests, while her archenemy Fox Van Allen is busy looking in the mirror instead of playing a proper spec. Dawn also writes for LearnToRaid.com, produces the Circle of Healing Podcast.

In previous weeks, Spiritual Guidance has tackled how to heal the various raid encounters in tier 11. This week, we're going to revisit each boss on heroic difficulty. Once more, I'll be examining which spec is better equipped to handle the fight while also examining the differences in the new encounter and how to deal with them. We have a lot to talk about, so let's get started.


First, I want to point out that a major difference between any heroic and normal mode encounter is that abilities in heroic do an increased amount of damage. In order to avoid being redundant, please keep in mind that when I point out the differences between modes that the need for more healing will be assumed. If the increased damage significantly impacts the strategy of the fight, however, I will explain how.


Blackwing Descent


Magmaw Preferred spec? Either, though holy might be a tiny bit stronger here. Power Word: Barrier is almost useless on this fight if you use a spread strat (not all guilds do). Power Word: Shield is good for keeping low-health targets from dying to random Magma Spit, though. Holy priests have a slight mana advantage over disc priests when Magmaw is spiked, since they recover more mana while standing around doing nothing than disc priests.


What's different? More adds and splash shadow damage on random targets sub-30%. This doesn't make a big difference for healing if your raid spreads out properly. All the same, plan to use abilities like Divine Hymn after 30% to help keep your raid up. Lightwell is great, since players are spread out. If you're really having trouble, try to arrange your spread so that players in the same group are standing closer together. This will ensure that you don't lose range on some players with Prayer of Healing.


Omnotron Defense System Preferred spec? Either. There is plenty of raid damage, both AoE and single-target, and having one of each priest type is ideal for dealing with all the different kinds of damage.


What's different? Each golem has received new abilities in its repertoire. The victim of Acquiring Target will be hit harder, which means you'll want to use a tank cooldown like Guardian Spirit or Pain Suppression on him. Raid damaging abilities are obviously harder to deal with, but the one to use Power Word: Barrier on is Shadow Conductor. Incineration Security Measure isn't nearly as devastating, and a Holy Word: Sanctuary works out quite nicely on it. Priests of both specs should also keep in mind that you can save time by using Leap of Faith on the target with Shadow Conductor to get him back into the raid sooner.


Maloriak Preferred spec? Either. Holy is strong during the black phase for healing the raid damage, while disc could almost be considered mandatory for Scorching Blast on the red phase, since the damage is now quite strong.


What's different? A new phase, the black phase, requires a lot of raid healing, since the Dark Sludge spawned by the Vile Swill isn't always avoidable by melee. That's good for holy priests and spot healing disc priests. A new ability in this phase, Engulfing Darkness, is channeled on the main tank and reduces healing. A disc priest shield is very helpful to get the tank through the duration of the channel. Lightwell is still great on blue phase.


Atramedes Preferred spec? Holy, though Atramedes is very popular for discipline priests trying to shield spam their way to a record healing parse on World of Logs. There is a lot more random raid damage in the fight than anything else, which means holy shines. Being able to move around faster with Body and Soul is also helpful when you need to dodge Sonar Pulse. You can dodge them no problem without Body and Soul, but the speed bonus means you can get where you're going faster and start healing again sooner.


What's different? Almost nothing. To date, the fight has been nerfed so many times that the differences between heroic and normal for healers is insignificant. Making sure your raid is topped off before Searing Flame is a little bit more important, but even if half the DPS die during the span of the encounter, you should be able to down the boss. (You can use Power Word: Barrier on Searing Flame, too, but that would imply you went disc for this fight, silly.)


Chimaeron Preferred spec? Discipline. The fight isn't dramatically harder on normal if your healers check their egos and work together. Disc is ideal for spamming Power Word: Shield in phase 2 (when players become immune to healing), but a holy priest specced into Soul Warding is plenty effective.


What's different? The major difference is that when Finkle's Bile-O-Tron robot is knocked offline, Chimaeron will attack the tank instead of fighting itself. Plan to use a tank cooldown, Guardian Spirit, or Pain Suppression whenever the bot is down. You can also use Barrier and Holy Word: Sanctuary to deal with the increased damage from Caustic Slime while the bot is offline.


Nefarian Preferred spec? Discipline. The increased heroic damage makes reoccurring abilities like Electrocute extremely dangerous to your raid's well-being. Disc will be strong because of Power Word: Barrier, which takes the edge off Electrocute. After that, disc single-target healing is preferred because raid damage is relatively light (outside of Electrocute) and because most of the time, your raid is separated into smaller-sized groups.


What's different? Explosive Cinders in phase 2 will require players to temporarily leave their platforms so as to not kill your group with the detonation. These players will require hard healing but nothing unmanageable. You'll want to use Pain Suppression (or Guardian Spirit if you choose not to follow my advice) when you or a fellow healer on the same platform gets Explosive Cinders. This will help to ease the amount of extra healing required from Explosive Cinders when a healer is preoccupied. I would recommend grabbing Desperate Prayer in the holy tree for this fight in case you have to jump in the lava more than once.


Throne of the Four Winds


The Conclave of Wind Preferred spec? Either. In general, this fight isn't about what spells or abilities you have in your toolbox, just that you use some sort of healing spell at the right time in the right place.


What's different? There are new abilities in the fight, but nothing that will dramatically change the way you heal. Just focus on being where you're supposed to be and dodging Wind Blast if you end up on Rohash's platform.


Al'akir Preferred spec? Holy. Serendipity is strong on most fights, but on this fight in particular, being able to heal bomb a player with a speedy Greater Heal is almost essential to surviving the duration of Lightning Strike. Your single-target Chakra shines here because of Holy Word: Sanctuary, which beats out Penance by being instant. Being able to sprint with Body and Soul is also great for moving in for Wind Bursts and out for Squall Lines. You'll want to grab Soul Warding so you can have a little bit more healing during Lightning Strike than you would normally.
What's different? Lightning Strike, as I already mentioned, is especially volatile because of its 30-second duration. Nothing else should stand out for healers though.


The Bastion of Twilight


Halfus Wyrmbreaker Preferred spec? Discipline, though not because of Smite spamming (that has ceased to be necessary or viable like it once was.) Instead, you want to use disc because there are so many tanks required for the fight, and a Power Word: Barrier can be used to apply a cooldown to all of them at once. Pain Suppression and Guardian Spirit are handy here as well.


What's different? Having all the drakes out at once means tank damage is intense at times. You can deal with this like you usually do as disc or holy, but try to stay ahead so you don't end up having to use your cooldowns outside of when the tanks call for them.


Valiona and Theralion Preferred spec? Either. Disc is good for placing Power Word: Barrier when your group gathers up for Blackout or to port down to the twilight realm. Holy priests are good at keeping the raid heals going while dodging the various stuff on the ground. Holy will want to shy away from spamming HoTs, though, in case they get targeted by Engulfing Magic.


What's different? A shadowy twilight realm was added to the fight, but nothing about it is specific to priests. There is still plenty to heal, though.


Ascendant Council Preferred spec? Holy. The sheer amount of random raid damage is best tackled by holy priests. Body and Soul is extremely useful for getting to a Gravity Well or tornado (Call Winds).


What's different? There are extra abilities added to the first two phases. Gravity Core in phase 1 is great for priests of either spec. Simply have your priest stand outside the raid stack and use Life Grip on the player who receives the debuff. This will ensure the ability doesn't tick inside the raid. In phase 2, Leap of Faith is also useful for grabbing players to an ideal location to kite frozen orbs through flame patches.


Cho'gall Preferred spec? Holy, for the same reasons I stated in my original guide to Cho'gall. The ability to switch between Chakra stances lines up perfectly with the cooldown on Chakra (something we still need to be mindful of, even when the duration is unlimited). Disc priests can be useful, however, if your raid decides to force one player to Corruption: Absolute. Fully corrupted players are immune to healing, but they can still be shielded.


What's different? Unfortunately, very little. I guess the developers thought the normal version of this fight was interesting enough for healers already, that raising the tuning on it all was enough.


Sinestra Preferred spec: Holy, because of how you can use Guardian Spirit on your first Wrack target. By dispelling Wrack later, you make all the derivative dispelling easier, so if you Guardian Spirit a player who is about to take a lethal tick of the first application of Wrack, you'll be buying yourself more time later.


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Around Azeroth: The soul of the beast

Night elf hunter Cyven of Keepers of Stromgarde on The Venture Co (US-A) wanted to tell the world how he came to befriend his spirit beast companion. So he made a little screenshot story and posted it on the Petopia forums. Nice work, Cyven -- although killing, resurrecting and taming the spirit of your pet seems like more of an undead hunter type of thing.

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Thursday, June 23, 2011

Breakfast Topic: Where do you play WoW?

Throughout the day, I can be found hunched over my computers in my office working here and elsewhere, finding the latest WoW news to be brought forward to the community (and occasionally saying screw it to everything and running an afternoon heroic).

But at night, it's a different story. I like to be around my fiancée, hanging out and watching some TV, and so on ... But I also like to be doing mindless things in game to power up my toons -- questing, fishing, gathering ... the usual. Archaeology is numbingly boring to me unless I have something else on (I recently rewatched all of Cosmos while going from 1 to 525 in archaeology). And for that mindless playing, it's all about loading up WoW on my laptop and sitting on my ridiculously comfortable chair.


For serious gameplay, however, it's back into the office for me (also sitting on a ridiculously comfortable chair). I'm not a fan of raiding on a laptop unless absolutely necessary.


So where do you, dear reader, play WoW? Sit out in the living room with the missus (or mister), or do you go in your (wo)man cave and yell for Hot Pockets? Tags: facebookfeed, game-discussion, gamer-discussion, world-of-warcraft-discussion, world-of-warcraft-topics, wow-discussion, wow-hot-topics, wow-issues, wow-topics


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The Queue: Panda ... nope, not going to do it

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Every time the pandaren get mentioned in The Queue, we end up with a week straight of pandaren headers, themes and puns. I'm going to break that trend and completely avoid the topic of the pandaman in this edition of The Queue and hopefully end the horrible cycle of pain.


riley asked:


Do you think Warcraft ever seen an ending to its story or will Blizzard keep adding content and lore until they subscriber numbers drop below profitability? Will we ever get to fight Sargeras or will the servers just shut down in the middle of the 6th expansion?


Blizzard won't end World of Warcraft until it becomes financially irresponsible to keep the game running. It certainly isn't going to write a definite ending in. Blizzard will keep churning content out as long as the game sustains itself. If we end up fighting Sargeras in WoW's lifetime, it will most likely just be revealed that something even worse is around the corner.


Scooba asked:


What's up with poison gas storage sitting in the back of the ruins above undercity? Is it supposed to imply sylvannas is up to something?


Imply? We are way beyond implications, brother. Sylvanas is riding the crazy train as fast as it'll go. Just look around the Eastern Kingdoms in Cataclysm. Sylvanas is actively wielding plagues in battle, obliterating Gilneas, Hillsbrad, et cetera, and raising the dead as her servants. She's dag nasty evil. Remember the plague that Putress used at the Wrathgate? It only existed because Sylvanas told him to create it. Now that Putress and Varimathras are out of the way, she's happily using it wherever and whenever she wants, all according to plan.


I would not be surprised for one single moment if we learn that Sylvanas is current holder of the shards of Frostmourne.


Goblinsgoboom asked:


On the topic of new playable races: what do you think would be the next races for Horde and Alliance? I know we just got new races, I'm just wondering. Arroka would be nice for Horde. I love those little bird men. :)


Frankly, I think there are plenty of races -- Blizzard isn't even utilizing the potential of the ones it has. There needs to be some focus on the less-loved races of the Horde and the Alliance before Blizzard thinks about adding more. Because of that, I haven't put a lot of thought into which races it could add.


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Know Your Lore: The Warcraft cosmos, Tinfoil Hat edition

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Last week, we wrapped up the second half of the Warcraft cosmos series and covered the additional planes of existence within the Warcraft universe. These layers of planes and the way they interlock is a tricky topic that, quite frankly, gives most people a headache when they think about it too long -- myself included. However, now that we've got the basic layers and interaction between all these planes of existence, there is an incredible amount of speculation to be done.


That's right; today's a Tinfoil Hat edition of Know Your Lore. If you are unfamiliar with the Tinfoil Hat concept, these are columns in which we take existing known lore and place our own spin on it to try and speculate on future events. None of the Tinfoil Hat columns should be taken as actual lore by any stretch of the imagination. However, there is a great deal of fun to be had in picking things apart and trying to predict, so let's see what we can come up with, shall we? But first, let's clear up the matter of demonic death.


Demons and death

One of the biggest headaches and questions that people have regarding planes -- although they may not realize it's a question related to planes -- is the mechanics behind the death of demons. Some seem to die for eternity; others keep coming back as if we'd never killed them at all. How does this happen? What makes one demon die and the other merely "banished?" The answer lies in what plane they're physically in when they die.


As I stated last week, much like druids in the Emerald Dream, some demons of the Burning Legion exist on Azeroth, but not in an entirely corporeal state. They may seem real, and they may have a very real effect on the world, but they are, in essence, much like druids sleeping in the Emerald Dream -- their true physical form exists in the Twisting Nether, and killing the form that's on Azeroth simply sends them back to where they came from.


Mostly. In some cases, demons actually succeed in crossing over -- and these are the demons that can actually be killed. In the Kil'jaeden fight in Sunwell Plateau, we are treated to Kil'jaeden emerging through a portal between our world and the Twisting Nether. Defeating Kil'jaeden doesn't actually kill him -- if you watch the end of the fight, he is merely pulled back into the Twisting Nether, and the portal between worlds is closed.


In the case of Archimonde, he was actually summoned to Azeroth. This was no easy task; it required the Book of Medivh and a summoner capable of casting the lengthy spell. However, once Archimonde was summoned into the world, he was able to cause considerably more damage than most demons. His first act? Destroying the city of Dalaran. Once Archimonde made his way to the World Tree, Malfurion Stormrage summoned a host of wisps who surrounded the eredar and promptly detonated. Is Archimonde dead? According to lore, yes. It was his physical form that was present at Hyjal, and that physical form was destroyed.

From these examples, what we can gather is two things. First, a demon has to be physically present on Azeroth to be killed, and it takes a lot to get the demon there, as demonstrated by the summoning of Archimonde. Second, a demon that is physically present on Azeroth can do a lot more damage than one simply visiting via the same methods druids visit the Emerald Dream. Chances are, if a demon is killed for good, it took a lot to get him to Azeroth, and the potential for destruction is far greater with a demon that is physically present than a demon that is only half there.


That's why it was so important to keep Kil'jaeden from crossing through in Sunwell Plateau. What we were seeing in that raid was a minor version of what happened with the Well of Eternity during the War of the Ancients, an echo of the moment when Sargeras tried to shove his way into Azeroth. The end result of that occurrence was the Sundering; in the case of Sunwell Plateau, had we not defeated Kil'jaeden, we might have seen something similar.


Connected points and planes

I mentioned this briefly at the end of the last article, but it deserves repeat mention. Generally speaking, you don't find a commonality in writing unless it was placed there on purpose; with few exceptions, if there is a pattern in events, that pattern exists for a reason. That said, each major event in Azeroth's history was a result of the many planes of existence abruptly crossing paths.


The Sundering The Sundering, the shattering of Azeroth from one continent into the many we interact with today, was a direct result of the compounded efforts of demons traveling through a portal into Azeroth. The portal itself was a link between the Twisting Nether, where the Burning Legion makes its home, and the Material Plane on which Azeroth exists.


Judging from examples in Draenor, we can safely assume that it was this link, and repeated use of this link by various demons of the Burning Legion, that caused the buildup to the Sundering. What sealed the deal, however, was Sargeras himself trying to cross through. The amount of strain put on that portal by the time Sargeras tried to muscle his way through it almost guaranteed disaster. Considering what happened to Draenor, the Sundering was the lesser of two very bad things that could have happened to Azeroth at that moment.

The Emerald Nightmare The Emerald Nightmare's existence was explained in the novel Stormrage by Richard Knaak -- but what happened here was that the Old Gods found a way to move from the Material Plane in which they were imprisoned, into the Emerald Dream. Once in the Dream, primarily inhabited by the sleeping subconscious of the druids and green dragons that watch over it, it was a simple task of corrupting those sleeping druids and dragons, feeding them nightmarish visions and waiting for their dreams to become reality -- something that is entirely possible in the Emerald Dream.

There are other implications here, however -- mainly the disturbing thought that the Old Gods have managed to work their way out of their prison enough to cross planes of existence. When the Titans imprisoned the Old Gods thousands of years ago, it was so that they would be unable to interact or affect the mortals of the world ever again. Since then, every action of the Old Gods seems to be designed to break them free of their prison.


However, the Emerald Dream isn't really connected to the Material Plane in a way that the Old Gods could pass through, so why would they bother with it? It's entirely possible that the Emerald Dream only exists because the Titans wanted a backup copy of Azeroth -- a copy they could use to "reboot" the world, should the Old Gods rear their heads again. The Emerald Nightmare may have been a deliberate effort on the part of the Old Gods to ensure that regardless of a reboot, they would still exist.


In Stormrage, the Emerald Nightmare is mostly cleared away -- but there's still a section of it left, waiting to be dealt with. Until the Emerald Nightmare is completely wiped away, the Titans' backup copy of the world remains corrupt. It is entirely likely that we'll have to deal with this at some point -- though whether players will address it in game or Blizzard will simply release another novel has yet to be seen.


Outland Outland is the remnants of Draenor. But while common knowledge states that it was the portals Ner'zhul opened that caused the world to shatter, one has to wonder if perhaps the beginnings of that explosion didn't start much sooner than that. After all, first we have a nebulous version of Kil'jaeden speaking to the orcish race safely from the Twisting Nether. Then we have Sargeras, or a sort of conciousness of Sargeras, present in the sorcerer Medivh.

Sargeras and Kil'jaeden worked together to get Medivh and the orcs together and get the Dark Portal opened. That Dark Portal was a gateway between two planets existing on the Material Plane, so no problem there, right? Wrong -- judging by examples we've seen of interplanetary travel, these portals jump through the Twisting Nether to get people from point A to point B. So there's a degree of plane-crossing there, and it only got worse over time.


Once Ner'zhul began feeling guilty about his actions and desperate enough to try and find his people an escape, he started a ritual to open thousands of portals to other worlds. Each of these portals fed through the Twisting Nether, and the additional stress ripped the world apart for good. What we see in Outland is a world that is half suspended between the Material Plane where it once existed and the Twisting Nether that it was pulled into -- and the chaotic energies of the Twisting Nether bathed the planet in something akin to radiation. This resulted in the genesis of the Netherwing Dragonflight. (Hold that thought; we'll be going back to it a bit later.)


In addition, Ner'zhul leapt through one of these portals to be confronted by Kil'jaeden and ripped apart, his spirit encased in what was then the first incarnation of the Lich King. So here's a crazy, completely out-of-left-field thought: What if the being we know as the Lich King isn't really a being, but a plane of existence in and of itself?


The Lich King Consider the possibility that The Lich King is essentially a traveling plane of existence, housed in a special case of armor to keep it corporeal. When the Lich King kills, it doesn't just murder outright; it sucks the spirits of those its killed into Frostmourne -- possibly another extension of its plane. The resultant bodies left behind are mere shells of creatures, the Scourge. So how did the Forsaken come into existence?

Because the attack by Ilidan, the weakening of the Lich King wasn't just an assault on a being, it was an assault on the casing that housed that plane of existence. Some of those spirits that were trapped within that plane escaped and found their way back to the bodies they originally belonged to -- but those bodies were no longer really alive. Now, we have corpses with free will -- anguished beings that aren't just dealing with suddenly being alive, they are dealing with the pained struggle of a spirit trying to constantly realign itself with a body that is no longer physically capable of housing it.


So what about Ner'zhul and Arthas? Why were they leaders? Well, Ner'zhul was the first Lich King -- and he may very well have been the first resident of that particular plane of existence, making him the logical choice to rule it. Arthas was invited by Ner'zhul to join him, and that seems to be the key. Those who died to the Lich King didn't want to die; but Arthas and, after him, Bolvar both joined with the Lich King on purpose.


What's scary about this is the implication in the novel Arthas by Christie Golden: The Lich King murdering both the essence of Arthas and the essence of Ner'zhul seems to indicate that the plane itself has gained sentience and is therefore absolutely aware of itself as an entity. All actions in Icecrown and beyond were performed by the plane as an entity, rather than having someone in control of it. So we have a walking, talking plane of existence, coldly murdering people in an attempt to populate itself and not really caring one way or another about emotions involved. Why should it? It's a plane; it doesn't do things like care or feel.

There must always be a Lich King, this we know. But how did Terenas and Uther know? Because they were present on that plane of existence. They witnessed what that plane of existence had to offer. Left to its own devices, it would continue to mindlessly devour the spirits of the living in an attempt to populate itself. However, if one were in control of it, able to keep it in check, then it would simply remain, existing and silent, encased in a block of solid ice.


Creepy, when you think about it.


Cataclysm

But that's last expansion. This expansion marks a particularly explosive hole torn between two planes of existence, the Elemental Plane to the Material. Deathwing was physically able to cross over these planes, and it appears that this is something all dragonflights are able to do (or at the very least, Aspects are able to do). Ysera existed in the Emerald Dream, a completely different plane of existence from the Material, and crossed over to help us in Hyjal. Nozdormu may very well cross planes of existence when he travels through time. The portals we step through to cross into the instances in the Caverns of Time may very well cross through planes of existence, as the Caverns itself is wound through with shafts of light that look very similar to those we see in the Twisting Nether.


Regardless, Deathwing ripped through two planes of existence, and he did so physically. Why would he do that, if he could travel between them with no interference? Because he wanted the world torn asunder. Whatever Deathwing may have been in the past is no more; he is a creature of chaos now, an agent of the Old Gods. And the Old Gods are trapped, and they want out. What better way to free themselves of a world in the Material Plane than by shredding it to pieces, much the same as Draenor's fate? So we have Deathwing ripping through the two planes and, as a consequence, tearing Azeroth apart.


But wait -- we aren't just looking at two planes crossing, here. Remember the Netherwing? These are dragons, black dragons, former children of Deathwing that have been irradiated with the energies of the Twisting Nether and as a result exist in a semi-translucent state that suggests they exists between planes, able to shift between them at will. Deathwing didn't leave the Netherwing alone, however. He used Sinestra, corrupting her from afar and suggesting a method of creating a new dragonflight -- the Twilight.


The Twilight Dragonflight are a concentrated version of the Netherwing created by taking a dragon egg of any color and infusing it with the essence of the Netherwing. The resultant dragon seems solid enough but can exist on a completely different plane, the Twilight Realm. While I suggested last week that the Twilight Realm existed much like the Emerald Dream -- another plane able to be crossed only by certain individuals -- when thinking about it from a rampant speculation standpoint, the Twilight Realm could be created as another gateway between the Twisting Nether and Azeroth.

This means that the Twilight Dragonflight are able to create portals between the Twisting Nether and Azeroth at will -- and it also means that we have two other planes of existence crossing, Twisting Nether and Material.


Now let's take a look at the laundry list of planes that are crossing, surrounding the Cataclysm expansion: Elemental Plane and Material Plane Deathwing's emergence. We fixed the pillar between Deepholm and Azeroth, but the other planes have yet to be addressed.Emerald Dream and Material Plane The Old Gods crossing over to create the Emerald Nightmare. The Nightmare has been beaten back, but it is still present.Twisting Nether and Material Plane The genesis of the Twilight Dragonflight; all Twilight Dragons are able to create this disturbance.It's not just a matter of two planes intersecting and creating a disturbance; this time around, we have four that are crossing over with each other and mucking up the balance of the universe. Now consider this: With the Sundering, we only had two planes trying to cross, and that resulted in Azeroth's continent being split violently into pieces. With Draenor, we had two planes intersecting, but they were doing so at multiple places on the Material Plane, resulting in Draenor's destruction.

What, exactly, would happen if four planes of existence opened at multiple points? What kind of explosion would that create? What are Deathwing and the Old Gods really trying to accomplish here? Think about it.


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Wednesday, June 22, 2011

Two Bosses Enter: Baron Ashbury vs. Cardboard Assassin

In Two Bosses Enter, WoW Insider's series of fantasy death matches, the bosses of World of Warcraft face off in the squared circle. Your vote determines who wins and claims the season title.

A grave mistake was made when the Cardboard Assassin was allowed into the Two Bosses Enter tournament. The world severely underestimated the power of the comedy option. This week, can the menace of Baron Ashbury overcome the hilarity of the Cardboard Assassin?


In last week's matchup, Throngus the Forgemaster slammed face-first into the Scarlet Crusade's Whitemane and Mograine. Was his skull thick enough to pull it off?


Follow along for the details of this week's matchup, as well as discussion on last week's match.


The rules of the ring The WoW Insider Ring is considered neutral territory, where both combatants are able to access their usual encounter mechanics and abilities. If you can't visualize it inside the squared circle, visualize it someplace else -- but you must take into consideration all of each bosses' abilities and mechanics.Assume that each opponent is intelligent and capable of strategic thinking.All of the competitors' abilities, including crowd control and other effects to which bosses are usually immune, work on their opponents (with apologies to considerations of lore on this point).Assume that the opponents share similar levels, health pools, and comparative overall damage output.Don't get caught up in gameplay mechanics and what actual players might do in each encounter.Don't neglect style, story, and scale. Everything is a factor; seeking balance is your goal as a spectator and judge.
Pathetic.

Baron Ashbury has suffered some nerfs since the launch of Cataclysm, but he was, at one time, one of the most intimidating heroic bosses around. Groups not only had to interrupt two spells, but also dispel two spells while keeping up with some mighty intense healing.


Ashbury's bag of tricks includes:

Surely, even after the nerfs he received, Baron Ashbury should be able to bring down a corrugated assassin. Right? If you don't know anything about Baron Ashbury, check out what others had to say about him. In Corner Two: Cardboard Assassin

...


The Cardboard Assassin has made waves in this season of Two Bosses Enter, eliminating fan (and author) favorite Vanessa VanCleef purely through the power of comedy.


The Cardbord Assassin's powers include:

Will the cardboard assassin's astounding passiveness net him another victory? Last Week's Winner: Whitemane and Mograine

The Scarlet Crusade continues to be a powerhouse in this season of TBE. Forgemaster Throngus won a valiant victory over Karsh Steelbender early on in the tournament, but Whitemane and Mograine cut his life short. Despite the fact that she didn't choose the correct winner, I feel I have to feature Nadia's writeup regardless:


"What face we now, Commander," says High Inquisitor Whitemane.


"I do not know, my Lady," says Mograine. "Churl! Who are you to dare threaten the Scarlet Crusade!?!?"


"No! Throngus no like seeing red! Remind him of when he get whipped. You puny red ones go away!"


With that, Throngus picks up Mograine and uses him as a club before dropping him to the ground. Then one giant foot comes crashing down, crushing the Scarlet Commander.


The Inquisitor begins casting and speaks, "arise my Champion!"


Before she can finish casting, Throngus begins sobbing, fiery tears raining down on the stone floor.


"Throngus sorry! Wait, little Lady, Throngus fix poor little squashed red man."


Whitemane stops casting, confused. "What? You're sorry? You're trying to help?"


The giant nods, extending a hand in what appears to be friendship. Hoping that this will somehow help, High Inquisitor Whitemane reaches out and grasps [Throngus's Finger].


"Heh, he he heh, heh! She pulled my finger!"


And a giant jet of flame shoots out of Throngus's Bulwark, burning both High Inquisitor Whitemane and Commander Mograine's crushed body to cinders.


Throngus WINS!

Fart jokes are truly the height of literary genius. Who wins?

The battle begins!


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Blood Pact: On armor spells and warlock survivability

Every week, WoW Insider brings you Blood Pact for affliction, demonology and destruction warlocks. For those who disdain the watered-down arts that other cling to like a safety blanket ... For those willing to test their wills against the nether and claim the power that is their right ... Blood Pact welcomes you.

I believe that somewhere along the line, I promised that I would write more this week about how terrible mages are -- which, you know, that's entirely possible, but I say lots of things. Trusting that what I said was accurate or true, well, that seems like a pretty big lead of faith; I personally wouldn't take it. Besides which, I feel that Archmage Pants does quite a good enough job of that for me. Why should I bother? It's like kicking a wounded puppy. Although I'm not entirely against that, either.


No, no, there will be no puppy kicking today -- well, perhaps minimal puppy kicking. Instead, we're going on an adventure -- a literary adventure! I know, get excited, because those are the best kinds. This week is all about keeping yourself alive. If you recall, a while back I wrote on the art of surviving as a warlock. This time, I'd like to take a look into exactly how this works, what's paying off, and what's better left off being passed down to mages.


The Basics: Armors


Right, so you can't have any talk about warlock survivability without dragging Fel and Demon Armor into the discussion. Now, to first focus on the PVE side of things, Fel Armor is liable to be the armor of choice. Do remember, though, that there is a time and a place to utilize Demon Armor, even in PVE.


Armors are the backbone of any cloth caster's defensive toolkit. Mages have armors, and even priests have their new flashy abilities that replicate armor effects. While damage is the objective that people zero in most on in PVE, it isn't your only goal; you also have to care quite a lot about the whole staying alive thing. It's pretty important, too.


In terms of damage, of course, Fel Armor is easily the best out of all of the armors available to any class. Fel Armor directly increases spellpower, which is something that mages don't know from any of their armors. That right there puts it well above anything that a mage could even dream of using. Inner Fire from priests also increases spellpower, but it gives less of it than our defensive tool does. I call this a solid win for the warlock department.


Its raw defensive abilities get a little bit trickier to define. Fel Armor doesn't have a defensive mechanic per se; instead, it allows you to regenerate 3% of all of the single-target damage that you deal. It can be quite easy to scoff at 3% as a trivial amount; perhaps it is. Assuming that you are capable of dealing 20,000 single-target DPS, then you would similarly be healing yourself for 600 HPS. Worth it? Probably not.


Fel Armor doesn't exist to try and give warlocks massive amounts of health return but instead to counteract the amount of self-inflicted damage that they deal. That's a decently fair trade-off when you look at it, but how practical is it? Life Tap is going to hit your health in one large "burst," whereas your health is only going to trickle back from Fel Armor. It might be balanced in the long run, but you'll just have healers negating the process through simply doing their jobs.


The other thing about the health return from Fel Armor that's upsetting, to me at least, is that Vampiric Embrace has a higher self-return. Shadow priests don't deal nearly as much damage to themselves as warlocks do; our armor should return just as much health to us as their silly little ... buff returns to them. It seems only fair.


On a plus note, Fel Armor is way more defensive than Molten Armor for mages is. Molten Armor provides the mage with a 5% chance to not be critically hit, which doesn't help them in PVE at all. Unless they start thinking they can tank a boss -- P.S., they can't -- nothing that will hit them is even capable of critting. We win this round.


Defensive utility of armors


Fel armor might have a rather decent use in PVE, but the downside of our armors really comes out in PVP. That isn't entirely true -- Demon Armor is a rather good choice for armor in PVP, and I would strongly suggest that you use it, unless you think that 3% health return from Fel Armor is going to outheal a rogue.


Demon Armor is a pretty sweet deal for PVP, but it does rely on having an actual healer around. In random queues, this may not always be possible, but you should never be without a healer in organized PVP; the exception is when you're running a double DPS 2v2 comp.


Comparatively, though, does Demon Armor really hold up against those of other classes? It's a tough call. In terms of damage mitigation, Demon Armor is actually the worst of all of the choices out there. Frost Armor reduces physical damage by 15%, while Inner Fire increases armor values by 60%. Both are different bonuses, but both are also above and beyond better than the 2,345 armor granted by Demon Armor. (As a side note: Really, Blizzard? Really? 2,345? Sequential order -- is that how we create spells now?)


Regardless of which of the three armors is the worst, it should kind of be noted that all of them are actually pretty bad. Physical damage is nothing but a different spell school that's pretty much as useful as Shadow Ward. There are only three things in the game that you'll run into that rely exclusively on physical damage: warriors, feral druids and possibly retribution paladins (I can't recall how much of their damage is holy and how much is physical). Sub rogues rely pretty heavily on physical damage as well, which is a great thing for our armor, but they still have pretty high poison damage. Marksmen hunters are fairly physical damage-based, as well.


That is the growing flaw with armor itself. There are far too many physical DPSers that don't deal physical damage any more. Survival hunters only have Auto-Shots that deal physical damage; death knights are pretty evenly split between some form of magical and physical. Assassination rogues deal nearly as much nature damage as they deal physical damage. As these classes gain more abilities that ignore armor, the value of armor in PVP decreases.


Why armors are useless


There has always been an arms race of sorts between armor and armor penetration. Although Blizzard has since removed the actual stat to allow for players to penetrate armor, it can't remove the ability to do so completely. Magical damage totally ignores armor, which is the crux of why armor penetration grew so powerful.


When Blizzard looks at PVP, there's a certain limit to how much damage that the developers want for each class or spec to be able to do within any given time frame. Given that magical attacks all ignore armor, physical attacks have to be balances around the factor of armor, which is much stronger now than it ever was.


At the start of Cataclysm, Blizzard made a big to-do about how it was going to be rebalancing armor values. It understood that cloth and leather were just a little bit too squishy in comparison to plate, and even mail was a little bit lacking. Yet the entire idea that this "solution" actually solved any form of problem is a fallacy; it ultimately didn't hold a large impact in reducing the overall physical damage than players take in PVP.


Why? Simple: Blizzard has expected values of damage that it wants for players to be able to deal. While Blizzard now has more freedom to increase the damage that warriors and the like are capable of dealing to high-armor targets without it causing them to utterly demolish low-armor targets, the overall damage output of a warrior really wasn't going to change -- and it hasn't. Warriors are still a really strong PVP class that deals punishing amounts of damage; rogues are still a powerful PVP class that can deal massive amounts of damage.


When it comes to survivability, everything is rather meaningless. Blizzard expects a certain amount of damage to be dealt. Passive damage reduction is a virtually useless stat in PVP. It does not exist to actually increase your expected survivability in PVP; it exists to allow Blizzard a tool to balance damage between PVE and PVP, wherein PVE damage is vastly higher.


Think of it this way: 20,000 damage per second is far too much for any player to be able to deal in PVP. A blanket silence, a single stun, and someone is going to go from 100% to dead before you can get out. So we want to reduce PVP damage. What's the best way to do that? Passive damage reduction. Toss in a talent for players, or give them some ability or another that just says "reduces the damage you take by 20%," and your problem is solved. Now you have two tools that you can adjust to tweak PVP damage -- the damage output itself and the damage reduction of players.


How to save a life


Passive damage reduction is important because you are expected to have it, but it isn't what will actually save your life in PVP combat. Again, everyone is expected to have whatever passive damage reduction effects that they can, so Blizzard balances PVP damage around that assumption. This is one of the primary reasons that raw defensive and escape mechanics are far more important than passive damage reduction.


Having the ability to temporarily drastically increase your damage reduction or to escape and avoid all incoming damage completely will always be the best defensive mechanic. This is because it's an intangible effect that you can't directly balance against. You cannot look at abilities such as Barkskin and say "Oh, it provides an average of 8% damage reduction." No, it doesn't. It provides 20% damage reduction for 12 seconds.


This is actually quite the downside for warlocks defensively, and it really shows why affliction does so well. We lack a lot of these defensive tools as baseline abilities. There's Demonic Teleport, but that is all we really have in terms of damage mitigating abilities; instead our focus seems to be more on passive damage reduction.


For example, when fighting a warrior, it is expected that you would have Curse of Weakness and Soul Link up, which would put a rather good dent in the damage that you take. Curse of Weakness is fairly strong, yet it too suffers form the same issue that it only reduces physical damage.


Warlocks do not escape damage as much as they are expected to tank damage, and they don't rely so much on damage reduction tools as they rely on a mixture of damage reduction, self-healing, and a passive increase to healing received. Theoretically, this is a great system; it's different than what you see for other casters, it's rather interesting, and it can be functional. The problem, however, is that only affliction really supports this.


Each spec has its own self-healing talent. Affliction has Siphon Life, destruction has Soul Leech, and demonology has Demonic Aegis. Realistically, it feels as though destruction should be the best in terms of self-healing; they can get the most damage talents while getting both Soul Leech and Siphon Life. This isn't the case.


Siphon Life is highly powerful, but the real draw of affliction isn't the ability to tank damage. Warlocks are designed to do this at a base. No spec is really much better at it than any of the others, yet affliction is better at putting out pressure and at avoiding damage, which is far more important.


Despite being designed to tank damage, tanking damage is a a flawed concept. Avoiding damage will always be vastly superior. The spec that is best able to avoid damage while dealing it at the same time will be the best PVP, and that is exactly what we see.
Blood Pact is a weekly column detailing DoTs, demons and all the dastardly deeds done by warlocks. We'll coach you in the fine art of staying alive, help pick the best target for Dark Intent, and steer you through encounters such as Blackwing Descent and The Bastion of Twilight.


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Tuesday, June 21, 2011

The Daily Quest: Altoholic

WoW Insider's on a Daily Quest to bring you interesting, informative, and entertaining WoW-related links from around the blogosphere.

Last week, I bought a Winged Guardian for my main account because the lure of the fluffy glowing kitty was too great to resist. After claiming it on my main, I began the process of logging on to my alts and claiming the kitty, character by character. That's when I logged on to a rogue I hadn't played since just after BWL came out in patch 1.6.0.


It was like opening a time capsule. The character (a twink at the time) was decked out with two blue weapons, both enchanted with Fiery Weapon. She was loaded up with Flash Powder and Blinding Powder, neither of which do anything anymore -- but they brought a smile to my face, regardless.


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Patch 4.2 PTR raid testing continues tonight

The testing for patch 4.2's Firelands raid content has been moving along at a steady clip, save for Friday's testing period, which got derailed due to server issues. But never fear! The 25-player modes for flamewaker hunter Shannox, spider-queen Beth'tilac, and cranky (almost Rossi-like) elemental Lord Rhyolith are up for testing tonight to make up for Friday's lost time.

Make sure to check out our impressions of three of the new bosses: Alysrazor, Lord Rhyolith, and Beth'tilac.

We're going to retry Friday's schedule, today!

Monday, June 6
2:30 PM PDT – Shannox (25 Player)
4:00 PM PDT – Beth'tilac (25 Player)
5:30 PM PDT – Lord Rhyolith (25 Player)


As always, the schedule can change at a moment's notice due to issues with the build, server, encounter, or the mercurial nature of designers. The encounters are all a work in progress; there will be bugs and tuning is not final.


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Monday, June 20, 2011

All the World's a Stage: Tauren and timelines in roleplay

All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW. Have questions about roleplaying, or roleplaying issues? Email me -- I'm always open to suggestions!
Last week, we discussed the timelines of gnomes and dwarves, two races that recently discovered their roots. Though the dwarves and gnomes were originally Titan creations, today we're going to talk about a race that has simply been here since the beginning -- the tauren. Much like the night elves, the tauren have a gigantic chunk of history that is simply ... missing, though the tauren have more of an explanation for that absence of information than their night elf counterparts.

For tauren roleplayers, however, the past isn't really an issue so much as current events -- and the tauren race has a lot to think about. The tauren have often been thought of as the "nicest" of the Horde races, peaceful and generally kind to all. That's what makes what happens to the tauren race in Cataclysm twice as bitter -- their people turned on, their leader killed in cold blood, and their home under siege. Despite all this, the tauren remain staunch allies of the Horde, willing to lay down their lives for honor.

Life spans

The tauren race has two distinct life spans that are mentioned in the various World of Warcraft source books. One is considerably shorter than the other. However, we'll be going with the most recent of life span references. As always, keep in mind that these are merely references taken from the RPG books; use them as a general guideline if you wish, but don't take them as set in absolute stone.

A tauren reaches maturity at roughly age 50 or so and is considered middle aged by age 75. An old tauren is roughly 95 years of age, a tauren of venerable age is around 110, and the maximum life span for a tauren is approximately 115 to 150 years or so. Earlier accounts have tauren hitting maturity at age 15 and rarely making it past 100 years of age; however, given what we know of existing lore, the most recent references are probably much closer to "correct."


History and timelines

Here's where it gets tricky. The tauren race were originally a nomadic people that wandered the plains of The Barrens. They didn't write down historical events; these were passed on by stories and word of mouth. So we have virtually no known record of tauren history prior to their inclusion in the Horde. There are a few written pieces of tauren history available for players to look at in the form of the Thunder Bluff scrolls. These scrolls are located in Hammul Runetotem's tent on Elder Rise in Thunder Bluff and detail some of the earliest history of the tauren.

These scrolls are merely legends, and whether or not these scrolls are accurate is unclear. But beyond the scrolls, there is nothing regarding tauren history. What does this mean for a roleplayer? Well, think about it -- the tauren passed down history through stories and legends. This makes a tauren character a perfect storyteller, if you feel like trying your hand at writing fables and myths. Since there is no real recorded history; you can make up your own without stepping on too many toes.

The known, existing portion of tauren history begins in roughly year 20 (or year 25 on the unofficial timeline). The tauren people had long been nomads, roaming across The Barrens and warring with the centaur also native to the region. However, the centaur were beginning to gain the upper hand. Chief Cairne Bloodhoof, leader of the Bloodhoof tribe, recognized the need for all the wandering tribes of tauren to come together so that they could defend themselves as one people, rather than wandering tribes.

This was the genesis of Thunder Bluff; it was all Cairne's idea. The centaur, however, fought back every step of the way -- and it was during one of these fights that Cairne encountered Thrall, a strange, green-skinned creature who seemed to have a deep connection with the earth that resonated with the tauren chieftain. After Thrall helped the tauren not once, but twice over, Cairne agreed to join Thrall's Horde, convinced that the orc's vision of a peaceful future was something well worth fighting for.

All through World of Warcraft and The Burning Crusade, the tauren lived their lives fairly peacefully, interrupted only by the occasional squabble with centaur, quillboar, or dwarves intent on digging up sacred land. In year 27 (or 32 on the unofficial timeline), the tauren traveled north with the Horde and stumbled across the taunka, a new race that shared obvious ancestry with the tauren people. Unfortunately this link wasn't really explored in full -- but from what we can gather, the taunka of Northrend evolved from the tauren race.


In year 30-33 or so, just on the cusp of the Cataclysm, tauren history suddenly took a turn for the worse. Chieftain Cairne Bloodhoof, who had led the tauren from a nomadic life to a proud group of people with a home to call their own, was killed by Garrosh Hellscream in a duel. Though the tauren originally thought it was the duel that killed Cairne, it turned out it was the plan of Magatha Grimtotem, leader of the Grimtotem tribe. The Grimtotem were one of the few tauren tribes to never officially join the Horde, unwilling to accept an alliance with "lesser creatures."

Magatha poisoned Garrosh's blade just before the duel began, and with one strike, Cairne was dead. The Grimtotem matriarch immediately ordered her tribe to attack Thunder Bluff and the surrounding areas and to kill anyone that remained loyal to Cairne, including his son, Baine. Baine escaped and led a counterattack, quickly crushing the Grimtotem forces and banishing Magatha from Thunder Bluff forever.

The death of Cairne was a terrible blow to the tauren people, but his son, Baine, stepped up to continue Cairne's legacy of peace. This wasn't the end of sorrow for the tauren, however. When Deathwing ripped through the land, the quillboar of southern Mulgore took the opportunity amidst the chaos to strike back at the small settlement of Red Cloud Mesa, killing civilians in the process.

Just outside of Mulgore, the small hunter encampment, Camp Taurajo, was burned to the ground by Alliance soldiers seeking to pave a path through The Barrens. As a result, the tauren constructed a Great Gate to seal Mulgore off from The Barrens, leaving only a small, easily defendable path to the north as the way out of Mulgore on foot. In Thousand Needles, the entire canyon was filled with water, the few survivors who weren't washed away either taking refuge in Feralas or fighting off the Grimtotem atop the spires that remain the only dry land in the now flooded valley.

The tensions between the tauren and the rest of the Horde run high as a result of Cairne's death, though it was an accident caused by Magatha's meddling. Cairne didn't agree with Thrall's appointing Garrosh as Warchief, and his son bears the same uncertainties toward Garrosh as well. Though the tauren have a place of honor in Orgrimmar, they are still relatively uneasy when it comes to Garrosh's intentions for the Horde.

This leaves a lot for a tauren roleplayer to play with.


Roleplay potential and resource information

What does all this mean for a tauren roleplayer? It means that a tauren reaching maturity on the cusp of Cataclysm has lived through the past 50 years of tauren life -- before Thunder Bluff was created, before the tauren people joined the Horde. It also means he was absolutely there for Cairne's death and everything after. Since a mature tauren has lived through all the current sorrow the tauren people are experiencing, roleplayers have a vast well of reactions to pull from for a tauren character.

Does he side with Cairne and Baine, believing peace to be an option? Does he think that perhaps Garrosh has the right idea? Does he hate the Grimtotem or agree with their position that the tauren might just be the superior race? How does he feel about the Alliance, after what happened at Camp Taurajo? Does he trust his fellow members of the Horde, or is he wary of everyone, tauren and other race alike? Has he lost family or friends to the vast amounts of devastation brought about by the Cataclysm?

Though tauren life prior to their involvement with the Horde is largely unknown, there are plenty of resources out there for their current situation. I highly recommend all roleplayers interested in tauren history pick up the novel The Shattering by Christie Golden; it explains what happened to Cairne and Magatha's uprising in detail. In addition, tauren shaman may want to pick up the Warcraft: Shaman manga, which explains some of the events just prior to Cataclysm as well.

As always, Wowpedia is a great resource for information regarding the tauren race. In addition, there have been several Know Your Lore articles written about the tauren, from the history of Cairne Bloodhoof and his son Baine to the events in Southern Barrens and a look at tauren politics prior to Cataclysm's launch.

For tauren roleplayers, the current state of the tauren population is grim and somewhat bleak. Whether your tauren character clings to the grim and bitter attitudes of the survivors or embraces a hopeful outlook for days ahead is entirely up to you.
All the World's a Stage is your source for roleplaying ideas, innovations and ironies. Let us help you imagine what it's like to sacrifice spells for the story, totally immerse yourself in your roleplaying or even RP on a non-RP realm! Tags: featured, guide, guide-to-lore, lore, lore-guide, role-play, role-playing-guide, rp-guide, tauren, tauren-history, tauren-timelines, world-of-warcraft-lore, wow-guide, wow-lore, wow-role-playing, wow-role-playing-guide, wow-rp, wow-rp-guide, wow-rping

Filed under: All the World's a Stage (Roleplaying)


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WoW Moviewatch: Are WoW Cataclysm Graphics Good?

Are WoW Cataclysm Graphics Good? is the title of the new tribute video by Wowcrendor. The video showcases some of the beautiful, stunning imagery to be found in the landscapes of Azeroth. Obviously, the answer we're being led to is "Yes, WoW Cataclysm graphics are pretty darn good."

This movie is actually a sequel of Wowcrendor's original Are WoW Graphics Bad? Tribute videos like these aren't uncommon; we saw a lot of nostalgia videos about the time Wrath of the Lich King was going away. Still, Wowcrendor has a pretty good eye, and he puts it to use in these landscape features.
Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Click Here And 1-85 Power Leveling Now !!

Sunday, June 19, 2011

The Light and How to Swing It: Dealing with healing caps

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, or catch me weekly on the Matticast.

If you've ever played a DPS class, you're familiar with working with stats with caps. You have to worry about hit and expertise caps, and there have even been haste and crit caps, too. While playing the min-max game with these stats can be entertaining, healers rarely have to worry about stat caps. Our primary stats, intellect and spirit, don't have any caps to speak of. We do have a few haste breakpoints where we get bonus Holy Radiance ticks, but haste and mastery don't have any hard caps that we can reach. We can pick up any healing stat without worrying about having too much of any given stat.


Instead of dealing with stat caps, healers deal with spell caps. DPS classes have an optimal system or rotation that they follow, but healers have several spell options they can choose from. Each spell has its own limitations, and knowing when to use what spell is a key part of playing a healer successfully. Holy paladins are especially familiar with these issues, as our spells tend to be in flux nearly even patch. Learning how to work around each spell's strengths and weaknesses will ensure that you always use the right tool for the job.


Reaching the HPS cap


Every time a tank dies, a holy paladin learns a little more about himself. I tend to view every tank death as a personal failure. The most common cause of tank death, in my experience, is doing too little healing per second. I'll get complacent while using my cheaper heals, and before I can react to a change, the tank gets smashed.


When you're healing a tank, you're essentially playing tug-of-war with the boss. The boss is doing a certain amount of DPS to your tank, and you need to do a certain amount of HPS to counter that. The boss might change his DPS values up and down at different times to try to throw you off balance, so you need to counter with the proper HPS choices quickly. The tank's life becomes a buffer, giving you a few precious seconds to react to the boss' latest attacks.


If the boss is doing more DPS than you're doing HPS, you have three choices: lower the boss' DPS, increase your personal HPS, or ask for some help. Asking for help should be our last resort, so let's focus on the first two options.


In order to reduce the boss' DPS, the tank (or raid) can use some of their cooldowns to mitigate some of the damage. Every tank has a couple of cooldowns at his disposal that help drop incoming DPS, and so you should coordinate with your tank to use those cooldowns if you're finding that you don't have the HPS to keep up. We can also use our defensive cooldowns, like Aura Mastery and Hand of Sacrifice, to reduce the damage that our targets take. Finally, you can also use CC or interrupts to knock down your enemies' damage, where applicable.


Defense isn't everything


Cooldowns are nice, but they're not always the answer. Sometimes, regardless of what cooldowns are active, spamming Holy Light with every global cooldown won't keep someone up. If you find yourself without enough GCDs, you might just need to use a bigger spell. While Holy Shock and Holy Light are great for saving mana, their HPS won't keep up a tank that's under pressure. There are situations where you just need to start dropping Divine Lights if you're going to keep someone alive through heavy damage. Avoid using Flash of Light if you can, as it takes the HPS/HPM balance too far and will rip through your mana way too quickly. When it comes to holy paladin spell selection, the real choice comes down to Holy Light vs. Divine Light.


The key to choosing between Divine Light and the other, cheaper heals is knowing how much damage your tank is going to take. If it's just a short period of burst, a few Divine Lights won't break your mana bank. If it's going to be a sustained session of spamming DL, you need to make sure you have the mana for it.


On a fight like heroic Halfus, where spamming Divine Light is really the only option, we have to use every trick in our book to prevent ourselves from simply running out of mana. Every gear upgrade we gets goes towards increasing the number of DLs we can cast per fight. DLs are typically the limiting factor of any mana pool, and so you want to spend the ones you can afford wisely. If you do have to spam Divine Light, you can mitigate the amount of mana you spend by utilizing Beacon of Light and Tower of Radiance. If you just have a single target getting slammed, you can toss Beacon on them, and then use your ToR holy power points on free Words of Glory. I use this strategy on several heroic encounters, as the free WoG every few seconds comes in handy for reducing my total mana expenditure.


The final way to increase your HPS is to use an offensive cooldown to boost your healing output. Avenging Wrath and Divine Favor both boost our healing significantly, and our Guardian of the Ancient Kings assists with this, too. Between our defensive and offensive cooldown options, we can tweak the DPS/HPS balance in our favor.


Defensive cooldowns tend to be the most potent when the tank is getting hit for huge amounts, while offensive cooldowns work best when the tank's life is descending smoothly. How much less do you have to heal when a tank has Shield Wall up? You'll never know until you try, so you need to test the potency of each cooldown to know when to use them.


Hitting the mana wall


While it's easy to tell you to just use Divine Light more often if your tank is dying, you also can't sustain a 100% Divine Light cycle. We simply don't have the mana to spam our biggest heal like we did in Wrath. Without careful use of our cheaper heals, we'll run out of mana before an encounter is over. We have to be as efficient as we can without letting anyone die.


Riding the line between doing enough HPS but yet reserving enough mana is one of the major difficulties of playing a healer. In Cataclysm, we don't always have to top everyone off. I see a lot of newer holy paladins pulling out their big heals on every pull, when they can usually get by with far less.


For example, against Bloodlord Mandokir, we don't have really heal anyone besides the tank. Mandokir's debuff, Ritual of Bloodletting, won't kill a player as long as they have a few hundred life, and his power move, Devastating Slam, kills on impact. There's no reason to spend the time or globals on healing the group, since they're in no real danger.


Similarly, when facing Cho'gall, your raid won't take much damage during phase 1. While they'll get blasted during the Shadow's Orders phases, you have a ton of time to heal everyone up. You don't need to be in a rush; you can use Holy Light to get everyone back up to full before the next Shadow's Orders phase. While Divine Light might heal twice as fast as Holy Light does, Holy Light can do it for a fraction of the mana. Lean on Holy Light and Holy Shock whenever someone isn't in any immediate danger of dying.


If you find yourself running out of mana, you should approach it from two directions. First, try to get more mana by using Divine Plea and Judgement as often as you can. Second, try to use cheaper heals whenever you can.


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