Thespius and Matticus featured on “Power Word: Fail”

Thespius and Matticus featured on “Power Word: Fail”

Image is courtesy of Brian Hough.

Kind of a fun title, no?  I’m ready to let the “fail” jokes ensue!  Mwa-ha-ha-ha!

In all seriousness, the folks over at Raid Warning (xSeven and Epiphanize) have assembled this special podcast (scheduled to be released March 1st) – a roundtable of some of the community’s most prominent priests.

Raid Warning’s last roundtable, Wild Shots, was a huge hit.  It was a roundtable of some very well-known hunters in the community.  You can follow links on their site to listen.

As for Power Word: Fail, I cannot be more excited for this event.  I’ve been recording with these guys for a while, and it’s always a blast.  If Wild Shots is any indication of the level of discussion we’ll have, then you’re sure to get some detailed insight into “The State of the Priest”.

Here’s who you’ll have the pleasure of hearing:

This podcast is going to center around questions you provide by emailing Raid Warning here.  We take your questions and discuss them throughout the podcast, as well as current news and speculation. 

I hope you’ll all submit questions, and check it out on March 1st!

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Heroic Entitlement?

Heroic Entitlement?

The place: Utgarde Keep.  The time: I don’t know, there are no windows in the beginning.  The people:  Me, the Resto Shaman.  A Mage, a Death Knight, a Ret Paladin, and a Prot Warrior.  Five players with an intertwined fate.  The goal: Frost Emblems.  The affliction: a tank’s self-appointed sense of entitlement.  Follow me now as I walk you through not one, not two, but three tanks that made this potentially 15-minute run a one-hour nightmare.

Chapter One – Prot Warrior

Everyone steps into the entrance.  Utgarde Keep.  Relatively easy, right?  Of course.  This is a cake-walk, even for a newly-minted 80.  Speaking of which, the Mage was brand new.  Supposedly, he also has a fully-geared main, which I could tell by the way he was talking.  We start to buff.

I obviously put up Earth Shield on the Prot Warrior, and set up my totems for a mostly-melee group with a DK.  I always try to be more conscious of totem selection with regard to group composition.  The Mage throws up Arcane Brilliance, and the Paladin starts putting Blessing of Kings on everyone.  The 10-minute version, not Greater Blessing of Kings.  Cue the temper tantrum from the Warrior:

Warrior: “What the fuck, dude? Give me 30min Kings”

Paladin: “Sorry, I’m out of reagents.  When the 10min falls off, I’ll rebuff.”

Warrior: “No, I’m not pulling until you give me 30min Kings.”

Mage: “It’s no big deal, he’ll just rebuff.”

Warrior: “STFU noob, GIVE ME 30 NAO, OR YOU CAN WAIT FOR ANUTHR 30 MINUTES 4 A NEW TANK.”

Me: “Hey hey, let’s all get along.  We’ll be done with this whole instance in 10 minutes.  No need to get uppity there, Mr. Tank.”

{Warrior pulls the first 4 groups, then teleports out of the dungeon.  Paladin throws up Righteous Fury, I spam Healing Wave, and we survive.}

To the Warrior: Congratulations! Your two-year-old temper tantrum just earned you a 15-minute Deserter Buff.  In the upcoming patch, it’ll cost you 30-minutes.  Beggers can’t be choosers.  We would all rather wait in the queue than put up with immaturity.

Chapter Two – Feral Druid

The four of us sit around and chat for a while, waiting for a new tank.  All four of us are actively engaged in conversation about alts, specs, our raiding experience.  All-in-all, a very nice group of people.  A Feral Druid joins the group and zones in.  We all send our greetings.  No words, he/she just starts pulling.  It’s fine.  I can keep up.

We get to the room with all the drakes.  The Druid proceeds to pull every mob in the whole room.  Now, my Resto Shaman is pretty decently geared.  I’ve two-healed 10man Marrowgar before.  A chain-pulling Druid is the least of my worries.  However, these mobs do a knockback, which puts a dent in everyone’s DPS when there’s multiple of them.  Melee are constantly running back in to get one hit on a mob before they’re knocked back by another.  My two cents about this:

  1. No need to pull each and every mob if we’re all here for Frosties.
  2. The constant combined knockbacks add more time than just pulling them in packs of 2s.

Also, in the Druid’s mastubatory aggro bath, everyone’s getting flame-breath’d.  I’m confident in my skills as a healer, so everyone lived, but is that chest-thumping display of “tanking” really necessary?  Are we all supposed to fawn over his/her amazing “skills”?  (Don’t you all like my “quotes”?)

 My issue comes with fighting the first boss, Prince Keleseth.  During the Love is in the Air event, Prince Keleseth drops the Bouquet of Red Roses, necessary for the Meta Achievement, Fool for Love.  The roses drop, and the Druid clicks Need, promptly followed by this jewel of a phrase:

“If you guys want me to keep tanking, you’ll pass on the roses.”

Now, I’m not sure if the Mage didn’t see that or decided to click Need anyways, but the Mage won and got his achievement.  Not two seconds later, the Druid drops the group without saying a word.

To the Druid: Dude, there are plenty of other places to get the roses.  This was the second day of the event.  Plenty of time left.  You don’t get any bonuses for speed (insert: “That’s what she said”).

Chapter Three – Prot Paladin

Well, we wait for another unimportant length of time, laughing about how ridiculous people are being today.  Our new tank is a Prot Paladin, and zones in to join us.  We let him know right off the bat that the first boss is down, and our first two tanks had attitude problems.  He/She asks what happened.  We give the whole truth, and the Prot Pally laughs.  Pulls incoming.

Things go swimmingly.  No aggro issues, and very considerate.  Only thing I notice is that as a Resto Shaman, I have more health than this Prot Paladin (~23k Health).  No big deal.  Everyone started somewhere, right?

We get to the final boss, and the fight goes along really well.  Let me just say that one point, way before the final boss, the Mage says, “I really hope Annhylde’s Ring drops.”  Sure enough, the ring drops.  We all congratulate the mage, seeing as he’s the only spell-caster there that could use the ring.  The DK, the Ret Pally, and I all pass.  The Mage clicks Need, and we wait.  The Prot Pally has yet to (we hope) pass on the loot.

Nope.  After about 15 seconds of silence, the Prot Pally clicks Need and wins the ring.  In my experience, it’s usually polite to ask permission to roll on something that’s not your main spec.  I’m sure that if the Prot Pally had mentioned something about wanting the ring for a Holy spec (I don’t know if that ring would be good or not), we would’ve had little issue.  When the Mage confronted the Paladin, this was the reply:

“u shud be lucky i tankd 4 u at all”

And promptly left the group. 

To the Paladin: If I would’ve known you were a d-bag, then ‘u shud be lucky i heald u at all.’  A simple, “Hey, can I roll Need for my off-spec?” or “Hey, Holy is actually my main spec, so if it’s alright, I’d like to click Need.” would’ve saved you some trouble, and saved me the trouble of writing your chapter.

Epilogue

I know that as a healer, it’s relatively easy for me to get groups, but that doesn’t give me the right to go flaunt my “huevos” as God’s gift to LFG.  It could very well be that I just got a really bad sample of the community within one Heroic Dungeon, but it got me thinking.  Do we, as healers, feel a sense of entitlement with regard to our role in a dungeon?  Do we feel more entitled to certain benefits because we are one of two roles in short supply?  How about this:

  • If there’s no tank, the healer dies.
  • If there’s no healer, the tank dies.
  • If there’s no DPS, the mob never dies.

Granted, that’s very generally speaking, but everyone in that group deserves every chance at what drops.  No need for anyone to feel “holier than thou.”

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Casual 101: Knowing Is Half The Battle

Casual 101: Knowing Is Half The Battle

It’s no secret that I’m a fan of the “Hardcore Casual” mentality.  In my 3 years of playing World of Warcraft, I’ve cut my teeth against some of the best in the game (well, my server or battlegroup).  I’ve seen some of the strongest players, and I’ve seen some of the weakest players.  The first thing I’ve noticed is a fundemental difference between the two extremes.  The strongest possess it.  The weakest lack it.  By “IT”, I’m talking about knowledge.  Yes, there are casuals that are some of the strongest players I know.  What separates them from a smattering of hardcores is their level of knowledge.

The Usual Scenario

A small guild consists of a tight-knit circle of friends.  All of them have made the necessary adjustments or rolled toons to fill all the roles that a 10man raid needs.  2-3 tanks, 2-3 Healers, and a slew of DPS, both ranged and melee.  When this guild gets together, there’s rarely a duplicate class, let alone spec.  Each player wants to benefit the raid as much as possible.  However, scheduling is always the issue.

Everyone’s got their own lives.  Everyone’s constantly juggling families, kids, jobs, school, friends, and of course, this game.  Each person constantly tries to get a raid together when they see that 8th or 9th person on.  Phone calls fly, text messages flow, and everyone is scouring their friends list to fill the final spots.  On the lucky nights, they can get together ten of their own.  A certain sense of pride swells.  “We got a guild run going,” they all contently utter.

The time is ticking.  One of the healers works the overnight shift on the weekends.  He/she has to be out the door in just over two hours.  The raid gets together surprisingly fast.  Even though ICC is the hot topic, they decide to do ToC since one of the paladins is saved to ICC.  It doesn’t matter, because they derive more joy from the simple act that those ten raiders share the same guild tag.

Buffs ensue, and right before the pull, the off-tank druid confesses his ignorance.  He doesn’t know the fight.  During Acidscale and Dreadmaw, the rogue gets the Burning Bile and runs away, but doesn’t come back to free the tanks with Paralytic Toxin.  This counts for two wipes.  On Lord Jaraxxus, the hunter gets inflicted with Incinerate Flesh and runs to kite it, as though it was Legion Flame.  He runs out of range of the healers, it ticks to zero, and wipes the raid.

We took the time to explain the fights.  The differences in the Wyrms and Jaraxxus’s two flames.  It seemed as though it was in one ear and out the other.  Although they’re all friends, tension is rising, and time is running out.  The healer with the upcoming overnight shift starts to get impatient.  Before they all realize what has happened, he has to leave.  They’ve barely downed Jaraxxus, and he/she is out the door to go to work. 

A reasonably short raid has turned into a long, frustrating endeavour. 

Things to learn as a casual player:

Take a little time to research – Even with my busy schedule, I have the time to watch a video, read a strat, or email a friend that knows.  I download a text-only strategy, copy it into an email, then read it on my phone on the train to work.  Before taking my lunch break, I take 10 minutes to watch a Tankspot video.  I’ve even, yes, downloaded a video to my iPod and watch it while I’m on the can.  (That’s right, I went there).

Listen to what’s being explained – Too often do I see people goofing off in guild chat, making random comments in /say, or participating in /general banter.  I never mind if it’s someone that I’ve done the fight with before, but if a casual player is consistently not listening because they’re engaged in other activities, I have no problem calling them out on it.

My main issue with all of this is the “talk, no walk” scenario.  All of these people will constantly ask, “Hey Thes, do you think we’re raiding tonight?” My constant response is: “I certainly hope so.  Start reading up on the fights.”  They never do.  Oh, they want to raid.  They salivate when the letters ‘I-C-C’ are called out.  Yet, when it comes down to doing a little bit of legwork, they falter.  I dont’ mind explaining the fights, but if after the explanation I hear “I’m sorry, so what am I supposed to do?” from our warlock, I wanna /logout.

Sidenote: Since drafting this blog, we’ve downed new bosses in ICC for us, so I *am* proud of my friends.  I just get agitated sometimes the lack of initiative. 

ANYWAYS….

If you want to make yourself valuable as as casual raider, just take an extra step or two to be prepared.  If not, you’re wasting your own time.  The less a raid has to “nuture” you, the more appealing you’ll be to bring along.  Personally, I love that our guild, though small, is comprised mostly of people that can fill in for any guild’s raid that may need us.  Kind of like hired mercenaries.  Need a healer?  See if Thespean or Discotheque are on.  Need a tank?  See if Dralo or Naryamas are around.  How about a good DPS?  Ask Arcas or Wolfin.  That means, however, that we do our little bit of homework to make that possible.  You don’t have to be hardcore, but if you know your stuff, you are just as skilled (if not more), than someone who devotes most of their time to raiding.

Are you a player that can’t be on as much as they’d like?  How do you make yourself appealing to be pulled into a raid?

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Are Easier Heroics Better in the Long Run?

Are Easier Heroics Better in the Long Run?

Image Courtesy of Geico Insurance

The patch 3.3.2 includes a few amendments to Heroic Dungeons and how they’re played.  Entire packs of mobs are being deleted.  Bosses abilities are being shortened or being made less frequent.  Fight mechanics are being made easier.  In essence, Blizzard is giving us more opportunities to blow through these dungeons with little to no effort.

I’m an educator at heart.  Seeing as though my life “endgame” is to be at the front of a classroom, it’s important to me that people learn the skills necessary to go through life.  How to write a proper business letter, how to analyze a novel or article, or how to put your thoughts in order and present them in a proper argument.

How does this translate into WoW?  Teaching players how to follow a kill order, how to manage small and large cooldowns, or how to CC a mob.  Remember some of the cardinal rules of this game that we’ve all learned?

  • If the ground changes, get out of it. Pretty standard stuff, except for rare circumstances
  • If the boss starts spinning with his huge weapon, move away from it.
  • If a really annoying mob is causing havoc, CC it. If possible, avoid DoT’ing it.

We learn these the hard way.  And, we have to utilize and execute what we’ve learned in the current content.  Ground changes?  Sounds like Rotface’s ooze pools on the ground.  Spinning mobs?  Marrowgar.  The need to CC a mob?  The mind controls in Lady Deathwhisper.

“You are not prepared!”

With the level of difficulty amongst the endgame content, more and more groups are getting frustrated with the lack of skill within the community of 80s.  I equate this to meeting people in the real world that don’t demonstrate even a sliver of mastery of their native language (slang and colloquialisms are fun choices but shouldn’t be your foundation).  How do you get through school without being able to speak or write properly?  How do you get to start raiding without having a knowledge of the fundementals?

Take Ahn’kahet (AKA “Old Kingdom”) for example.  Jedoga Shadowseeker is the boss that floats in the air, summoning an add to sacrifice.  If she succeeds, she hits a temporary enrage.  I remember wiping to that when people first started doing heroics.  The tank had to manage a cooldown; the healer was spamming big heals. This fight demonstrated the need for DPS to turn up the heat to down the add.  Even I as a healer would Smite/Lightning Bolt the add.

Now, it seems that Madame Shadowseeker only does this once.  Does this just mean everyone blows all their cooldowns (Shield Wall, Survival Instincts, Frenzied Regeneration, etc) to endure her short enrage and then they’re done?  The key to earning respect as a player with me is demonstrate a finesse of your skills, not be all RAWR OMG WTFBBQ DPSPWNAGE!!  You can be great player and still utilize all of your classes abilities efficiently.

“Time is of the essence!”

As these Heroics are being made easier and easier, that means people will be blowing through them faster and faster.  Making the value of the gear that people are getting lower and lower.  Follow this math:

Average of 4 badges (+ 2 from random) = 6 badges per run.

Clearing an instance in 15 minutes means 24 emblems an hour.

A whole set of T9 costs 210 emblems.

210 emblems / 24 emblems per hour = 8.75 hours.

Even if you play 3 hours/day, you could have full tier 9 in 3 days.

Given that, do I think it’s possible to really have a grasp of how to exist in a raid setting, possibly having an aspect of the fight rest on your shoulders?  I won’t say a flat-out “no”, but I’m hesitant.  I learned how to play my class through dungeons and heroics.  A fight like Rotface or Blood Princes is going to confuse players that haven’t had the ability to build an understanding of their class.

Consider it a slightly less horrifying version of a person who just bought their character on eBay that day.  Regardless if you’re a completely new player, or just levelling an alt, I fear that we’re starting to lose the building blocks to being a good raider to the ease of too much convenience.  (Sidenote: Notice I said “too much”.  I’m all for crafting the game so everyone has a shot, but there is a point when it goes too far.  I don’t want to go back to the days of needing to run alts through Karazhan to begin the gearing process for Black Temple.)

It’s like the economy (I know, a touchy subject).  If you start pumping more gear into the game faster, it devalues what’s already out there.  I guess the good thing is that people will be less freaked out by GearScore.  If everyone has a high gear score, more emphasis will need to be placed on player skill.  What good is a high GearScore if everyone has it?

“Lazy Sunday!”

“…WAKE UP IN THE LATE AFTERNOON!”  Sorry, a little sidetracked.  I love that skit.

Anyways, with Blizzard making things easier and easier, I fear they’re going too far.  ICC trash is already becoming AOE-able.  People are complaining about there being too much trash (yet, people complained about Trial of the Crusader not having ANY trash and being too boring).  Oculus is getting even bigger rewards.

I don’t want this game to become “just go in and blow stuff up”.  I like the challenge.  I like the dedication.  I like the workout.  I like the strategy.  Do I know how to create a balance with this?  Of course not.  If I did, I would be working for Blizzard.  I just don’t want the laziest crowd in the game to win over the hearts and minds of the game designers.

Now, I enjoy the mechanic of earlier ICC wings getting easier over time, allowing less progressed guilds to see the endgame content, but the latest epidemic of clueless raiders is troublesome to me.  How do you make the game more appealing to everyone, while still teaching those fundemental rules that we’ve all learned over the years?

What do you think?  Do you feel heroics are being made too easy?  How do you promote an understanding of class and basic fight mechanics amongst your raiders?

Rot-Face the Music, People!

Rot-Face the Music, People!

The second wing of Icecrown Citadel has been open for just two lockout periods.  There have been the outcries from all sides:

“It’s too soon!”

“Thank God, it’s finally here!”

“Why can’t we just fight Arthas already?”

But my new personal favorite, has GOT to be:

“Rotface is too hard!”

First, let me go on the record that I’m thankful for fights like these.  I’ve mentioned here before, and also when I’ve guest-hosted on Raid Warning (shameless plug), that I loved bosses back in the BC days.  Fights like Leotheras or Al’ar took coordination, teamwork, and dedication.  I remember the guild I was in never took down Al’ar.  Primarily, we lacked perseverance.  We would spend 3-4 attempts on that bird, and then people would gripe about how hard it was and we’d move onto Loot Reaver, I mean Void Reaver.

My point is that in Wrath, we’ve essentially seen easier bosses in raids.  Yogg was hard, Faction Champions held up a lot of guilds, true.  Aside from examples like those, we haven’t seen any fights in ICC thus far that have resembled the challenging nature of a true raid boss.

Rotface as a challenge?  I welcome it.  I think we, as raiders, get tunnel vision too easily.  Most of the fights have been the following:

  • Switching targets to an add or group of adds
  • Stay out of the stuff on the ground
  • Heal through this bout of incoming damage

Hence, Rotface is a breath of fresh air, even if it’s the leading cause of my healer-rage on any given raid night.  Healers, because of the instances of raid damage, have to step it up.  Any combination of the following mechanics will make for a bad experience:

Mutated infection – [UNAVOIDABLE] The primary mechanic for the fight.  Your choice to cleanse it early, though I wouldn’t recommend it unless your raid is totally on their A-Game.  You have to get on top of this as fast as possible because of the Mortal Strike-styled healing debuff.  When I’m assigned to the mutated peeps, I throw PW:Shield, Prayer of Mending, and a quick Penance to pile on Grace.  It’s better to keep them topped off than just keep them alive.

Slime Spray -  [AVOIDABLE] This is a pain in the butt to deal with if people don’t move out of the way.  At roughly 5k each second, multiple victims make healing rough, especially in the later stages of the fight.  It’s a short cast but on a regular timer, so it’s easy to anticipate.  If you keep your raid clumped behind the boss, a simple run-through to the other side is all that’s needed.  Don’t always assume it’s going to the majority of the raid.  Rotface may target the slime tank/kiter.  I’ve seen attempts almost wipe because people ran right into the spray without thinking.

Ooze Flood – [AVOIDABLE] The standard WoW rule of “Don’t stand in the crap on the ground!”  A lot of raiders claim to be taken by surprise, but I don’t buy it.  Not only do you get an audible warning from Petricide, but you see ooze spouting from the pipes before the flood appears.  At crucial moments of kiting or fleeing the ooze explosion, it’s not impossible to miss these entirely.

Radiating Ooze – [SEMI-AVOIDABLE] The only time anyone should be taking damage from this is the person merging an ooze with the big ooze and possibly the player kiting the ooze.  They’ll take damage from their own smaller ooze, which is less, and then momentarily from the big ooze.  I see too many people run INTO the ooze to try to get it to merge.  In actuality, you just need to get the ooze into the 10 yard radius of the big ooze for it to merge.  Even at that, it’s best to wait until your disease is gone to step into that area.  A near-full ooze will tick for a lot of damage, and a half-heal debuff is horrible to try to work through, let alone the tick from the disease itself.  It’s easy to die to this, even with a lot of healers on you.

Unstable Ooze Explosion – [AVOIDABLE] It’s simple.  It’s like the orbs in Void Reaver, except smaller.  Once the ooze explodes, and not before, you should start running away.  From personal experience, try not to be by the tank when it explodes.  If the tank is caught in about 4-5 of those projectile oozes, he or she is a goner.  Don’t run into ooze puddles, and don’t run near other oozes that are still growing.

—–

I highly recommend that you read and know each of the mechanics that I’ve explained above.  These debuffs and mechanics aren’t just for the healers to heal through but for every raider to avoid.  One or two of them together is manageable, but when you’re consistently not paying attention to the different intricacies of the fight, it just makes my soul hurt.

I know there’s a tendency to just want muscle through some of the fights, but on some of these Icecrown fights, it’s imperative to actually know what you’re being afflicted with.  Your little extra focus can get you through that last 30% that most guilds may be struggling with.

 

Healing Icecrown from a Druid’s Perspective – Part 2

Healing Icecrown from a Druid’s Perspective – Part 2

This is a guest post by Epiphanize, a Resto Druid, and co-host of Raid Warning.

Now that we got all that out of the way, it is time to get down to business. You didn’t really show up just to listen to me go on about glyphs, did you? No, you came to heal your branches off! One quick thing: Be sure to check out the comments in my previous article; there were some good suggestions for alternative point distribution.

Lord Marrowgar

So here we are, Lord Marrowgar, a very interesting challenge for healers. However, it does give Druids a chance to show off their ability to heal on the run. This can be a relatively hectic fight, so regardless of whether you are tank or raid healing, you will need to be tossing HoTs at some points during the fight.

Tank Healing

This is the easier of two roles against Marrowgar.  During his initial phase and all the ones where he is not spinning all over the place, it is essentially a one tank fight. Since the nerf, Marrowgar does quit a bit less melee damage. So the damage your meat shield will be taking will be fairly minimal. This is pretty manageable for Trees, as we can keep the tank pretty well topped off with our HoTs.

One ability you need to be prepared for though is Saber Lash.  Saber Lash is an ability similar to Koralon’s Meteor Fists, in which two tanks will need to stack in order to distribute the damage. Your healing priority will be the Main Tank followed by the Off-Tank after a Saber Lash. As a tree, you have the added benefit of hitting both with Wild Growth before topping off the Main Tank. Other than dodging the occasional slow-motion blue flames, there is not much to deal with during this phase.

Raid Healing

As stated above, this fight can be quite hectic for a raid healer. During the first phase you will have quite a bit to manage. In 10-player, one random player will be Bone Spiked. DPS will be turning to focus on getting the player down as quickly as possible. This presents two things for you as a raid healer. You obviously will need to be focusing on healing the spiked player. I’ve managed to safely keep them up with Rejuvenation and Swiftmend, though this can also be accomplished with a few Nourishes as well. The other thing is people taking Coldflame damage, as they will often be ignoring the flames to get the person off the spike. Again this is usually handled by tossing some Rejuvenations and Wild Growth, saving Swiftmend for anyone who stands in the fire just a bit too long.

The last thing you will be concerned with during the pre-Bone Storm phases is the aforementioned Coldflame. As the raid healer, you will be responsible for topping off anyone who doesn’t get out of the way of the flames quick enough. The damage it does is not too horrible as long as no one just stands there. Its actually more of a nuisance avoiding it yourself, as you will often need to decide between standing their long enough to finish casting a heal, or cutting it short to avoid taking too much damage yourself.

Bone Storm

This phase is pretty similar for Druids regardless of your role. Marrowgar will become untauntable and spin around the room doing relatively minor AOE damage. It is still good to avoid him if possible, as it makes life a bit easier on all the healers. The big thing you will be dealing with is blue flames (of ice?) again. Only this time he drops 4 at a time. This phase is all about survival. Since you will be on the move during this, Druids will be arguably the best healer for this phase. This is where glyphs like Rapid Rejuvenation and Wild Growth start to shine in ICC. Just keep HoTs on everyone and toss Wild Growth on cooldown and you should be fine. Make sure to keep Swiftmend and your NS-HT macro at the ready in case anyone gets into trouble.

One last thing that the Tank Healer needs to consider is the position of the tanks during all chaos. The tanks will be sticking close to Marrowgar during Bone Storm in order to pick him up at the end of the phase. Not only will the tanks be taking a bit extra damage, but you will want to be nearby to keep the Main Tank healed up while everyone gets back to some semblance of order.

Lady Deathwhisper

The next boss in The Citadel is quite a bit easier on the healers than Marrowgar. If your group is good about staying out of Death and Decay and interrupting Frost Bolts, you won’t have to mash the keyboard nearly as much. For Druids, this fight is all about situational awareness and keeping in range of the players taking damage.

Phase 1

The key to Lady Deathwhisper is getting through her first phase. During this phase she will be behind a mana shield that DPS will need to burn through in between dealing with adds that spawn from either side of the room. After that, the fight is pretty much tank and spank. In my experience, this is the fight where you are most likely to only use 2 healers.

The mechanics of the adds are pretty complicated at times, so it is good to familiarize yourself with them. There will be times the tank and raid will be taking increased damage based on these mechanics. There is a lot of movement involved, so there will often be times you will have to drag your stump across the room to toss a heal or two.

There are a few other considerations during this phase. First,  Adherents will place Curse of Torpor on random raid members that increases the cooldown of their abilities, so you will want to make sure you are decursing as often as possible. There will be a bit of randomness from the Death and Decay and Shadow Bolts, so be on the look out. Again, there is going to be some bouncing back and forth because of adds, so communicate with the other healer(s) to make sure you have all your bases covered.

Phase 2

Congratulations, you have made it through the hard part. After her shield is down she becomes tauntable, only has 3 million hit points, and the adds stop spawning. Since this is often 2-healed, you will more than likely be both on raid duty and tank duty. While this phase is pretty much tank and spank, there are some things going on that affect the healers.

The tanks will be swapping as Deathwhisper places a stacking debuff on the tank that reduces their threat. So you will want to keep an ear out for who is tanking her and focus your healing accordingly. She will still be dropping Death and Decay, as well as random frost bolts that should be interrupted. Finally, she will summon on non-targetable Vengeful Shade that will follow a player around and explode if it catches them. You will need to do your best to avoid them if they follow you, and be prepared to heal someone if they get caught (if they don’t get one-shotted).  It’s a pretty quick phase though, and you will be on your way up the elevator in no time.

Gunship Battle

This is a gimmick fight through and through and is a lot of fun. There aren’t really a lot of important mechanics here for healers. Your gunship has two guns that you use to attack the enemy’s gunship.  Occasionally, the opposing ship will summon a mage/sorcerer that will freeze your guns. You will then need to send some raid members over to kill it in order free up your cannons. Back on your own ship, mobs will appear through a portal that will need to be killed, while avoiding incoming rockets and axe-throwers.

Defenders

This is the easier of the two healing roles. Usually one tank and some ranged DPS will stay behind to deal with the enemy boarding party.  The portal will spawn a Sergeant and some Marines. The Sergeant is the only one that really poses any threat, as he has pretty nasty Bladestorm and Wounding Strike abilities. Most of your healing will be focused on the tank, especially if you only have ranged DPS defending. Just be prepared to work a bit extra to overcome the -25% healing debuff.

Two other items of note: First, stay out of shinnies! Rockets will be coming over to your side and the big shiny circle on the ground is an indicator your in the path of said rocket. Be prepared to heal anyone who has yet to learn this golden rule of Warcraft. Second, keep an eye on your boarding party tank. They will be taking damage as they fly back over to your ship, and not every healer is as equipped to heal in the air as us Trees. I have seen quite a few tanks bite it on their way back over as they still have the aggro from the ranged mobs on the enemy ship. A well timed heal from you can be the thing that saves them.

Boarding Party

As the boarding party healer you got the short end of the branch (no, the bad tree jokes will not stop). You will be heading over to the enemy ship with most of the DPS and a Tank to take down the mage/sorcerer while fending off the general and adds. On your way over it will be a good idea to HoT up the tank, as things will be a bit chaotic when you first get over there.

The tank will be keeping the enemy commander busy why DPS take down the mage/sorcerer. Keep an eye out because the longer you are over there the stronger the enemy gets. This will cause everyone to take quite a bit of damage. As mentioned earlier, you will need to keep some heals on the tank as he will take some damage on his way back over. Probably a good idea to leave a Rejuvenation in case you need to toss an emergency Swiftmend on the return flight. Again, a fairly straightforward fight for healers.

Deathbringer Saurfang

Phew, here we are, the final encounter of the entrance to the Citadel. This is probably the most interesting fight so far. A lot of what you need to do as a healer will be determined by your groups strategy, but Druids have a few things to keep in mind both as a tank or raid healer, regardless of how you handle Mark of the Fallen Champion.

Raid Healing

First, you do not have any way to stop the damage people will be taking like priests do. So your main role will be to heal up the damage that does get through. There are three mechanics that will be causing you trouble: Boiling Blood, Blood Nova and Mark of the Fallen Champion.

The first ability, Boiling Blood, will be case on a random raid target. If you have a Priest, they will mitigate a lot of the damage to avoid Saurfang building Blood Power. Its still a good idea, whether you have a Priest or not, to toss Rejuvenation on the Boiling Blood target to keep them topped off. The damage isn’t too bad, and one HoT should be enough to keep them safe.

Blood Nova can be more troublesome depending on how much melee you have. If this gets cast on one, a good amount of people will be taking damage. The player that get Blood Nova should run out of the raid to minimize damage and blood power gain. However, if they don’t get out in time, be prepared to throw out Wild Growth and a couple single target heals.

Finally, there is Mark of the Fallen Champion. How you handle this (if at all) is going to depend on your raid strategy. A lot of guilds, mine included, will just let that player die. This minimizes the buildup of blood power and puts a lot less stress on the healers. If you do decide to keep that person alive you will want to give them full HoTs. Yes, you may have to dust off Lifebloom for this one. I usually put up Rejuvenation and Regrowth, with a Swiftmend if needed.

Tank Healing

There is not nearly as much to deal with as a tank healer. The tanks will be switching when they gain the Rune of Blood debuff, so as per most two tank fights you will need to be paying attention. You will also need to be concerned if a player gets Blood Nova near the tank, which could cause a nasty damage spike. Your final obstacle is at 30%, where Saurfang will Frenzy. This means you need to get your stump in gear and heal faster! Other than that, he is business as usual for a tank healer.

—–

And that’s it! You’ve Stormed the Citadel. Just in time for the Plague Works to open. Thus is the life of a WoW player. In the next installment we will be covering healing Rotface, Festergut, and Putricide, all while avoiding getting any goo on your leaves.

The Issue with Discipline Raid Healing

The Issue with Discipline Raid Healing

As Priests, we exist in two healing realms: Holy and Discipline.  Discipline and Holy.  I say that because one is not superior or inferior to its counterpart.  Each specialization has its own tree.  Each has its strengths and weaknesses.

We were told way back before Wrath of the Lich King that these two trees were going to serve different fundamental purposes: Tank-Healing or Raid-Healing.  Seems simple enough, right?  Once Discipline Priests got past the backlash of “Disc is PvP lol” malarkey, people started learning that Discipline Priests can actually function as Tank healers.  If all of our tools are used in concert with each other, we can be a damn good single-target healer.

Is Discipline, though, viable as a Raid-Healing spec?  That’s debatable.

As with most aspects of this game, everything is going to be viable as something other than it was intended, depending on the situation.  For Discipline, Loatheb is an awesome example.  Although our talents are angled towards single-target healing, a combination of PW:S, Prayer of Healing, Penance, and quick Flash Heals (all powered by Fungal Creep) make us a formidable Raid Healer in a short amount of time. 

Another example is Deathbringer Saurfang, the last boss in the first wing of Icecrown Citadel.  It seems widely accepted now that a Discipline Priest shielding the raid helps reduce the amount of Blood Power that Saurfang gets via Blood Link.  The sooner Saurfang’s energy reaches 100, the sooner a Mark of the Fallen Champion gets put on a random raid member.  Absorbs from PW:S, as well as Divine Aegis, reduce the amount of Blood Power he receives.  Thus, fewer Marks on the raid, which means you can obtain I’ve Gone and Made a Mess with ease.  Not to mention, you get the boss down faster and easier.

Beyond the Situational Awesomeness

I’ve seen a trend of Discipline Priests insisting that they only raid heal.  They seem to hate the idea of being locked onto one or two tanks and will choose to “bubble spam” the raid.  An occasional spell other than PW:S might be used, but it tends to be a one-button spam from players like this.

I have no problem with people trying something different or off the beaten path, just so long as they’re smart about it and demonstrate a mastery of their choice.  I’m sorry to say, but playing Whack-a-Mole with Weakened Soul hardly shows mastery.  In cases like Saurfang, it’s a conscious and strategic choice.  In other cases, it’s a waste of mana.

Power Word: Shield / Rapture – Through Borrowed Time, we’ve received a nice scaling talent as a Discipline Priest.  It’s a valuable spell to the Discipline Priest, but it’s not the only spell we have available.  Since Rapture returns mana to you (ideally equal to or greater than the cost of PW:S), it increases your longevity as a healer, making PW:S one of the front-runners in our arsenal.  Notice, though, that Rapture only triggers when a shield is “completely absorbed or dispelled.”  Yes, partial absorbs are better than no absorbs at all.  However, in quite a few cases, the raid won’t take damage for a while.  Any shields that are put up on raid members that aren’t even touched is a total sacrifice of that mana.  Let’s say your PW:S costs 666 mana (yes, mine does).  If you cast it consistently, and 10 of them don’t even get touched, you just threw away 6,660 mana.  How much damage did you prevent?  Zero.  If you’re casting PW:S consistently, Renewed Hope will be up the whole time.  Since it doesn’t stack, those 10 shields mitigated no extra damage.

Grace – This fun talent, at the start of WotLK, used to be allowed on more than one target at a time.  Once Blizzard thought that was a little bit overpowered and was steering Discipline away from it’s original intent, they restricted Grace to one target at a time.  As a single-target healer, Grace is a great tool to have (though I wish it could be on up to three targets for fights like Marrowgar and Goremaw).  As a raid healer, it’s a wasted three talent points.  I find it particularly hard to assist with raid healing without using either Flash Heal or Penance (or the occasional hasted Greater Heal – all three of which activate Grace).  In most cases, you’ll be snipe-healing multiple targets.  If not, you’ll use a couple heals to top someone off, then off to the next target.  Grace isn’t given the chance to shine.

Where To Go From Here

Spec – I currently rock out a 57/14/0 spec.  I’ve tried various versions of it, but this spec just seems to work really well with the way I play.  I like to use Renew to help pad the tanks, or throw some on the raid to help out.

Given what I wrote above about Grace, I would choose to sacrifice those points and put them elsewhere.  I threw together a 52/19/0 spec if I were to try to re-work myself into a raid-healing Discipline mode.  I also took the points out of Focused Will (sacrifice some crit) and switched Spell Warding to Divine Fury.  I topped out Divine Fury (taking one point from Inspiration), and grabbed all three points of Improved Healing.  The goal is to hopefully rotate Greater Heal more into your rotation and make it (and Penance) cheaper to cast.  You still get powerful shields and good utility, but it’s not the end of the world trying to keep Grace up. 

Spells – As I pointed out above, I’m not a big fan of the “bubble spam”.  Sure it may look good on World of Logs or the estimated “absorption meter”, but I think it’s impractical.  I’m not in a raid to top a meter, I’m there to keep the whole raid alive.  With the alternate spec I suggested above, sniping Flash Heals and Penances is a great way to keep the raid up, as long as you’re also utilizing Prayer of Mending, Renew, and Prayer of Healing as well. 

If you choose to keep a variation of the first spec, then keep in mind the benefit of keeping Grace on your primary target.  You’re not going to be the most amazing raid healer, but you can certainly help out:

Prayer of Mending – I always keep this bouncing.  There are addons available to let you know when your charges have run out.  I tend to cast mine whenever it’s up.

Renew – If you put the points into Improved Renew, you can help out the other raid healers with this one.

Prayer of Healing – Although a bit of a mana drain, it’s amazing when it crits and each member gets his/her own Divine Aegis shield.

Binding Heal – ?!?!?! you say? I use this spell when I just need to single target someone.  Yes, it heals me at the same time.  Higher mana cost, the self-heal may be worth it, and I can keep the Grace stack on the tank.  I’ve tried both ways, and using Binding Heal has seemed worth it to me.

So there you have it!  I’ve always felt that Priests are incredibly versatile healers.  I don’t enjoy one-button spams or anything proved to be “easy-mode casting”.  We have an amazing arsenal of spells available, and using all of them can make us unstoppable.  There’s no reason you can’t take the intricacies of our class and harness them to do what you need them to.

My point is that if you’re going to go off the beaten path, think about what you’re doing before you take that step.

How do you feel about Discipline raid healing?  What other tricks have you figured out over time?

**Image credited to the Elitist Jerks forums**

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

Healing Icecrown From a Druid’s Perspective – Part 1

Healing Icecrown From a Druid’s Perspective – Part 1

 

This is a guest post by Epiphanize, a Resto Druid, and co-host of Raid Warning.

So you’ve just shaken the frost off of your branches and are staring down the entrance to Icecrown Citadel, the final raid of the Wrath of the Lich King expansion.  You and nine of your closest guildies (or 9 random pugs if your unlucky) are ready to face the challenges that await you in your quest to take down Arthas. The first of these will be the bosses of the entrance to the Citadel. Before we get into strategies, let’s discuss a few things you should think about before trotting into The Frozen Throne. There have been some major changes to how Druids approach healing that are worth taking a look at.

Most trees are in the process of making the swap from crit-laden gear to stacking haste (or at least you should be – Bad tree, bad). This, along with the introduction of Glyph of Rapid Rejuvenation, has given us some new and interesting options. The goal of this article is to help you understand the changes to Druid healing and how it affects you prepare to confront the Lich King.

In addition to these changes, 10-mans can leave a lot of uncertainty, and raid composition will often force Druids to fill rolls they may not be best suited for. Your choice of glyphs and spec will depend a lot on role, personal preference, and playstyle. However, there is some general advice you can follow when making these decisions. I’ve done my best to try to gives options for popular playstyles and specs.

I’m Still a Crit Machine

If you are still very early in the process of swapping gear from crit to haste, you are probably using either Nourish or Regrowth as your main spell. Nourish is a slightly better spell in most realistic situations where you aren’t sure you will keep Regrowth’s hot up on at all times (Thats a discussion for another article). However, at this level of raiding, either spell should serve you well regardless of role. So use whatever your little wooden heart desires, just make sure to bring the appropriate glyph.

Next, I would recommend Glyph of Swiftmend. This is especially helpful in situations where you are spot healing the raid or attempting to 2 heal. It allows you to quickly save a DPS that may be taking sudden burst damage, or catch up on a tank you may have neglected for a moment. It is also a nice way to save on some mana. Plus a global cooldown wasted refreshing a HoT can often be the difference between life and temporary, virtual death. If mana is not a concern and you are comfortable relying on some of your other emergency options, you can go with both of the choices for your third glyph.

Your third glyph is really up to personal choice and should be based on your role as well as the encounter. Glyph of Wild Growth is always a safe bet, especially if you are helping raid heal. There are lots of scenarios where the whole raid is taking damage in ICC, and that extra target is a welcome buff. Glyph of Rejuvenation is also good but slightly weaker option, as there won’t be large chunks of time where the tank is under 50%. Thought this can shine in some encounters, especially with the 4 piece tier 9 set bonus. One thing to keep in mind is that the small amount Glyph of Rejuvenation can play in helping catch up, can easily be replaced by a Swiftmend, Nature’s Swiftness/Healing Touch, or even a Regrowth.

When it comes to talent choices with a Crit build, not much has changed since 3.2. Living Seed is a must in my book if you are going to be tank healing, and is also handy when dealing with Saurfang’s Mark of the Fallen Champion. This especially holds true due to Nature’s Bounty increasing the amount of Living Seed procs.

Another option that is good for tank healers, but is especially strong for raid healing, is Revitalize. While not a complete replacement for Replenishment, it is better than the complete lack of a regeneration buff. You should end up with something similar to 11/0/60 (full build here) with either 3 points in Living Seed or Revitalize depending on what tickles your fancy.

Crit Is So Last Month

If you are at or approaching the soft haste cap (856 without Celestial Focus, 735 with) Rejuvenation is now your baby. Blizzard has really made this our new bread and butter spell. With two strong glyphs, 4 piece tier 9, and the last two idols granting you spell power based on rejuvenation ticks, it is clear you should be using Rejuvenation liberally. This being said, Glyph of Rapid Rejuvenation is a must in my opinion. This is obviously slanted towards raid healing, though I’ve seen instances where it has come in handy as a tank healer. It also comes in useful for mechanics like Mark of the Fallen Champion where a glyphed Rejuvenation with 4 piece Tier 9 can often alone keep up the marked target with minimal management. ICC encounters seems to have been tuned to encourage the use of Glyphed Rejuvenation, as there are lots of dots and healing on the move.

If you plan on focusing more on your HoTs, the original Glyph of Rejuvenation is a good companion for the new Rapid Rejuvenation. It will take time for you to get used to how quickly you can heal up someone with this combo. Once your haste gets up there and you get down the timing, this combo is a very powerful option.

Glyph of Nourish is your other option for your second glyph. Some would even argue that Nourish is the main reason to stack haste, not Rapid Rejuvenation, as you will have a 1s cast time on Nourish. This, combined with a reduced global cooldown, should allow you to direct heal your stump off. This is also a perfectly viable options, especially at the 10-man level. I think its safe to leave this decision up to personal preference. 

Of course you could always just use the above three glyphs and have the best of both worlds, which is what I have ultimately done. But if you are indecisive, Swiftmend will save some mana when you need a big direct heal. In the same vein, Wild Growth will give some HoT power to go along with those quick Nourishes. There really is a lot of flexibility here.

There is however, not so much when it comes to spec. For most people, you will be stuck going deep enough into the Balance tree to get Celestial Focus, that you will not have much of a choice but to go 18/0/53. Now as you progress through Icecrown you will be able to move those points out of Balance and back into the more useful Resto talents. Revitalize being a priority in my book due to the amount of Rejuvenation’s you will be tossing around. Where you go from there will depend on how often you decide to use you direct heals. Your build should look more like the crit 11/0/60 build..

 Phew…Who knew when you signed up to heal as a sapling, you’d be in for so much homework? However, as long as Blizzard keeps being bipolar in regards to Druid healing mechanics, you better get used to it. Who knows, maybe if we cut back on the QQ they will give us new Tree Form models before the end of Cataclysm. Well, we can dream can’t we? In the next part of this article we will cover specific strategies for healing the first 4 bosses of Icecrown as a Tree.

I Will Not Carry You

I Will Not Carry You

My good buddy Matt just wrote an article likening himself to “Samwise the Brave”.  The noble friend, no matter the circumstances, who is willing to swallow his pride to bring up the team.  It’s admirable.  It’s considerate.  It’s exactly what I would do…

…for certain people.

A friend, alt or no alt, who needs some help getting geared.  Maybe it’s his/her first 80.  It’s all good, because I know this person.  I understand that he/she is not trying to take advantage of the time and effort that I’ve put into the game for selfish benefit.  I’m more than willing to lend my knowledge to help make them a better player.  Because let’s be honest, you’re training a new class of raider/gamer when you do this.  I, myself, have 2 friends that I’m leveling alts with.  I teach them about kill orders, focus-firing, and CCing.  My hope is to get them ready for hitting 80 so they can come into raids with us.

Likewise, a new 80 who lays it all out up front.  Totally honest about their gear or their skill, and isn’t a jackass about it.  Someone who is looking to the veterans for guidance.  An under-cap tank that wants me to heal them through the early heroics to get some basic gear.  A dps or two that may need the fight to go on longer than usual because they can’t quite pull their weight yet.  I have no problem taking longer on a fight because they’re working on their rotation and getting numbers up (though that’s also what Target Dummies are for).

However, I can’t heal stupidity. 

I’m serious.  I may try to throw heals, but my finger goes numb and can’t press the hotkey.  I could try to shield, but the mouse button turns to stone.  It’s immovable.  I won’t hear that “click”.

Flash Heal won’t work on a tank that tells me he’s Defense-capped, but admits later that he’s only at 510 Defense while trying to tank the upper-level heroics.  “I needed a healer to carry me through so I can get PhAT lEwtZ”, they may say.

Prayer of Mending just refuses to bounce to that one DPS player that ignores the “Targeting You!” over the mob’s head, or dismisses Omen because it’s too distracting.  With all of the “aggro drop” skills that are available, utilizing them might break the healing immunity that seems to have plagued my heal targets.  Assisting the tank takes 1.5 seconds.

My new battle is trying to Shield the player that constantly hollers out “GO” while the tank is marking targets, or while the healer is drinking, or the other DPS are figuring out any CC that may be needed.  It’s especially difficult when that player has the “Patient” title next to their name.  Apprently that’s just a front, like a pub is a front for the Dwarven Mafia.  My PW:Shield is simply answered with “Invalid Target”.

I always try to be a great player to run with.  I’m always willing to help, if needed.  If you need a fight explained, sure.  If you need some advice on a talent or gear choice, no problem.  However, if you find yourself a version of any of the latter three examples, then I have to apologize for the ineffectiveness of my heals.  I can’t control them!  =D

Cheers,

Little Things of Joy

Little Things of Joy

BigHeader

Those that have followed my posts here since I started writing know that I’m a two-faced WoW player.  =)  I don’t mean two-faced in that way.  I mean it in another sense.

I belong to two guilds.  Unpossible, and Team Sport.  Both guilds are fantastic, and I’m so proud to be in both of them.  I always consider myself a multi-faceted player.  I like progression, and I also like casual.  Each guild provides me with a different part of that.

We’re all in the mood to pound our heads against the new content.  Whether you’re struggling or conquering, it’s always exciting to battle new bosses and collect your new rewards.  It’s something we’ve all come to love about raiding or just gaming in general.  What about some of the little things that bring you joy?

Unpossible

Lodur and I have definitely bonded since we started talking.  I had been looking for a new place to send my priest, since my last guild wasn’t working out.  I wanted a place that was progression-oriented but had the same “family” feel that Team Sport does.  When we started talking about Unpossible, my eyes lit up.  It seemed (on the surface) like everything I was looking for.  It wasn’t brow-beating its members into submission.  Family and real life always came first, but they were all there to conquer the endgame content.

The application process was complex but well worth it.  I was being asked to join raids, main nights as well as off-nights.  This is one of the oldest surviving guilds on the server.  Most of this team had cleared Vanilla WoW content together.  Needless to say, I felt like an outsider.

There were two moments that absolutely solidified my feeling of being a member of Unpossible.

The first, was our first walk into Icecrown.  No one had seen the..

Instance not found.

Our palms were sweaty with anticipat…

Instance not found.

Okay, let’s at least try to get a warlock inside so we…

Instance not found.

Sweet, we’re all in!  We manage to get the first couple of mobs down until the huge Skele on the wall spawns.  Almost reminiscent of the terror that the Statue of Liberty spreads in Ghostbusters II, we lose a couple healers and a couple DPS.  It’s okay, let’s have them rez and run back.  Everyone rebuff…

Instance not found.

You get the point.  All joking aside, stepping into Icecrown and figuring things out from scratch made me feel like I was truly an Unpossible member, even if we only got one attempt in on Marrowgar.

The second solidifying moment came a week later.  Now that the initial instance server issues had been somewhat resolved, it was easy to actually get our whole team in there.  We cleared Marrowgar with little difficulty, and it was time for Deathwhisper.  With our raid leader hollering out orders, demanding we step it up and get the hell out of Death and Decay, Deathwhisper’s health dwindled.  People died to the invincible ghosts.  Healers started to drop.  We were seconds away from the enrage timer.  Then, she enraged.  Tanks were one-shotted.  Healers were brushed into non-existence.  Two people remained, and the DoTs were ticking away.  1%.  0.7%.  100k Health. 47k Health.  6k Health.  The final raid member at 4,000 health.  “You have defeated Lady Deathwhisper.”  Screams echoed through Ventrilo.  It was the first time I had been there for a guild first.  So satisfying.  I’m truly a member of Unpossible now.  Killing a tough boss is one thing, but bleeding and sweating for that first kill with a new guild is amazing.

Team Sport

I’ve been gaming with most of these guys since early BC, when my warlock was 40 and had just gotten my first mount.  We’re a rag-tag group of knockarounds, but we love the game, and we love trying to do our best at it.  There may be people that disagree, but people generally really enjoy adding us to their raid.  We’ve got about 18 members with varying schedules, so it’s tough to get our own raid together.  We don’t mind.  We all knew this signing up.  Anyone that applies to Team Sport (yes, we even had someone server transfer to play with us) knows this as well.  This doesn’t mean we’re lackluster about raiding.  When we can get enough people on, we jump all over it.

Is each and every member totally top notch?  No.  No team is totally perfect.  Even I’m not completely on my game (I’ve had a few too many “Diet Cokes”).  Personally, I was a little worried about some of the coordination needed for some of the ToC fights.  After initial struggles with tanking Northrend Beasts, we made it through Icehowl, and one-shotted Jaraxxus. 

Here’s where it got interesting. 

A lot of guilds have CC rotations and full-on strategies for Faction Champions.  Druids, Warlocks and Mages alternating their crowd control.  Rogues and Warriors locking up healers.  I initially tried to craft a CC plan.  We tried it, and we failed.  So we did it the Team Sport way.

Team Sport is known for our love of PvP.  We have various Arena Teams, and we do Battlegrounds galore.  Our pally tank, Dralo, is one achievement away from his Battlemaster title.

“Everyone go into your PvP spec, and let’s just kill Horde”.

And we did.  In one shot, and it was easier than any Faction Champs fight I’ve ever done.

This, was my moment of pride with Team Sport.  We’re still struggling on Twins, but we annihilated the Faction Champions with ease.  Yes, I know this was after the nerf.  Yes, I know that overall it’s easier.  Still, we got such a kick out of doing that fight, because we did it the Team Sport way.  We trusted all 10 of us to know what to do, and we came through.  THAT is some group synergy right there.

How about you?  Is there a little thing about the game or your guild that makes you happy or brings you pride?

ThespiusSig

“Big” image courtesy of 20th Century Fox