Leap into PvP the Correct Way
June 8, 2010 by Thespius
Filed under All Stories, Featured, How to, News and Opinion, PvP Practices, WoWcentric
In perusing WoW.com on my normal Monday morning shift, I tend to always follow Spiritual Guidance, usually when it’s headed up by Dawn Moore. Although I tend to go back and forth on my agreement with her, I’ve noticed that she’s taken an approach to encouraging people to participate more in PvP. YES! With the thrill of this expansion coming to a close, there are a variety of ways to continue to enjoy this game, one of which is PvP.
Why am I so excited for this, you ask? Well, I’m an avid PvP’er. One of my favorite things to do is grab some guildies, and utilize the Random Battleground Queue until I’m blue in the face. I particularly love Warsong Gulch, which makes me pretty excited for the upcoming “Twin Peaks” battleground. Here’s the poop on what you stand to gain from becoming more active in PvP:
- Increased Wintergrasp / Vault of Archavon Time: People consistently complain about how Wintergrasp is broken on their server. Although I agree to a certain extent, a team of skilled, team-oriented PvP’ers has the potential to overcome any short-comings (**COUGH** Scale vehicle damage with Tenacity **COUGH**).
- Off-set Gear: Although I don’t miss the days of “Welfare Epics” by any means, I am a fan of utilizing some PvP pieces until you get that PvE piece you want. Sure, resilience does no good in PvE, but you can use that Wrathful Gladiator’s Cloak of Salvation until you get the frosties for your Drape of the Violet Tower or you get that Greatcloak of the Turned Champion to finally drop off of 25-man Saurfang.
- Deeper Class Knowledge: By starting to play your class in a different environment, you start to learn things you may not have considered before. The ability to change your focus and style as a player gains a lot of respect from someone like me.
However…
Although Dawn does a great job of laying out the basics, let me make it clear that I think it’s a bad idea to grind out Emblems of Triumph to get your PvP gear. Sure, if you have them sitting your bag, by all means, spend them. I know from experience how frustrating it is to go into battlegrounds wearing nothing but your PvE gear. Let’s take a look at what you stand to gain by going the “Honor” route:
Gear Progression
First and foremost, I really enjoy the feeling of accomplishment of getting to spend my honor points on a new piece of gear. I’m currently gearing up my Resto PvP set for my Shaman, and although I’ll toss some Triumphs at it, if I have them, most of my gear is coming from Honor. I liken it to working out hard in a gym and seeing the results build, instead of sitting plugged into one of those ab-shock deals while I watch the Blackhawks annihilate the Flyers in Game 5 (I had to). You feel the hard work, hence the payoff is more rewarding.
Second, as you add pieces over time, you realize which stats you need and which ones you don’t need. When I was building my Discipline PvP set, I initially went for mostly +Crit pieces so I could proc Inspiration and Divine Aegis. I realized halfway through that I was burning mana like an oil spill from an irresponsible foreign oil company. I switched it up and started getting more MP5 and Spirit on my gear. Especially if you’re a healer, you have the choice of some caster DPS gear (except for the Paladin), which will be laden with more haste and crit. Once you discover your play style, you’ll figure how to tweak your gear. If you grind dungeons for all the badges for the Furious set, you may find that you’re too heavy on a stat that doesn’t do you much good, or that you’re lacking in one that you really need.
An option to consider while getting battle-ready is checking out the crafted pieces that are available. They’re relatively cheap to make, and you’ll probably be helping out someone’s profession in the meantime. They all involve more than just the standard Head/Chest/Legs/Gloves/Shoulders combination. You can use these to get your boots, bracers or waist piece squared away. Here’s a couple examples:
Frostsavage Battlegear - Although it lacks any kind of mana regen, it still is better than nothing.
Eviscerator’s Battlegear - Obviously for melee classes like the Druid and Rogue.
Ornate Saronite Battlegear - The Healadin equivalent.
These give you good starting points to bounce off from. Remember, you’re generally focusing on different stats than a normal PvE set.
A Different Style
Have you ever played one spec for SO long, and then decided to switch it up and play a completely different spec? Say you went from Resto to Balance, or from Holy to Shadow, or Resto to Elemental. Is it the same playstyle? Obviously not. Sure, it may not be much of an adjustment, but think of PvP in the same manner.
On my Shaman, I know very well that I’ll be dropping different totems depending upon who I’m facing. I switch up my weapon imbues as Enhancement, and I pay much closer attention to my Earthbind Totem, Grounding Totem, and Stoneclaw Totem. Those get little to no attention in raids.
On my Discipline Priest, I learned the ability to turn and burst an opponent, when I’m used to healing. I started to utilize different heals like Binding Heal in order to keep myself and a teammate alive.
If you’re stuck in randoms just doing what you normally do (I call the “Mental AFK”), then you’re not learning the intracacies of your class and spec, especially with how easy it is to outgear heroics now. Go through your spec talent by talent and see what will help you and what won’t. A talent you worship in PvE may not be worth it in PvP. It’s okay to toss it to the side to get a little more utility.
Become Team-Oriented
Contrary to popular belief, not all PvP is based on killing the other player. You may be able to put out some good DPS, but do you know how to peel a melee off of a healer? Do you know how to pinpoint the enemy healer and not just kill him but lock him down so he’s useless? Do you know what strengths your class has against certain other classes? Do you have the ability to support the rest of the team, instead of trying to be highest DPS or get the most Killing Blows?
That’s what the benefit of actually being in the battleground gives you. You end up learning that in order to hold bases in Arathi Basin or Eye of the Storm, you have to stand on or near the flag/node. Fighting in the roads generally does nothing. You also learn the value of defending those nodes, instead of just being part of the roaming Zerg group.
These lessons all come with time, but I think it’s imperative that you learn them while you’re in the thick of it. Once you learn how much easier it is to take out a group once the healer is down, you’ll encourage others to do the same. You’ll figure out that there will be players that try to peel you off the flag in Arathi Basin so a Rogue or Druid can ninja the node.
You’ll simply become a stronger player, not only in PvP but in PvE as well. PvP can help you avoid tunnel vision and enable you to help out other parts of the raid when you feel you can. There’s only so much you can learn from doing heroics and raids over and over. Spend the time in some battlegrounds, and I think you’ll be amazed what you can learn.
**Disclaimers: No, I’m not a 2400 Arena player. Yes, I’ve been PvPing since Burning Crusade. Yes, I understand there are exceptions to everything. Yes, I’m a Blackhawks fan of the fair-weather nature. No, I don’t think it’s too soon to insult BP for their pollution of our waters.**
Email: Elder.Thespius@gmail.com | Twitter: @Thespius
10 Tips: How To Organise A Guild Meet
May 31, 2010 by Mimetir
Filed under All Stories, Featured, How to, Leadership, Personal
Last week I Herded Cats.
Well, all right, not really cats. I’m not a crazy cat lady and my guild members aren’t felines with string addictions. But our annual guild meet up – or Herd Moot as we call it – finished last week. But what does this mean to you?
I know a lot of guilds meet up. I know some would like to and aren’t sure where to begin. I figured I might share a few pointers with you in case it’s something you might ever consider organising with your guild, whatever game you play. Pointers you wouldn’t necessarily think of immediately, and which I’ve learnt both during this Moot and through organising similar knees-up in the past.
It really is worth it. More’s the point, it really isn’t impossible.
We had folks travel from other parts of the UK, and from Finland and Norway. I deduce from the fact that everyone said they didn’t want to leave and some have made a point of saying they’re now actively looking to move here that everyone had a good time. Heck, we’re vaguely considering through the post-Moot recovery haze that we might organise another Moot for later in the year.
So, a few things to keep in mind for you as an organiser – or you as a participant supporting your organiser – to help your own Moot go smoothly.
1. Flexible plans. You’ll select precise times/dates. Be prepared for participants to either choose to travel on slightly different times/days which best suit themselves and their finances, or simply get it wrong, without checking with you first. For example, I organised our Moot for Friday-Monday; it ended up being Thursday-Wednesday due to peoples’ flights. You don’t need to stress if this happens, or worry if you have obligations like work on ‘extra’ days – the group can look after itself for a bit! Stay on top of travel details and keep in mind how many of the group are around at any one time.
2. Intensity. Think about how important it is that your group spends all of the meet together. Think about how long your meet is; if it’s quite short – 24 hours – you might well spend the whole day together as a group. if the meet is a few days then it’s likely to be part-meet part-holiday for anyone who’s travelled. Leaving them some time to themselves over the few days for exploring a new place on holiday might be just what both them and you need!
3. Health. Always ask anyone you’re ‘overseeing’ if they have medical conditions you should be aware of. Reassure them that you won’t make a big deal of it and it’s for your reference in case anything goes wrong or they fall ill. It’s highly likely everyone will have niggling little issues that they won’t think it worth telling you about when you ask, but which will probably come out during your meet when they suddenly remember their bad knee doesn’t like the long walk the group’s halfway through. Give them plenty of opportunity to think of telling you anything pertinent; if you’re planning a walk, tell them in advance, and how far, and if there are options to stop halfway through. For ‘active’ pursuits it’s also useful to have an idea of your group’s general (and lowest) fitness level. We found that half our group weren’t as up for long, pretty walks as others were.
Also, get basic health supplies in. I believe a first aid kit is vital if hopefully unnecessary, and last week found me handing out painkillers to various Cats for migraines to hangovers to general aches.
4. Finances. Your group will probably reflect a range of financial situations. Try to get an idea of the range of your group’s finances early on by talking to individuals quietly and in confidence. Then plan a spread of activities accordingly. Remember that money is a sensitive thing for everyone, whatever their position – don’t blather publicly about who can afford which activities. if necessary plan a couple of options for any one time that differ financially; people can decide for themselves which they want to do.
5. Gaming. You do want to spend some time together playing the game you all have in common – it’s great fun to all be in the same physical space playing it. Even so, strike a balance between ‘real life’ activities which don’t involve WoW/whatever MMO you play, and playing the MMO. For us, that balance was one main evening session and a smaller, less organised session, over 6 days.
6. Booking responsibility. Everyone participating is responsible for booking something. For you that’s ensuring there are arrangements for a place to game. That might be a LAN in someone’s residence, which requires cables and technical equipment, or booking an internet cafe or hotel conference room.
Any participants travelling to the meet need to take responsibility for their own travel and accommodation; unless they really really want to give you their credit card details (big nono for so many reasons). The only help you should give them is to encourage them to book early and have either yourself or someone with knowledge of the area research/suggest some affordable accommodation options and travel sites. Bear in mind some people may not have travelled much and may need more help organising themselves than others.
7. Communication. As the organiser you need to be approachable. Maintain a dialogue with participants in the run-up to the meet. Less intrusive/immediate forms of contact like Facebook are ideal as it gives others the opportunity to reply in their own time, and you the ability to chase them up if they take too long to keep you posted. IM services such as Skype or MSN also work well, particularly the closer the meet is, and particularly if you are having to chase particular individuals for details.
On a more specific note, if your group doesn’t often use voice software while gaming and you have people coming from other countries, they may be worried about speaking English (or whatever language). One of our guild members was particularly worried about his spoken English; we reassured him as much as possible and I also offered to talk to him on a voice skype chat before the Moot as a ‘practice’/’soft’ speaking run before he got here.
8. Recognition. You’re all about to do something scary: go out of your way to Meet Faceless People Off The Internet. Most people in your group will be nervous to some degree. You should share your details with participants to help them see you’re not a betentacled monster and so that you can stay abreast of travel details on the first day. Mobile/cell phone number exchange is crucial, as is a picture of yourself. Hopefully by setting this good example you’ll inspire them to share theirs back with you.
9. Visibility. Buy sticky labels. Have everyone wear one with their character name and real name for the first day or two. Sounds geeky, right? Mayhap, but it’s also practical and puts folks at ease with remembering real names and using them. You could commission individual t-shirts or hats displaying names and character information or pictures too, if you really want to push the boat out and add a memorable touch given that labels are easily lost and not much of a fashion accessory,
10. Age range. Some guilds have people of a range of ages playing. Be aware of the youngest and oldest ages you have. You may need to generally think round activities that all age groups can enjoy. On a more specific note – don’t make alcohol a part of your meet if you have folks under the legal drinking age (doh!). If you have really young folks, keep a general eye on them. This all may not be a problem for you; it wasn’t for us as we’re one of many guilds of a similar age range. But it’s easy for age differences to slip your mind when you’ve known people online for so long without actually ‘seeing’ them.
I hope some of that is useful to you and your guildies. It might look like a lot of work or a scary concept when laid out in practical tidbits but fear ye not. Guild meets can be really special events creating long-lasting memories and deeper relationships. Particularly if you keep an open mind for practical details!
What about you – are you considering doing something as crazy as this? If so, do you have any questions/worries? Have you organised meets, and have tidbits to add or any stories to share? Or do you think the idea of meeting up with the pixels you adventure is weird and wrong?
This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.
Dragon Slaying 101: Healing Sindragosa 10
April 14, 2010 by Mimetir
Filed under All Stories, Featured, How to, Icecrown Citadel, PvE Healing, Raid Strategy
A few days ago I posted all the tips and tricks I’d heard for killing Sindy on 10 man and some of you then recommended other things I’d not thought of. Thanks for sharing! Some good tips there – feel free to keep adding on the comments – post is here – if you think of anything more.
So we know how to kill the dragon. But how to heal through her onslaught?
She’s got a bit of a grudge against people like you, wandering in and slaughtering her brood. She’s just landed and wants to turn your band of adventurers into a band of red goo on the floor. You’re meant to be healing them through it. What to do? Read on, though I’m going to assume you’ve read the general guide from last week so I’m not going to spell things out: this is purely about healing.
Let’s start at the beginning. Phase 1, where the healing is easy. Why? Quite simply – you won’t be doing much healing.
This might make you wonder whether three healers is too many. I’d recommend having three until your group is really comfortable with the fight. You healers might not have much to do in phase 1 but later on it’s chaotic and there’ll usually be at least one healer unable to heal for a few seconds. Having three healers available makes the chaos a bit more comfortable.
Ground phase critical info:
- Unavoidable damage: There’s not much. Your main tank will take some damage from Sindy’s physical attacks and Frost Breath. Your raid will constantly take damage from Sindy’s raid-wide Frost Aura. Heal them through it. If you’ve met Lana’thel then compare and be reassured: the damage in Sindy’s encounter will feel a lot less threatening.
- Class specific tips: most healing classes can make it even less threatening. Shaman, you’ve got frost resistance totem. Paladins, you’ve got Frost Resistance Aura. And Druids – make sure Gift of the Wild is up to give the general boost to resistances.
- Avoidable damage: There are several colourful ways in which your raiders can get themselves turned into red goo, or at least badly hurt. These things probably won’t happen too often but be ready to heal mistakes.
- If a player lets their stacking debuffs get too high, they’ll take a chunk of damage. It’s usually heal-able but if it occurs at the same time as another chunk of damage or even a tick of Frost Aura it might be enough to kill them. If you’re a raid leader you could raid warn them to move using a mouse-over-macro (or Vent of course)
- If people don’t run out of Blistering Cold quick enough they’ll likely be one-shotted or on low health – watch Grid/Healbot as you run from it and be ready to heal anyone who’s a bit slow
- If DPS don’t watch their aggro as the tank’s threat can be slightly lower here, they’ll die. They’ll also spin the dragon of fortune, possibly killing other people in the process
- Class specific tip: Discy priests – If a DPS is aggro happy don’t hesitate to pop Pain Suppression on them to give your main tank some breathing space. Likewise – Paladins – if someone’s really going aggro crazy, slap a Hand of Salvation on them.
- When to heal: If Sindy casts Unchained Magic on you immediately stop casting until the debuff goes away. Your other healers need to cover healing without you until then. You need to do the same for them if they get Unchained Magic. DBM does tell you and place markers on the people who get Unchained Magic but I also recommend letting the other healers know yourself. My healers and I just typed “UM” in party chat if we get the debuff. Then train your dagger or mace skill – the debuff feels like it takes an age to drop.
- Nothing to do. In the ground phase you may find that no-one needs healing quite often. If that’s the case – and you don’t have Unchained Magic – then perhaps you could DPS a little. I don’t advocate healers DPSing that often but in this case it’s helpful – ideally your group needs to get Sindy to 35% health/phase 2 before a fourth air phases. So throw in a bit of DPS to help get her there, but only if you’re safe to do so.
Air phase healing:
There shouldn’t be any healing in an air phase except at the very beginning and end but people will take damage if they don’t line of sight the ice swirls behind icetombs. Likewise, multiple people may take damage if tombs are broken before all four ice swirls are done. It’s generally easily heal-able. It’s even easier for Paladins who are specced for either Divine Guardian or Aura Mastery.
Be ready to heal people up as they come out of icetombs. The longer they’ve been entombed the more healing they’ll need. Be aware of who’s entombed, too – if it’s the other healers then healing’s solely your task until they’re freed. This makes it doubly important to remain aware of the ice swirls and not get too wrapped up in healing.
Tip: Make sure that players about to be entombed are fully healed: heal them up as they are about to be iced. Shamans’ riptide, Druids’ HoTs and Priests’ Renew should top off their health and keep it there for the first few seconds of air phase.
Phase 2 critical info:
When Sindy hits 35% health she’ll start stacking Mystic Buffet on everyone, which increases their magical damage taken by 20% per stack. Ideally everyone in the raid will reset their stacks by line of sighting Sindy behind an ice tomb – including he
alers and tank.
First thing’s first. Set up a stack-reset rotation amongst you and the other healers. That is, every time there’s an icetomb two of you should reset Mystic Buffet stacks and heal the raid, and the third healer should stay out to heal the tank, as they will be taking a lot more damage and line of sighting Sindy behind an icetomb also means line of sighting your tank. See the diagram for how my healers organise the rotation.
This rotation can be messed up by a healer being icetombed. If that happens just skip their step and fill in appropriately: for example, if Bob is meant to be healing the tank this turn and Carla next turn, but Bob gets icetombed, Carla stays out this turn to cover tank healing in Bob’s stead.
Your group needs to have only one icetomb up at any point. Be aware where icetomb people are standing before they’re entombed. If they’re standing within 10 yards of you you will also be icetombed. Stop what you’re doing and move away. If you’ve time, yell a warning that they’re standing close to raid members.
Class specific tips:
- Paladins, you can make this phase easier for your whole healing team. Beacon of Light isn’t affected by line of sight. (Paladins, this is not applicable. Thanks for the correction here folks!)
- Shaman – this may seem counter-intuitive when the healing’s heavy but if the fight’s got messy and Sindy’s on low health, remember to drop Flame Elemental totem. It’ll help on DPS and you can focus on healing. Likewise, Bloodlust/Heroism should always be in phase 2. The later the better: find the fine line between the fight not being chaotic enough and half the raid being dead.
- Druids – keep HoTs up on the tanks. Also, practice getting precise on range to icetombs. Ideally be no more than 10 yards away from people about to be entombed, to reduce running time
- Priests – bubble as many people as you can. Priesties of the holy variety – throw guardian spirit up on the tank. If things are really going down the drain then you might buy some extra time by dying, healing for free and without ouchies as Spirit of Redemption, then popping back up with a soulstone or combat res. Discies – consider throwing Pain Suppression up on the tank if there are no threat issues.
That’s it, doc. This is one of those odd fights in which there seems little to do, then suddenly a flurry of mad button pressing. I hope some of these tips have given you a heads up or helped you go the extra seven leagues. I don’t play all of the healing classes inside ICC so feel free to share your expertise in the comments; let’s make these two guides all that dragon slayers could ever need inside Ieccrown Citadel!
What do you think? Have you any tips to add? Do you enjoy healing this fight or do you find it boring? Do you think it’s highly luck based or only skill and awareness based? Do you get annoyed if your teammates turn themselves into red goo and you know you stood no chance of healing it?
This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twtitter feed here.
Dragon Slaying 101: How To Sindragosa 10
April 8, 2010 by Mimetir
Filed under All Stories, Featured, How to, Icecrown Citadel, Raid Strategy
Sindragosa. Even the bravest amongst us shiver or spit when they say her name. There’s a lot of hatred for her but not much in the way of a definitive How You Deal With Sindy. So today I’m doing just that for raiders needing advice on Sindragosa 10. I’ll follow up in a few days with tips specific to healing here.
Though the encounter can seem easier than others in ICC Sindy will turn you and yours into foiled adventurer sandwiches. I believe some encounters can be harder on 10 man than 25: this is one of them.
You’ve just redecorated Sindy’s ledge with the trash and your group is pausing to do crucial things like buff up and get coffee. Then a giant ribcage full of blue gas lands on your tank and you’re all in combat. What to do?
Sindragosa: quick facts
- Don’t Panic! Tactically If you know any combination of Garfrost, Sapphiron and Any Other Dragon at all, you already have a good idea of the tactics for Sindragosa. The encounter’s also nicely paced – it starts off gently.
- She’s a dragon. That means standing behind her will get you tail swept and standing in front of her will get you cleaved. This particular dragon also has a Frost Breath which hits anything in front of her.
- Sindy uses a lot of auras and debuffs. Most of them affect every member of the raid. Here’s what you need to know:
- PERMEATING CHILL will stack on all meleers as they attack. They should stop attacking Sindy when it gets to 5-6 stacks, until it falls off.
- INSTABILITY will stack on any caster who Sindy casts UNCHAINED MAGIC on. To prevent stacks of Instability simply stop casting until UNCHAINED MAGIC falls off. Really, stop casting, it’s possible to kill yourself with these stacks.
- MYSTIC BUFFET will stack on everyone in phase 2. It increases magical damage taken per stack. More on that later.
- FROST AURA will deal 4.5k damage to everyone every 3 seconds any time Sindy is grounded That means healers need to be constantly healing.
In phase 1 Sindragosa has ground and air phases. The first air phase occurs at 85% health, and then every 90 seconds thereafter until 35%.
Threat: Sindy tests your DPSers’ ability to watch their aggro. As usual the tank will have to position an unwieldy dragon – oggle over my arty diagram for positioning. More importantly though, the tank will also get PERMEATING CHILL and will sometimes have to stop hitting for a few seconds to let the stacks drop.
Frostie: You might want to consider some or all of your raid wearing one piece of frost resist kit to mitigate some of the frost damage which is going to get worse as the fight progresses. At the very least I’d recommend your main tank picks up a piece of frost resistance.
Hokie-kokie: Sindy will pull the group in to her. Then she casts a 25-yard AoE called BLISTERING COLD. It has a 5 second cast time. Run away in a straight line as soon as she grips you in. Anyone caught in the AoE will either be dead on the floor or near-dead on their feet.
– Your tank should be aware that Sindy seems to move forward onto the tank after Blistering Cold, whether or not the tank moved.
Tip: DBM counts the BLISTERING COLD ability cooldown. Be ready to run as it ticks down. I also find it useful to turn on the spot to face the direction I want to run as the cooldown ticks. I also remind anyone with high debuff stacks to let them drop, in case they get caught in the AoE and their debuff might finish them off. Death Knights can use Anti-Magic Shell to null the effects of Blistering Cold.
Air phase how to:
The air phase is the first that requires co-ordination. It’s like Sapphiron’s air phase: you hide behind icetombs to line of sight (that is, put something between you and it so you can’t see it) an AoE.
Unlike Sapphiron, the AoE doesn’t come from Sindy herself but ice swirls she places on the ground. Those swirls are what you need to line of sight. ![]()
1. Two raid members will get target marks. They should run to pre-arranged ‘ice tomb positions as in the picture. These positions should be the same for every air phase. Everyone else should stay away from those two people until they’re entombed in ice.
2. As soon as they’re tombed up everyone else should gather round the tombs. You have a few seconds from the ice swirl appearing to the AoE occuring. Look for the ice swirls and line of sight them. There will be four swirls in total and they could be anywhere on the platform – including behind you.
3. As you avoid the AoE you also need to break the ice blocks to let your comrades out. Do this by slowly DPSing the iceblocks so they break just after the fourth swirl/AoE: try to avoid letting icetombs break. I’d recommend not getting below 25% health before the fourth blast.
Tip: remember I said this was a forgiving fight? We found it’s possible to live through breaking one or both icetombs early on air phases, but I recommend breaking them slowly for safety. If necessary assign your top two DPS a block each to solo and have everyone else focus on avoiding the AoE. DoTs such as DK diseases should not be used on the icetombs as they break too easily.
Phase 2 critical info:
Sindy is permanently grounded. She will still use Ice Grip and Blistering Cold and casts Ice Tomb on one player at a time. Meanwhile, MYSTIC BUFFET is a killer. It’s important not to let Buffet stack too high: hide behind an ice tomb until it drops off. Some thoughts on dealing with buffet:
- Sindy casts icetomb frequently in this phase and you really don’t want multiple tombs up at once. When someone is marked to be tombed they should run to a pre-defined space. Next to Sindy’s head is a central spot for this as everyone – including tanks – can get to it quickly.
- Have a second tank. Even if it’s a kitty druid. They just need to tank for a few seconds when your tank’s stacks reach 4-5 and need to be dropped
- Healers should remove stacks on a rotation basis so that at least one is not behind the ice block, so they can heal the tank. My healers and I set up some simple macros to tell each other what was going on – e.g. /p staying out – Pitil next
- DPS should be split into two groups. On the first iceblock group A removes their stacks, group B nukes Sindy. Visa versa on the second iceblock.
- Tip: You do need to break the icetombs. You could have all DPS do this, although it causes chaos and the potential for multiple tombs is high. I’d recommend assigning one, or even two, high DPSer to do nothing else but nuke icetombs for this phase.
That lot should be all the info you need to get through the fight – hopefully some of these tips will help it go smoothly for you. Remember she does have an enrage timer so unload the DPS as quickly as possible in phase 1. Skimp on healers or off tank if you want but be certain you can deal with phase 2 if you do. When you do take her down break out the screenshot buttons: you’ve just downed the Queen of the Frostbrood.
Now it’s your turn. What do you think? Have you got any tips to add here to All That Sindykillers Could Ever Need? Have any of these tips clinched the kill for you? How hard do you think this fight is – or looks if you’re not there yet – and most importantly, how fun? I’d like to hear if you think this is a hard or even an easy fight – but remember everyone is of a different skill level, so please no suggesting that a team of grannies could do this over afternoon tea!
Healing And Leading – Chalk And Cheese?
March 18, 2010 by Mimetir
Filed under All Stories, Featured, How to, Leadership, PvE Healing
An interesting quandary materialised at WoM headquarters last week. How do you raid lead as a new healer? Say you’re that new healer. You’ve been raid leading as a hunter for a while, now your guild needs a healer.
Let’s be frank. As a healer you’re spending most of your raid time with your eyes stapled to the raid’s health bars. Your thoughts are consumed with keeping the bars full and yourself out of the various patches of burny death.
As a raid leader you need to be spending most of your time watching the encounter as it unfolds. The boss, the adds, the players. The stuff healers hear of only as fable. The two roles don’t mix. Right?
Wrong. You can get these two roles to mix to create a fun and workable role. rather like steel and magic mixing to create the glee of downing a boss and seeing that it’s dropped your pixelated holy grail. All it takes is a combination of factors to get it working in your favour.
1. Healer, heal thy user interface
Here’s the catch regarding Ui and addons: you don’t need hundreds. Give yourself enough to facilitate thinking.
- Space.You may feel cluttered or suffocated if your user interface has too much going on. This leads to distraction or panic so avoid it! Keep addons to a minimum and spend some time outside of the raid environment thinking about your UI. Is Grid bigger than it needs to be? Probably. Are your minimap and KG panels stealing screen real estate? That might be fine if you’re comfortable with your role(s) but not while you’re getting used to a new mental environment. Do you have more addons cluttered around central areas of your screen than tucked away in corners? Yep, can’t see the DPSers if I tried. Do you have target frames showing as a healer? Not needed.
- Control. I’m going to assume that if you are a raid leader of a regular group then you actively lead. Get a couple of useful raid leading addons to provide information and keep you in control. Addons like obituary, raidbuffstatus, failbot and skada. Don’t load up on addons or you may start feeling like you’re not in control of the raid. For example, it may take you twice as long to give the go ahead to move because you feel obliged to check 20 new-fangled addons between each pull. Addons are a helping hand for different situations, not a catch-all crutch to excuse you doing the job of leading.
- Don’t do it all at once. Don’t download 20 new addons to try to master the raid leading and then go raiding without trying them out. You’ll get in a tizwaz. Download your new raid leading toys one or two at a time and play with them outside the raid to see if you get on with them. If not, get rid of them and try something similar – there are usually several versions which basically do the same thing, like skada, recount and WoW Web Stats.
2. Watch
- Ask around your guildies, your friends, your realm forums. Look for organised runs (or PUGs with a conscientious healer-leader (rather than loot-bot).
- Watch them and see how they lead. Try to go as DPS so you can see what they miss and think about why.
- If they’re approachable – like a good leader should be – wait until a good moment and ask them if they mind giving a brief run down. Ask how they raid lead and what help they have from other people or addons.
- A good time to do this is during a break or after the run – not after a boss, as they’ll be handing out loot, nor during a fight, as both of you should have your fingers poised over your healing buttons rather than having a heart to heart.
- Your screen. Is it big enough? Healers tend to have more on their screens by nature, what with Grid and whatnot. If you have a small screen things are going to be squished and your eyes and brain will miss things. Check your screen’s contrast and brightness settings, too. Are they high enough that characters are leaping out the screen? If you’re having trouble picking things up as a healer then have your technology help you. These may sound silly but there’s research out there to suggest monitor set up is important. Google for Joel on Software OR Jeremy Zawodny and large monitor.
- Zoom out. No really. Zoom out, you’ll get more on the screen. Either zoom out with your mouse wheel or type /console cameradistancemaxfactor 20
3. Listen
Your eyes are not your only source of information while raiding. I personally find that I still can’t watch everything all the time. That’s fine. Not only that but the pretty health bars tend to be my visual priority both in and out of encounters It’s healer instinct. So I get data and information through listening, and it’s a vital accompaniment to the visual information.
- Your raiders are a goldmine of information. Ask their opinions about what was going particularly well or badly during encounters – whether or not you got the boss down. If you’re a hands on raid leader be sure to consistently make final decisions after a group discussion and let people know the outcome. Just because you’re a squishy healer doesn’t mean you’re not entitled to make decisions as a leader any more.
- Keep tabs. If you have team members who are new to the group or the instance – or have a particular role such as kinetic bomb bouncing on Blood Princes – then try to keep tabs on how they’re doing, both in performance and morale. You can achieve this both by asking one or two trusted raid members to keep an eye on them, and also by having a quiet chat with the player himself. Both methods are likely to give you different answers and as such a bigger picture.
- Instant calls. You’re looking at the pretty bars and don’t know what health the boss is at? Ask one of the DPS for a report. You see on Grid that one of your tanks has too many stacks of a debuff and you need the other tank to come back from faerie land and TAUNT THE NITWIBBLE NOW? You have two dead DPS, the enrage timer is short and you need the tree druid to CR the optimal player? You can make all of these calls and be provided with immediate information.
- Be clear on whom you’re addressing. If possible use voice-chat programs such as Vent. I’d recommend organising it for your guild if it’s not already in use. If voice-chat is off the menu trying pre-typed macros so you don’t have to type mid-fight may help.
4. Learn
You do need to be able to watch the rest of the screen. A few tips for getting used to that:
- Practice. No really, practice. Run some Heroics and focus on watching the characters and the monsters more than the bars. Also try zooming your eyesight out, as it were. Don’t focus on one box, one bar, one character. Try to see the whole screen.
- Practice more. When you’re comfortable with that and bored of seeing the dungeons, take a step up. Heal a couple of raids which are lower level than what you’ll be raid leading. There will be lots more information, DBM warnings and fires to get in or slimes to deliver. Practice the same as you did in the heroics.
- Flexible frames. If you want, you could also move your Grid/healbot/raid frames as near to the centre of the screen as you reasonably can without obscuring your character. Most encounter-crucial DBM warnings and character-movement happens near the centre: it’ll be less distance for your eyes to travel. Don’t get too used to it tho. Your aim is to gradually move the healing frames further away from the centre as you get better at keeping an eye on the rest of the raid.
5. Keep your perspective
- Set ground rules. Do this and you’ve already done 50% of the work for raid leading, with no danger of eye strain. If you tell the group that loot is on a 100-75-50-25 rate and you expect raiders to behave in a friendly and polite manner or you will kick at the first sign of trouble, then you can be safe in the knowledge that you know what you’re doing. Literally. By stating rules and then staying in the raid both you and the rest of the group have agreed that that is how you will proceed, and that you’re respectively cool with that.
- You’re doing an admirable thing. Remember that occasionally. The fact is that you’re willing to lead a team of people in a stressful situation, mostly for the first time. Raid leading in a new role – DPS to healing, healing to tank, whatever – means you’re learning at least some of the art of leading anew. Good on you for doing it.
- What’s the worst that could happen? Serious question. Ask yourself what your nightmare scenario is if you get it wrong. Then ask yourself what “it wrong” actually is. I’d be willing to bet my beak-polish that your nightmare scenario doesn’t lead to a permanent or irrevocable situation, except that you’ll have learnt something. The beak-polish also says that “it wrong” is something in a game.
- Healers are actually in a good position to be raid leaders. The fact that we watch the pretty bars means we are privy to a constant feed of information that other raid leaders don’t have time to watch. A tank probably doesn’t have time to keep track of Curse of Torpor or Death and Decay problems in Lady Deathwhisper. It’s no coincidence that if a raid wipes, raid leaders tend to come to healers first as a source of information.
A lot of these may sound like basic information but when you’re coming to raid leading fresh as a healer, a lot of it is just about thinking. Not as a healer, but rather putting a bit of thought into adapting your playstyle to encompass both healing and leading. Remember that it doesn’t take much to make the two cross: many general raid leader responsibilities like giving tactics or calling heroism don’t change; your role has changed, not the encounter. If you put some thought into helping your own visual centre and talking with your raid and role models you’re halfway there. Practice is the other half.
So, what are your thoughts and opinions? Have you been in this position or are in it now, and how are you dealing with it? Have you already been putting some of these to good use, or have been inspired to try something slightly differently now? Are you a grizzled healer-leader veteran with tricks up your sleeve to share?
This is a post by Mimetir, a druid of a raidleader on The Venture Co. (EU). You can find my twitter feed here.
Article image originally by Jackson Boyle @ Flickr
How To Win Epics And Influence People
March 9, 2010 by Mimetir
Filed under All Stories, Featured, How to, Loot Distribution
Admit it. You like loot as much as I do. Maybe you oggle over stats on a new shiny with a calculator and spreadsheet at hand. Perhaps you spend a minute twirling your character around in the dressing room to see how a new item fits.
Whatever the case, you get that fuzzy feeling when you crouch over the still-sizzling and now gently glittering bit of the boss’ corpse and see that it’s dropped something for you.
But should you roll?
Minding your manners with loot is a basic expectation amongst WoW players in any group; organised, guild, PUG or otherwise for 5-25 mans. “Doin’ it rong” with loot could mean dire consequences for you. You could be laughed at, shunned by the community, or end up with your characters running around in eye-peelingly bright colours.
Doing it right, though, could mean that you get the loot you need and that people will consider you trustworthy. I don’t just mean regarding loot. Being sound of mind with loot etiquette is considered a signal that you are generally sound. Loot etiquette is about everyone getting the purples they want without unpleasant hold-ups. So if “your shinies or your life” doesn’t go down well, what is the right way?
I’m going to start off with some basic guidelines and then discuss a few of the finer points regarding loot. A lot of this column might seem like basic stuff to you if you’re a hardcore raider but it’s crucial stuff others have asked me to explain – and who knows, perhaps there’s something in it for everyone.
Either way it’s all subjective stuff and I expect – nay, demand, as any good highwayowl should – that it might inspire a healthy debate about how you expect others to mind their loot manners. But first hold your horses, on to the guidelines;
You should roll on an epic drop if:
- It’s a direct upgrade for your main spec. Sidenote: don’t feel guilty about rolling! A DK in my guild always used to feel guilty for rolling as though he hadn’t earned it. That’s tripe. You’ve as much right to roll as anyone else, especially if you’ve given it your all, no matter how little or large the meters ‘think’ that is.
- It’s a direct upgrade for your off-spec or a minor side-grade for your main spec if no-one else needs it as in point #1
- It’s a quest or seasonal item which you can reasonably assume that if people need it in order to complete their quest/achievement, they will roll. I’m thinking of things like Green Winter Hat. Frozen orbs also come under this category in random PUGs, these days
You should not roll on an epic drop if:
- It’s a BoE and you’re needing it for cash without asking/having a group consensus on doing this. I was in a PUG last week for which Avool’s Sword of Jin dropped from the first trash pack. Everyone greeded except the DPS warrior. When pressed by the rest of the group he said he needed it for his off spec. We asked him to equip it and he admitted he was needing it for his flying mount costs. This makes him a ninja, a liar and simply rude as he didn’t apologise at all – all in one. Don’t be that guy.
- The item doesn’t have your exact stats and other people need kit with those stats. The obvious case in point here is if you’re a priestie healer and you roll on something with hit on it when there are cloth DPSers in the group. They won’t thank you for taking their epix, and you’ll likely replace it with better itemized pieces quickly anyway.
- You’re rolling against someone you run with weekly and it’s orders of magnitude a greater upgrade for him than for you. Take this one with a pinch of salt. It depends on your own opinion, your interpretation of your stats and on how nice you’re feeling, frankly. Passing on a bit of kit for someone else occasionally (don’t do it all the time) can be a kind act and can win you a friend for life (or at least a fortnight) and upgrading Clarence’s iLevel 200 shoes might just benefit the whole group.
- Thanks to Phaythe for this one – Stat sticks. That is, if it’s a bow or gun and it’s an upgrade for a hunter, melee DPS shouldn’t roll on it. It’s not as much an upgrade for you as for the hunter whose ranged weapon provides a large amount of his DPS. Likewise, hunters shouldn’t roll on melee weapons if meleers need them, for the same reason.
Basic principles that those are, they’re still shrouded by a grey miasma. For example, no basic etiquette list is going to help you if you haven’t got some grip on your class. You do need to know which stats are useful for your class and spec, to stop you getting laughed or nerd-raged at for rolling on tank loot as a fury warrior because it’s purple and you’re in greens, and that’s all you know.
But I’m no theorycrafter, I hear you cry. ” That’s fine. It is essential that you have a basic grasp of your stats but you don’t need any more than that if you don’t want to confuse yourself for whatever reason. Perhaps you’re a fresh 80 wanting to take it slow, just not a stat-interested person, perhaps you’re new to the class, or just get confused with amounts of stats – whatever the reason, step one is to remember that it’s ok to only have a basic grasp; you don’t need to be a human WoW stat splicer if you don’t want to be. Just get as far into stats as you’re comfortable with.
Step 2 in this case is to be proactive. Get that basic knowledge of your stats. There are websites out there with information for all classes and specs, and a lot of those sites have people who are genuinely helpful if you ask questions. You could also use sandbox websites like Warcrafter, customizeable stat-weighting addons like Pawn or programs like Rawr in advance and when loot drops so you know what items and stats to look for.
Likewise, you could also find friends or helpful players who can answer questions like “do I need more hit” or “is Hersir’s Greatspear better than Twin’s Pact for me?”
And yes, players should be willing to help. They should know it’s entirely possible that players can gear up in Heroics and then hit raids with gaps in their knowledge. I have, as a new bear tank who geared up purely in Heroics and is starting to raid from a bear’s furry perspective – looking straight at ICC loot. The end-game raids *are* the training grounds in WotLK.
If all else fails and the roll-timer is running low (it’s not that long if you’re agonizing over rolling) then you could always ask in raid chat whether it’s ok that you need X too. If the other rollers are nice and considerate they’ll either say “sure go ahead” or “no, because ABC good reason, for you”. An answer like “omg no feck off its mine noob” is a sure reason that they are only in it for themselves and you should probably roll.
You could also look at min-maxing if you do have a grasp of stats and you want to wring more out of your items. In order to avoid mis-looting in this case you’ll need an even clearer grasp on your class; which stats are useful and until which point (for example, soft crit cap if you’re a holy priest), how much to stack some stats while safely ignoring others. You’ll also need to keep updated with hotfixes and theorycrafting trends – and it’ll behoof you to be flexible if the theorycrafters turn a long-held cornerstone of your class on its head.
This is a real beartrap (or owl, or… you get the idea) as regards etiquette. If your stat requirements change due to min-maxing or trying new set ups, it might make you appear inconsistent or dopey – at best – when rolling for loot. At worst, it might make you seem plain weird or rude, because you might be rolling on things you weren’t interested in last week or items which other people think aren’t exactly suited to you.
I wasn’t kidding when I said loot etiquette was subjective. In this case the best method is probably to say “I want to roll on this because I’m over the soft crit cap and need some haste”; sounding reasonable is going to be more acceptable and trustworthy than, say, swearing and disappearing in a homely blue beam.
There is another form of min-maxing specifically related to PUGs vs. guild runs. I think of it as the loyalty <-> selfishness temptation. Say you’re in a PUG run and a piece of loot drops which is a side-grade for your character. Or maybe you think the item might be useful in one or two progression encounters; in reality it’d likely never see the light of day out of your backpack. It so happens that it’s also a huge upgrade for some of the other healers in your PUG. Do you roll on it because 6 extra haste might give you an edge in your guild’s progression night? Guild comes first, right? Every little helps?
Yes. So does it for the other healers in your PUG. They want to give their guild’s runs an edge, too, and they want to progress their character. In this case the etiquette really is personal preference. I’d say if it’s not that much benefit to you then be nice – it’ll make that healer’s day and may gain you another healer’s loyalty.
In any case, if the drops are perfectly stat’ed for your spec and it is an upgrade then you should roll, right?
Wait.
The only thing is – you’re a mail wearer, and the drop’s cloth. This is a frequent event for my resto shaman. I’m currently wearing two pieces of cloth from badges – but useful (and indeed on the BiS list for me) raid-drop cloth? Those I won’t get for a long time because there are clothies in my group. I wouldn’t even consider rolling against them. Generally you’ll be looked at askance and have some trust-points taken off if you ask to roll on loot that’s not your armour proficiency. It’s Bad Manners.
This is all particularly relevant when there are no loot systems in place. To a certain extent loot systems remove the need for etiquette towards other players, as they give you an incentive to wait for the thing you really need. But that doesn’t mean you can’t still be nice, considerate, and win some friends with (or without) a set loot system like DKP or Suicide Kings.
What do you think? Are loot manners the stuff of life or of forgotten legend for WoW? Do you have problems with etiquette because you don’t know what to roll on and don’t feel you can admit it? Do you think loot systems are much safer? Are there any other grey areas that irk you regarding loot?
This is a post by Mimetir, a druid of a raidleader on The Venture Co. (EU). You can find my twitter feed here.
Article images originally by Migraine Chick and unforth @ Flickr
Focus Casting: Macros And You
February 26, 2010 by Mimetir
Filed under All Stories, Featured, How to, War-Crafting
I had a revelation last week. It’s one I’m not afraid to share because I suspect there are a lot of players in the same position as me.
That position is peering out from round a corner with a bemused grin and crimson cheeks, watching the macro users of our raid do ten things at once while showering the raid in light and laughing at the boss. We’re cautious because they’re clearly performing some kind of common folklore which all players should know, right? And we shouldn’t even consider asking about macros?
Wrong.
If you’re in that position of knowing nothing about healing macros then we have something in common, you and I. Maybe you’ve just started a new healing class and know nothing about it. Maybe you’re looking to improve your WoW playing generally. Maybe you’re a raid leader, like me, and have been getting into macros via raid leading and now want to see if this macro malarky can do anything for your healing. Whatever the case, read on.
If you do know something about macros then have a read anyway – some of these might be basic to you, but you might pick up something that saves your skin, bark or cow-printed hide.
Paladins
1. Buffs up quicksmart
/castsequence [target=focus] Beacon of Light, Sacred Shield
- This macro will put both of your essential healing buffs up on your focus, which is likely to be the tank.
- TIP: you can use the addon Need To Know in conjunction with this setup. It’ll give you permanent timer bars for those buffs regardless of whom you’re targetting.
2. Easy judging
/cast [target=focustarget] Judgement of Light
- Casts your judgement of light which both does healing and gives you a powerful haste buff
- It won’t cause you to overaggro when casting your judgement as you’re using it on the tank’s target
- Means you don’t have to mess around with tab or mouse targetting a mob to cast it on. You may need to re-target your tank but that’s less trouble than having to target everything manually.
- TIP: you could use the addon Clique, which will allow you to set up mouse and key bindings for anything you could wish. Want to heal the tank? Sure, click the <insert mouse button here> and you needn’t retarget them after using your JoL macro.
3. Catch-all Holy Shock
/cast [mod,target=player] [nogroup,target=player] [target=mouseover,help,nodead] [target=targettarget,help,nodead] [] Holy Shock
- If you have an enemy targetted it will automatically holy shock you
- If you have *anything* else as target and a friendly unit as mouseover (or target) then it will holy shock that friendly unit
Priests – holy and discpline
1. “oh noes” button
/console Sound_EnableSFX 0
/cast [combat,@player] Power Infusion
/cast [combat] Inner Focus
/cast [spec:1,@mouseover] Penance; [spec:2,@mouseover] Greater Heal
/console Sound_EnableSFX 1
- It works for priesties of both healing flavours. Yep, you read right, It’ll work by casting one of the spells, based on whichever spec you’re in. This saves you having two separate macros for holy and discipline
- You could also add commands to pop your trinkets (/use 13 and /use 14) but be careful of the macro character limit.
2. Holy single target “oh noes” button
/cast [target=focus] Guardian Spirit
- For you holy priesties. This is an “oh noes” button if you’ve been focussing on the raid and see that your focus, probably a tank, is wilting a bit and needs help now.
3. Discy Pain Suppression management
/cast [target=mouseover] Pain Suppression
/sw 8
/script Stopwatch_Play();
/say Pain Suppression Up!
/in 8 /s ***Pain Suppression depleted***
- This is most useful for keeping track of PS cooldown and alerting you when it’s ready again – useful in fights where you need to time cooldowns and don’t have time to keep an eye out for them ticking down
- TIP: this one may not work off the bat for you. The ‘in’ command is said to be provided through an addon, possibly the Ace3 library, though various people with various addon setups have got the macro working.
4. Discy raid-healing insta-bomb
#showtooltip Divine Hymn
/cast [target=player] Power Infusion
/cast Inner Focus
/cast Divine Hymn
You’re a discy priest so you’re probably healing tanks most of the time, right? That might be so, but sometimes you’ll be on raid anyway, and sometimes you’ll be on tanks watching the raid take heavy damage – and we all know how comfortable that isn’t. This macro will help you help the raid recover and soak up damage.
- Try to have Borrowed Time proc’ed too for the (extra) haste
- You’ve just given yourself power infusion which both reduces your cast time and mana costs
- Bubbles! Bubbles everywhere! Your increased critical effect chance from inner Focus should mean more chance of divine aegis’ popping up.
Druids
1. Rolling Lifebloom
/target TankName/cast [modifier:shift] Rejuvenation ; [modifier:alt] Regrowth ; Lifebloom
- Make a macro for each tank in the raid and you’ll be able to keep them all rolling on 3 stacks of Lifebloom, lag and catastrophe notwithstanding
- This particular macro also has modifiers which give you flexibility in HoTs. Got a bit of extra time? Throw Tank1 a Rejuv. by pressing shift. Everything refreshed and got a couple of seconds? Stick Regrowth up by holding down alt
2. Quick response to tank death
#showtooltip Rebirth
/castsequence reset=600 Nature’s Swiftness, Rebirth
/run c=”Don’t release! I got ya.”if UnitInRaid(“player”)then SendChatMessage(c, “RAID”)elseif GetNumPartyMembers()>0 then SendChatMessage(c, “PARTY”)end
- This is your “oh noes tank’s dead!” macro
- It’ll immediately get him back on his feet and announce what you’re doing.
2a. Intuitive-res macro
#show Rebirth
/cast [@mouseover, combat, dead] [@target, combat, dead] Rebirth; [@mouseover, dead] [@target, dead] Revive
- This is a similar one for other “oh noes” times – specifically when key people have dropped like lightbulbed flies. If you’re in combat it’ll try to use combat res, if you’re not it’ll use revive
- Just be sure you’re out of combat after a fight’s ended before you use this, for fear of wasting your combat res.
3. Easy poison cleanse
#showtooltip
/cast [target=mouseover, help] [] Abolish Poison
- This is a time saver anywhere there is a lot of poison kicking around. Its utility is simple: it allows you to cleanse your mouseover target without having to target them then retarget your healing target
- TIP: I reckon this one works for all healing classes for their various cleansing duties.
Shaman
1. Earth Shield ease
/cast [target=focus] Earth Shield
- Very, very simple way of refreshing earth shield on the tank, providing that your tank is your focus.
- TIP: you can also get the addon Shaman Friend to support this macro by playing a sound when ES runs down. Alternatively you could have it in place of the macro: it can be setup to provide a focus button for earth shield refreshing, and a box which visually tracks ES stacks so you don’t miss it falling off.
2a. “Oh noes” button version 1
#showtooltip Healing Wave
/cast Nature’s Swiftness
/cast Tidal Force
/cast Healing Wave
- Any resto shaman worth his salt has some form of this macro. Some shamans prefer not to attach a healing spell to it so they can choose whether to fire off a single target spell or a chain heal after nature’s swiftness. You could make both of those options achievable by altering the macro slightly, to this:
2b. “Oh noes” button version 2
#showtooltip Nature’s Swiftness
/stopcasting
/use 13
/use 14/cast Nature’s Swiftness
/Cast Tidal Force
/cast [mod, help] [mod:shift, target=mouseover, help] Chain Heal; [help] [target=mouseover] Healing Wave
- This version will cast healing wave after blowing your cooldowns or, if you hold down shift, it will cast chain heal. It also uses your trinkets (/use 13 and /use 14) for extra “oh noes” aversion value.
In both of these you could also add a command to tell party chat or a specific target that you’re averting catastrophe this time by blowing all your cooldowns, and so won’t necessarily be able to save the day again. At least for a few minutes.
External links:
There look to be quite a few sites out there with musings and help on macros, ranging from forums to class-specific blogs to macro specific-all class sites. Some of them are better than others. Here are the ones I found to be either most useful for digging these macros up or, in the case of the third link, just a Very Good Idea:
- Arena Junkies – Arena Junkies macro forum – for your PvP macro needs
- Elitist Jerks’ various guides, forums and threads have some useful macros squirreled away.
- Macro Explain – does what it says on the tin. You paste in a macro, it explains each line of the macro. The website also has links to other macro resources and addons.
- PlusHeal – plusheal’s macro forum – you’ll find good discussions and very helpful folks here.
- WoWWiki – WoWwiki’s section on macros has links to class specific macro pages.
Most of these macros have been tested but let me know if any of them make things go boom. Or worse still, make nothing happen at all. I hope these do work and help you have more fun healing. Perhaps it’ll even bring about that myth us healers have heard whispered about – less stress while healing.
What do you think? Are you a macro-newbie and had been afraid to admit it? Feel free to do so! Share your tales of macro learning experiences. Also let me know if any of these prove really useful or otherwise. Likewise, if you’ve been hit by inspiration and have just spent thirty minutes writing some new healing macros or perfecting existing ones, do share them!
This is a post by Mimetir, an oversized owl of a raid leader on The Venture Co (EU). You can find my twitter feed here.
(Macro image created by Emrank @Flickr, used under CC)
What To Do When You Meet Lady D.
February 11, 2010 by Mimetir
Filed under All Stories, Featured, General WoW Gaming, How to, Icecrown Citadel, Leadership, Raid Strategy
So you’ve just met a charismatic, high-powered woman. You know the type. Legions of admirers. A woman capable of raising her followers up and empowering them on to great strengths. The sort of woman who reduces her enemies to insignificance with one touch. And then leaves them for dead on the floor. Oh, yes. You’ve just met Lady Deathwhisper. Want to take her down a peg or two? Here’s what you need to know.
This isn’t just hints and tips to help you get by. If you’ve met Deathwhisper and, more pointedly, the cobblestones in her lair, you’re the embittered adversary. You need a full guide on how to handle it. You need to know everything from basics to tricks for every role of your team. This guide is your friend. It’s going to walk you through the basic tactic for either 10 or 25 mans, and as a bonus I’ll throw in the alternative tactic for 25 mans and a note on the quest you may find yourself on to save Darnavan. It doesn’t matter if you’re there with a PUG group rather than a guild run. In fact, all the better if you are, because this guide assumes it’s not a given that your team know what to do. Just that they – and you – have a grudge against her Ladyship.
So an encounter with Deathwhisper follows a basic two-phase pattern. In the first phase the Lady will, like any leader-with-minions, stay at the back hiding behind a barrier while calling forth waves of minions to attack your group and doing some damage to random players with frostbolts and death and decay. You need to burn down her barrier – which is actually a mana shield – before phase 2 will kick in. Phase 2 is mostly a tank and spank affair, in which you just need to burn her down while she throws frostbolts, death and decay and angry ghosts at your party.
Tanks:
Left side will be 2 melee (fanatic) and 1 ranged (adherent) mobs. Any tanking class should be able to deal with this.
Right side will be 2 ranged (adherent) and 1 melee (fanatic) mobs. Ideally you want a DK or warrior on this side as they have more tricks for annoying ranged types.
- Be aware that the fanatics cleave: don’t move them around any more than you have to unless you want withering glances from your enhancement shaman.
- On 10 man the left and right side mobs appear alternately. On 25 man they appear at the same time, as well as an extra wave at the back, which consists of one random mob. You want to put your best kiting tank on the back wave: they tank that mob and take responsibility for kiting any deformed fanatics that spawn in the room.
- When Deathwhisper’s mana shield goes down your tanks need to tank the Lady herself. She stacks a debuff called Touch of Insignificance on the current tank. It reduces their threat generation by 20% and stacks to five; have your tanks taunt to swap on three stacks.
Healers:
This largely depends on what classes your healing team consists of, and that may or may not change the more times you bounce. The basics apply – if you have a holy paladin he should be able to take care of two tanks, using beacon. Otherwise, put your disc priest, or if they’re confident to do so, resto shaman on tanks.
Healers should just be ready for a lot of damage. More than the fight merits, probably. People will stand in death and decay, probably for a jot longer than they should. Melee might get cleaved in their own rush to get stabbing things. Got a reanimated adherent loose? Oh yep, he’s going to merrily throw deathchill bolts around until someone notices him. Not to mention frostbolt volleys and some rather unhappy ghosts thrown into the mix.
- Any healer who can cleanse curses – should. Everyone should drop what they’re doing and cleanse Curse of Torpor as soon as anyone in the raid is afflicted by it.
- Priests can help out by mass dispelling Adherents when they put up the spell reflect shield called Shield of the Occult.
- Watch your range – this room is just big enough to get out of range of your healing targets or them to outrange you. Be on your toes.
DPS:
Basic kill order:
Deformed Fanatic > Empowered Adherent > normal Fanatic/Adherent > Reanimated Fanatic Adherent > Deathwhisper
- Some people place reanimated as a higher priority than normals – I don’t, because the less normal adds you have running around the less reanimated adds you might get.
- Deformed/reanimated fanatics are mostly immune to physical damage: ranged DPS need to kill them. Empowered/reanimated Adherents are mostly immune to magical damage, so they’re meleers’ priority.
- Normal adherents can be interrupted when casting Deathchill Bolt. They can also be deathgripped. Just be careful not to interrupt or deathgrip them while they have Shroud of the Occult up because it’ll bounce and you’ll be interrupted or, as our unlucky DK found, deathgripped to them. Adherents’ Curse of Torpor should be removed from the party by anyone who can (mages, boomkins, we’re looking at you).
- Melee should watch out for Reanimated Adherents – we find it can be easy to miss them by assuming that adherents that drop dead are dead, rather than the actual case of the Lady about to reanimate them
- Normal fanatics cleave. Melee: be sure to stand behind them, eh? Fanatics also have an ability called Vampiric Might, which can be spell stolen by mages.
- Deathwhisper also mind controls party members on 25 man, one on normal, more on Heroic. DPSers should be ready to CC and snare/slow them before they cause havoc.
- We also generally find it useful to have some pre-arranged DPS focus solely on the boss in order to get her mana shield down and phase 2 started. In 10 man we have one DPS do this (our enhancement shammy due to her mixture of magical and physical damage making neither add type overly suited to her). In 25 man, at least three should stay on the boss.
- We’ve found that if you’re a DPS class with a pet it’s generally worth leaving the pet to DPS Deathwhisper unless your pet has an ability that makes him move quicksmart. Otherwise the travel time dragging him around the room will significantly reduce his overall DPS. And give him aching legs.
- As a last tip and trick, our DK has also found that anti-magic shield is your friend in phase 2. It helps the healers and takes a bit of pressure off all round – and you get free runic power. Win.
The above are exact tactics for 10 man version and extra explanations for 25 mans where necessary. There is an alternative 25 man tactic:
The entire group stands behind Deathwhisper. You can get into position before the fight starts. Melee adds will come towards healers and should be taken down on the way to them in a snare-and-AoE heavy zone created by the ranged DPS. The tanks draw ranged adds in by line of sighting them using the pillars. This tactic has the benefit of reducing run distances for melee and switching times for everyone: the entire group will get more time nuking through Deathwhisper’s mana shield. It’s not so great when everyone’s bunched together and a death and decay patch hits, though.
Oh, and if you find yourself charged with rescuing Darnavan from Deathwhisper’s charms in return for a Sack of Frosty Treasures, the following are all viable tactics when he spawns (usually in the first wave of adds):
- Have a plate meleer (preferably with some tank kit) tank him off to the side. Be careful not to do too much damage to him as he doesn’t have that much health.
- Have a hunter pet do the same. It may be difficult for the pet to get it away from the tank. Our hunter solved this with a distracting shot and a bit of kiting to a safe spot where his pet could taunt and tank
- Have a druid root him, continually. Other CCs don’t work
So, that should be all. Follow these tactics and you should suitably reduce Deathwhisper – that is, to nothing more than a pile of gaudy wrappings under your boots. Ah, justice. Oh, and the elevator will likely land on your head. Don’t be alarmed, elevators aren’t nearly as painful as Deathwhisper laying you low.
How about you? Do you think I’ve forgotten anything glaringly obvious, or have any small tips and tricks to share? This fight is still one of those that can turn from peachy fine to disaster in seconds – do you regularly have problems with this fight? Do you think there are any particular group setups which work better for this fight – or make it all the more challenging?
Why Slacking Helps You Raid
February 2, 2010 by Mimetir
Filed under All Stories, Featured, General WoW Gaming, Guild Topics, How to, Leadership, Raid Strategy, Setting Goals
I confess. My raiders and I have been bashing our heads against a brick wall for a couple of weeks. Our heads have been filled by the red mist ‘o wrath. We’d got the first wing of Icecrown Citadel on farm but our next focus, Rotface, ‘brokseded’ us time and again.
The brick wall suddenly came down on Sunday night. We had an experimental snipe at the Princes and then marched into the Plagueworks to slaughter Festergut and have a positive pop at Rotface. So what happened to stop us seeing red?
Change.
What change has that effect, I hear you cry? Did we change players? Did we somehow plunder a trove of 277 gear? Did we hardwire exact playing requirements into our members while they slept? Not at all. We merely tweaked one of our raiding practices: breaks.
I’ve always said they’re important in raids – it gives your raiders a chance to breathe. Sunday night taught us that organised breaks are even better.
Really regular breaks. We announced to our band of brigands at the start of the evening that we’d be calling a three minute break every 30 minutes, and that we’d like them to be sure to wait until then for quick AFKs for drinks and the like.
Wow, every 30 minutes? Those are a lot of breaks, I hear you cry. It’s a wonder we got anything done, right? Wrong.
Give yourselves regular chances to slack – that is, relax – and you’ll come back after the break more focused than had you pushed on and sat for an hour, two hours, wiping. Your head won’t be full of red mists so there’ll be room for useful things like remembering to move out of slime spray.
Movin’ n’ shaking. Several of my guild play in the same room on raid nights. Usually during a break we stare at the computer screens and brainstorm tactics in increasingly stressed tones.
Instead we decided to test out a terrifying concept during breaks: moving away from the computers and out of the room. We strongly recommended to our raiders that they do the same. We found that the simple change in space and environment again helped us to feel fresh and focused when the break was over. Even just moving about and stretching helped relax some tension. If you have time and inclination to fit in a few actual exercises, you’ll feel all the more responsive in the raid.
Time, gentlemen. After each break we announced the time of the next one. Sounds simple, but I think this was the key to the whole break renovation. Raiders need their creature comforts, right? And if they don’t know when a break’s coming then they’ll slide off after wipe 20 and get the drink they desperately need or the smoke to relieve stress. Meanwhile the rest of the group grumbles while waiting for them to return from their unannounced break.
By announcing break times, we’re allowing raiders to plan ahead. It means they don’t need to feel guilty about making the group wait on them. importantly it also gives them some control back over their own comfort. Our lock wants coffee? He knows the next break is in 10 minutes and can hang on until then.
Content breaks. I don’t mean a break in gameplay. I mean mix your encounters up to get the balance right between learning the fights and actually still having fun. You’re sick to the back teeth of bouncing on Festergut? Right, about time you take your raid to meet the Princes. Perhaps later on go to pay Rotface a visit.
You’re not being inefficient by not forcing yourselves to sit there and practice a fight: quite the opposite. Cut yourselves some slack if you’re working hard and not getting anywhere; you might find you slaughter the next encounter you head to and earn yourselves a morale boost. That’s efficiency.
These are small changes but could be useful to any raid group out there. You’re a 3 year-old guild running your A team? Or perhaps you’re running a PUG (breaks are not a PUG killer any more than giving your raid a little bit of trust, but such PUG raid myths is a topic for a future post). In my opinion these changes are crucial for any sort of raid group. Why? Let me explain what I think a well-run raid group is:
- It’s a social activity. If someone in our group is not having fun for some reason we get uncomfortable and more stressed. Then Rotface smashes us more easily, morale plummets, stress goes up. Vicious circle. Having a break allows us to peel ourselves away from the stressful game environment and remember that it’s a social occasion, too.
- It’s a team sport. Sure, we don’t leave the comfort of our computer desks and run up and down a pitch for several hours. We do work together using tactics, formations and roles to achieve a common aim. Sports benefit from breaks; think of the oft touted stories of football players eating oranges at halftime, or a weight-lifter taking breaks between sets so they can achieve their best for longer.
- It’s a company. Wait, that sounds a little mercenary – try ‘organisation’. Either work. Like most companies, we expect our members to perform a certain job and they’re paid for successful tasks with emblems – and occasional epic perks. We invest time and effort to skill-up our members so that they can achieve goals, and improve all the time. We provide a safe (and because it’s a game, fun) environment for them to perform their tasks. All of these are good practices for a company, at least according to a particular book (see below) on company organisation. And like any good company in accordance with this book, we’re flexible enough to cut them a little slack to give them room to be their best.
A person will work better, be more focused, if they feel they are trusted and have some space to relax. Running around like a headless chicken or battering your head against one encounter is not healthy. The benefits extend to groups of people, too.
“The difference between the time it takes you to [achieve your next progression] at ‘all prudent speed’ and time it would take you ‘at breakneck speed’ is your slack. Slack is what helps you arrive quickly but with an unbroken neck.”
- Slack, T. Demarco, page 208 (and a book I thoroughly recommend to anyone wanting to change their raiding style)
What do you think? Does this sound like a useful nugget for your raid setup? Have you been wanting to try something like this for a while and been worried that you’d not cover as much ground? Do you think I’m completely wrong and sticking on one encounter until you’ve got it is best? Or, possibly, do you think the wisdom of this vs. encounter battering is dependent on how many nights your group raids?
This is a post by Mimetir, a boomkin and restorman of a raid leader on The Venture Co. (EU). You can find my twitter feed here.
ICC Plagueworks: How Not To Die A Poisonous Death
January 27, 2010 by Mimetir
Filed under All Stories, Featured, How to, Icecrown Citadel, PvE Healing, Raid Strategy
So you’re standing in the heart of the citadel. You’ve just walked through fire to get here – quite literally. Before that you ran the gauntlet of the lower spire and left the Lich King’s doormen smattered over the walls. That place feels like home to you now.
But now you’re on the upper levels you’re choking on the Citadel’s hostility, which is no surprise given the fat ochre clouds seeping out of the Plagueworks nearby. You must conquer it – but how?
I’ve been there too, alongside nine others. Here are my tips for your group regarding the trash guarding the entrance, a strategy for Precious, and some healing advice for the Rotface encounter.
Getting your foot in the door – trash tips:
1. Bitesize the trash pull as it’s more dangerous the more you pull here. It’s very easy to get mobbed by everything lurking in the entrance to the Plagueworks. It’s also very easy not to do so.
From our experiments we believe that everything will pull if you set foot on the platform in front of the door to the Plagueworks, upon which the Blighted Abominations are standing. Have your group gather a bit back – at the blue brazier on the left-side platform perhaps – and have your tanks pull the abominations back to the group.
2. Healers! Be on the ball. When you engage the large trash group just inside the door in combat, be aware that it will be a hectic fight. Plague Scientists will be turning random group members into slimes, and those players will take the opportunity to bounce around playfully. Because it’s fun. Meanwhile (shackle-able) geists will be jumping on people and eating them alive. Not to mention the fact that the rest of the mobs will be inflicting various nature-based attacks on chunks of your group.
3. Be on your toes. That applies to everyone. The abominations will emit plague clouds. Yuck. Move whatever’s standing in it out, be that you as a healer or the mob needing a tank to kite him out.
Also, the Pustulating Horrors will start the 5 second cast of Blight Bomb when they’re nearly dead: a kamikaze move. Everyone should watch out and move away before it’s cast; it does a lot of AoE damage and DPS or healers may explode alongside the Pustulating Horror.
Precious tactic: Making the Dog Play Dead. Er.
When my group first met Precious we wiped. We’d stand and nuke him; sometimes we AoE’ed the zombies, sometimes we didn’t because our 10 man didn’t have many AoE options. Either way we died horrible deaths. So, we did a bit of research and brainstorming. This is the tactic we have adopted since.
1. Have your healers and ranged DPS stand halfway down the circular staircase. Pull Precious to the stairs. Kite him round past them (decide clockwise or anti clockwise beforehand). Have healers and ranged run ahead of you so they don’t become zombie chow later.
2. When Precious summons zombies, speed up the kiting a bit to get ahead of them. If you have any shamans or hunters – or both – then earthbind and frost trap really help to put some distance between you and the braaaaaain munchers. I’m sure other slowing effects work. Be creative. Don’t speed up so much that you lap the zombies.
3. Rinse repeat with kiting and earthbind/traps until the dog is dead. Turn round and deal with the zombies. AoEs you can run in, drop, then out – like consecrate – work well. Pre-positionable AoEs like shamans putting up earthbinds and fire totem/fire nova repeatedly while still running away also work. While we were perfecting this my guild had an attempt whereby the group’s several shamans finished off the zombies while everyone else ran in – er, I mean, recovered from temporary inability to help.
Rotface tricks for healers:
1. Surround him. Rather than clumping together in one huge mass, have your group stand in smaller clumps round Rotface’s…. well, I guess they’re feet. At least one healer to each clump. This has two benefits for healers. Firstly it reduces the number of people who may get hit by slime spray. Secondly it means that at least one healer should always be in range of the tank who is kiting the big ooze, wherever they are in the room, in case of problems.
2. GO team Heal! If another healer gets mutated infection and so has to run, heal him until it’s gone and he’s safe. This may sound silly but sometimes when the elephant hits the jet fan, healers assume that other healers can look after themselves. Yep, usually. But you should always remember you’re a team and work like one. Particularly here, where the infection ticks for a fair chunk and a lot of healers can’t heal and keep running at the same time.
3. Assume the worst. We all make mistakes: we’re human. But this is an encounter in which one person making a mistake can make things three times more hectic and it’s us healers who have to try to get the group through it. The retri paladin thinks he’s delivered his ooze to the big ooze but has actually dragged it into the melee and is standing there? Someone’s got two infections in a row and not realised?
Watch as much as you can. Watch for people making mistakes so you can go into overdrive. Watch your and other healers’ mana and pop things like mana tide or hymn of hope either early or at (an early) crunch time. Importantly, watch *your* positioning. You might think that concentrating on your own situational awareness might make it a bit harder to focus on healing when there’s a lot of damage. Instead, consider how doing so will make your job easier rather than if you get caught up in healing and, say, forget to move during an Unstable Ooze Explosion.
The Plagueworks is not a friendly place and only the bold set foot on its flagstones. Although, looking at Rotface I think Professor Putricide has other ideas about what feet should do. I hope your bravery is rewarded by victory, and that something here has helped if you were bouncing off those flagstones!
What about you? Have you got any tips, either general or class/healer specific, to add for any of these three encounters? Are you having trouble on any of them, or have been and are slowly getting better at dealing with them? Do you actively like or dislike these fights, given that they go in a different direction to the fights in the first wing?





















I'm Matticus and I play a Dwarf Priest. My home is in Conquest, a raiding Guild that I have founded. Every week, I log 12 hours raiding on Ner'Zhul.
Wynthea is the Troll Priest with the best Mohawk on Firetree. Currently, I raid 4 nights a week in a hardcore guild. I started playing WoW in May 2005, and raiding end-game in May 2007. My guild is currently working through 25-man WotLK content. I've tried playing other classes, but Priests are my passion. I am extremely fond of Dwarves.... especially with Ketchup.
My name is Sydera and I like to heal things--think Florence Nightingale with foliage. I play a night elf druid on Ner'Zhul, and I raid 12 hours a week. As a guild officer for Conquest, I coordinate healing and recruit new raiders. I started playing WoW in Fall 2005, and it was love at first click. Before I discovered the joys of Broccoli-stalk healing, I raided as a holy paladin, and I now have alts in all healing classes. I have to say, though, bark beats poofy dresses and heavy plate in my book.