Holy and Disc Too Costly for Dual Spec

At least, those are the conclusions I’ve reached when I tried it.

On Monday night, the Conquest raiding crew was getting hammered by Kologarn. We simply could not heal raid damage of that magnitude. Some assignments were changed around and I activated my dual spec to Holy to see if I could help alleviate some of the stress.

But alas, to no avail. Being specced Holy and geared for Discipline means you rocket through your mana insanely quick. My mana pool lasted about 2 – 3 Right Arm deaths on Kologarn before I ran out of tricks. Pots used, Shadowfiended, and Hymns were already used. This is just because of the way my augments are setup. I don’t have enough Spirit gems and enchants. It’s too costly and too much of a hassle to augment when I need to switch to Holy.

So it is with a heavy heart that I used my (free) talent refunds on Tuesday. I set aside talent 1 for Discipline and talent 2 for Discipline.  The basic structures were the same. Some points were allocated differently and there were a few minor changes to glyphs.

  Endurance Disc AoE
Spec 53/18/0 54/17/0
Major Glyphs Flash Heal
Hymn of Hope
Penance
Power Word: Shield
Prayer of Healing
Penance
Minor Glyphs Fading
Shadowfiend
Shadow Protection
Fading
Levitate
Shadow Protection

Endurance

The deal with Endurance spec is that you’re trying to stretch your mana pool to go even further than before. This involves talenting into Improved Healing for the 15% mana cost reductions to Greater Heal, Penance and Divine Hymn. The glyphs also represent the endurance method with Hymn of Hope and Flash Heal. If your Shadowfiend manages to die, you still get some mana back rather than none. This would be more of a progression spec, I think. In case your raid group loses one or two healers, the idea is that your mana supply can hold and last long enough while you compensate for their deaths until they get Rebirthed or until the boss dies. Out of the upper level Disc talents, Grace is one talent where I felt 1 talent point might be enough to maintain the buff considering the amount of heals you’ll be dumping on the tank anyway.

Disc AoE

With Disc AoE, you’re still going to be focusing on one or two key tanks. But on fights with enormous amounts of AoE damage, you won’t be locked out entirely. Your fast Shields should be placed quickly on players who have taken damage. Your Prayer of Healing adds a HoT effect. At least you won’t be as handicapped during Tympanic Tantrums or anything like that.

This is the result of my experiences in Ulduar so far. It’s still going to be subject to some more tweaking.

Healing Ulduar: Razorscale

Healing Ulduar: Razorscale

razorscale

For other bosses in Ulduar, check the Ulduar Healing strategy page.

Conquest was able to clear out Razorscale on day 2 of Ulduar. It’s a fun encounter and places a lot of emphasis on ad control.

Quick notes

  • 3 phase encounter
  • Repeated waves of incoming trash

Pre-boss preparation

Suggested makeup

  • 3 tanks
  • 7 healers
  • 15 DPS

As raid leader, I like to split my raid into groups that have meaning in the raid frames. In other words, I set aside groups 1 and 2 to deal with trash ads coming in from the left side. Groups 4 and 5 would take care of the right. I made sure there was 1 tank and 3 healers in each ad control team. Try to split up interrupters as best as you can since you’ll want them to disrupt as many chain lightning casts as possible. It’s difficult to evenly split the DPS so use your discretion there accordingly.

Group 3 consists of your third tank and the 4 healers that were unable to fit into either teams.

Warrior tank Hunter Druid tank Hunter Paladin tank
Resto Shaman Rogue Disc Priest Rogue Resto Shaman
Mage Death Knight Resto Druid Death Knight Warlock
Mage Balance Druid Holy Paladin Ret Paladin Mage
Shadow Priest Resto Druid Holy Priest DPS Feral Druid Hunter

That’s a rough visual representation of how I split my groups. Dark blue team on the left, light blue team on the right. Gold team is responsible for big, bad whirlwind titan’s which I’ll elaborate on in a moment.

Process

Phase 1

On the ground, the things you have to worry about are the incoming mobs that spawn from the different drill-shaped ground pods. Meanwhile, Dwarven expedition teams will be repairing the four harpoons.

Razor’s attacks

Fireball: Fire damage to players

Flame buffet: Increases fire damage taken by players. I believe this ability stacks. It’s duration is ~1 minute.

Devouring Flame: Spits a Lava Bomb at a player inflicting fire damage and leaves a fiery patch on the ground dealing fire damage to everyone within 6 yards.

She enrages after 10 minutes.

Add attacks

Dark Rune Guardian: Puts a magical debuff on your raid. Dispelable. Will go after your friendly expedition dwarves. 

Dark Rune Sentinel: Whirlwind. These guys typically spawn in the middle.

Dark Rune Watcher: Interrupt their Chain Lightning when possible. Their Chains can hit up to 5 targets.

razor-process

Adds will show up from the left and right. Dark blue and light blue teams will have to take care of them via DPS and CC’s if necessary.

Now gold team gets to have some fun here. That Devouring Flame ability I mentioned above? Here’s a hint I found out from the Plusheal forums. Devouring Flame can be predicted and controlled. Razor shoots Devouring Flames at the player closest to it. So all gold team has to do is stay under the boss as much as possible and soak up incoming flames. The Disc Priest in that group (me) just heals him. At the same time, gold team needs to pick up Dark Rune Sentinels that show up in the middle.

devo-flame

Gold team in action

The tanking Druid played first person and looked up. I stayed within range in support. When I see a Sentinel spawn, I’ll cue him and let him know there’s a sentinel and he’ll pick it up right away. Once gold team establishes aggro, he calls for ranged DPS to focus and nuke. Once the sentinel is down, it’s back to add control.

There are four harpoons. When they’re all repaired and fired, Razorscale is brought down to the ground. Get three harpoons fired and hold on the fourth one. You fire them by having a player from either blue teams right click on the turrets. Your raid leader should call when to fire the fourth one. When most of the ads are dead, cue the fourth turret call.

When a Harpoon is fixed, it will flash on your screen. I personally like to say things like “harpoon 1 fired, harpoon 2 fired, harpoon 3 fired, harpoon 4 standing by” so that the entire raid knows where we’re at.

turrets

Phase 2

When the raid leader calls for harpoon 4 to be hit, all DPS should be switching off ads. Anything extra should be CC’d in the process. Razor will fall to the ground and remain stunned for seconds. Full DPS on Razor at this point. Stay away from the front of this boss. After time is up, Razor will do a wing buffet knocking everyone back and light a conical flame breath. She’s facing the entrance into this area while she’s stunned.

After the stun wears off, the turrets will explode and have to be repaired again. Razor flies back into the air and triggers phase 1 again.

This would be the phase to hit Heroism or Bloodlust to push Razor into phase 3. If Razor’s health isn’t low enough then you have to do phase 1 all over again.

Phase 3

Have your main tank of choice pick up Razor and immediately face her away from the raid. A good position would have Razor face the entrance just past the turrets. She’s going to continue to do AoE knockbacks (Wind Buffet), Devouring Flame, and Flame Buffets. The Flame Buffet debuffs will continue to stack. If it reaches a certain point, it’s going to insta-kill your tank.

Fused Armor is another debuff your tank will take. When it reaches 5 stacks, your tank is not going to be able to move, use skills or taunt. You’ll have to change tanks before it reaches 5 to buy enough time for your raid to finish her off.

Your raid positions themselves and spreads out behind the boss during this part.

Healing strategy

For both blue teams, you’ll want 2 raid healers and 1 tank healer on each side. You’ll also want 1 tank healer in the gold team. Stay as far back as possible to avoid any chain lightnings that manage to get through. Use strong AoE heals to mitigate them as well. During phase 2 when DPS switches over, the tank healers need to remain on the tank if they’re on any ads. Any idle healers are encouraged to jump up into the play and DPS the boss during phase 2.

Healer drops

Belt of the Fallen Wyrm – Mail

Bracers of the Broodmother – Leather

Guiding Star – Mace

Razorscale Shoulderguards – Plate

Shackles of the Odalisque – Wrists

Ulduar Caster Weapons and Tier Gear: A Primer

Here’s a list of all spellcaster related weapons that drop from Ulduar. Items are sorted in the rough order of progression that raiding groups will be going in. I linked all currently known spellpower weapons and off hands so that your raid group can get a general idea of what item to go for and what items are better off in the hands of other players along with the rough order they will appear in. It seems heroic mode drops slightly more weapons. Loot tables for some of the bosses are still unknown at this time (like Yogg-Saron and Algalon). Read the bottom of the post for a theory of tier gear drops.

Heroic Mode weapons

Weapon Weapon Type Source
Overcharged Fuel Rod OH (Spell hit) Flame Leviathan
Intensity 2H Staff (Spell hit) Ignis the Furnace Master
Scepter of Creation Wand (Spirit) Ignis the Furnace Master
Guiding Star 1H Mace (MP5/Haste) Razorscale
Quartz Crystal Wand Wand (Spell hit) XT-002 Deconstructor (Hard mode)
     
Rapture 2H Staff (Spirit) Iron Council
Ironmender OH (Spirit) Kologarn
Runescribed Blade 1H Sword Auriaya
The Lifebinder 2H Staff (Spirit) Freya
Staff of Endless Winter 2H Staff (Spirit) Hodir (Hard mode)
Scepter of Lost Souls Wand (Haste/Crit) General Vezax

 

Normal Mode Weapons

Weapon Weapon Type Source
Firesoul MH Sword (Spell hit) Flame Leviathan
Plasma Foil 1H Dagger (Spirit) XT-002 Deconstructor
Pulsing Spellshield OH (Shield) XT-002 Deconstructor
Stormtip 1H Dagger (Spirit) The Iron Council
Nurturing Touch Wand (Spirit) Auriaya
Pulse Baton 1H Mace (MP5) Mimiron
Unraveling Reach 2H Staff (Hit) Freya
Icecore Staff 2H Staff (Spirit) Hodir
Ice Layered Barrier OH Shield (MP5/Haste) Hodir (Hard mode)
Pillar of Fortitude 2H Staff General Vezax

Tier gear

All we know right now is that Mimiron drops tier 8 gloves. I’m assuming Yogg-Saron either drops the chest or the helm. I have a sneaking suspicion the other 3 Titans (Freya, Hodir, Thorim) drop the other 3 tier 8 pieces. My theory is unconfirmed, however. But I think it’s a decent assumption that the 4 titans along with the “end” boss of the instance are the ones that drop the tier pieces.

Raid Flexibility: Preparing for the Inevitable.

Raid Flexibility: Preparing for the Inevitable.

 

“A pint of sweat, saves a gallon of blood. ”
George S. Patton

Matt had a great post about Raid Flexibility: A Healthy Obsession . If you haven’t had a chance to read it, please do so you’ll enjoy it. Matt broke down the pieces of a raid that need to be kept in working order.

I’d like to talk today about what goes into making that work when the unexpected comes up.

There are several events that may come up that can throw a monkey wrench into your raiding schedule. It is the job of guild leadership to make sure this does not happen. Lets look at some of the things that can become a speed bump.

1. Vacations and Real Life Events

Lets face it, real life happens. People need time to go and do things like visit family, and just get away from it all. My guild has a saying, “Real Life always comes before game”. No player should feel like they can’t take time off and enjoy having a life outside the game. If you find yourself in a position of wondering if you can skip the raid to go see johnny graduate, there may be a problem.

2. Burnout

Every guild I know has felt the burn of this one at one point or another. We play this game like a part time job sometimes. Spending hours grinding, running raids and heroics and prepping for the raids. It is fun and social but sometimes you hit a point where it just weighs on you. You see this when content becomes stale too, players get tired of seeing the same thing over and over again with little variety. I’ve been hearing tales about this from friends of mine along multiple servers with current content. When players hit the point of burnout they begin to resent the raid and the game and sometimes decide to take a step back and wait for themselves to become revitalized.

3. Acts of god

Things happen sometimes that are out of your control. Hurricanes, Fires, power outages, storms and what we affectionately refer to in guild as “shiv to the forehead” moments. Sometimes you lose people when natural disasters hit, people lose power in the middle of a raid. These things are out of a persons normal control and can never fully be prepared for, but you will have to be dealt with when they happen. My guild has many members who live in areas where they suffer from hurricanes, earthquakes and flooding, we know this and we have to be ready for it. Funny story for you guys on this one too. Shiv to the forehead is what my guild refers to people who go on extended AFK’s  “where’s johnny” “dunno I think he answered his door and got shived in the forehead”. We were in The Eye getting ready to bash up Loot Reaver when I got a knock on the door. I called out in vent “hey guys be right back, someone’s at my door”. I go to answer and  find one of my batty neighbors. I step outside to see what they want and I hear the door shut and click behind me. I immediately hang my head as I realize I’ve locked myself out of my apartment. After a good twenty minutes or so I manage to get back in the apartment and call the raid officer at the time to let him know what happened. Yeah, teasing ensued for a long time as everyone thought I went to the door and got “shived in the forehead”.

4. Drama

This is a big one. You’re spending a lot of time with a lot of different people. You cultivate different relationships with people over the course of your time together. Warcraft is very much a melting pot, you will have people from all walks of life around you. While you have a common goal, conflicting ideologies and life events can grate on people causing stress to a point of breaking. You’ve all hear the stories, maybe you’ve experienced it. Friends stop being friends in game over something and one stops coming to raids, two players who were in a relationship break up and try to put the guild at odds over it by choosing sides (this also covers two people pursuing the same love interest in game and coming to odds over that). Sometimes people “Ragequit”, often times over loot. This is where they abruptly /gquit and then log off. That seems silly but it does happen. Back in the days of Black Wing Lair my guild had a warrior who ragequit. A set of tank gloves dropped, and he put in for them. Problem was he was fury so tanking was considered offspec for him. A primary prot warrior put in for them, and even though he had less dkp then the fury warrior was given the items as it was prot priority. The fury warrior immediately flipped out and /gquit on the spot, taking his girlfriend (one of our healers) with him. The twist was that we continued to raid by pulling in a couple more raiders and the same set of gloves dropped off the next boss (gotta love shared loot tables). Go ahead laugh, it’s a funny story.

These things happen. It’s the leadership of the guilds job to be prepared for these things. So what can they do to make sure these things don’t keep the guild from moving forward and raids from happening? Well there are several things they can do.

Being Prepared!

1. Recruitment

This is pretty big solution to a lot of the problems. With raid size having been changed from 40 man to 25 man its a lot easier to keep a flexible roster of active raiders available. The leadership of the guild has to sit down and decide how many actives they need to keep around. Too many and you have too many people sitting out, too few and you run the risk of a large vacation or disaster of some nature taking too many out of the game to compensate for. For my guild the sweet spot is around 30 members at the rank of raider. In addition to raiders, we have a non raider rank of veteran. This consists of people that cannot meet the raid requirement but are still around and active, and friends and family. Friends and family are literally that, people who wanted to be in guild to play with close friends and family members, but never apped to be raiders. With veterans we tend to have alt runs to keep their gear level up, and this way we have a further pool of people to pull from if the number of raiders goes too far south.

2. Redundancy

Matt touched on this one a bit in his post. Redundancy saves the raid. My guild has two people ready to lead the raid at the drop of a hat. We’ve gone to lengths to make sure the raid can prevail under some odd circumstances. Let me give you an example. My guild leader normally runs the raids, and I take care of healers, we converse in officer to talk about strategies as needed and it works well. This also gives us two people to yell at folks to get out of the fire / void zones, and a check and balance in case we miss something. The other night we were running Heroic Naxx, and the guild leader DC’d due to some random Internet screw up. I made a phone call to find out what was going on, and then when he said he would probably be a while, got everyone moving to keep going till he could get back. I also sent out a couple tells to make sure we had a replacement ready in case he couldn’t get back on. Redundancy helps deal with burnout and real life events quite a bit. It allows players the safety of being able to go and take a vacation or enjoy real life without worrying about having to be there or else let the raid down. It also means people who are burning out can take their hiatus and get back to their normal frame of mind. I’m currently working on bringing up to speed a healer to take over healing assignments on the off chance I take a vacation or need to miss a raid.

3. Communication / Structure

This is another big fix. Making sure your guild can communicate with one another openly is a great (and important) thing. I have a very open door policy as an officer, something I have done throughout all my years of management as well. If someone has a problem, questions or concerns they can contact me. I’ve posted my email / aim / phone number on the guild forums multiple times, as have many of the other officers. This helps keep drama low as when someone has a gripe or complaint, they feel they can bring it to us openly and it doesn’t have to sit and fester. We also have a solid structure in the guild so there’s always someone they can go talk to:

Guild leader > Officers > Class leaders > Raiders > Veterans

We post any changes or pertinent information on the guild forums as well. Making sure information is flowing keeps a lot of things in check. It’s also important to have a set of rules in place to deal with complications. This helps cut down on drama and personal issues.

The officers do a lot on the back-end to make sure things go smoothly. Unpossible has been around for a very long time and is one of the longest lived guilds on Zul’jin, we’ve adapted to survive pretty much everything that can be thrown at us. We are able to do this because we have systems in place to deal with the obstacles you can’t control. Like Matt, my guild operates under the assumption that everyone is expendable. To quote Matt

The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

Thats it for todays post,

Until next time, Happy Healing!

As always feel free to follow me (@LodurZJ) on twitter And don’t be afraid to ask questions using direct message there or the contact form here on the site!

Raid Flexibility: A Healthy Obsession

Raid Flexibility: A Healthy Obsession

worried

“If you want to build a ship, don’t drum up people to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
Antoine De Saint-Exupery

The show must go on. It’s a common rallying cry among drama and theatre productions. It means that no matter what, the audience expects a show and the performers have to deliver. I have the same mentality when it comes to my blog. I do my best to ensure that there is something daily here for you readers to consume!

Keep that drama catchphrase in the back of your mind for a moment. We’ll revisit it.

A story

First, a story. Team Conquest finished off Naxx, Malygos, and Obsidian Sanctum. We had a reduced raiding roster. As were slowly working our way throughout OS, I received an urgent message. It’s not very often that I miss raids. It becomes even rarer when an unexpected event comes up where I have to sit myself out during the middle of a pull.

The usual trash clearing chatter was going on. I explained to the raid that something came up which required my immediate attention. One of our Resto Druids were on standby. I quickly explained to him my situation and he agreed to come in. I immediately passed off raid lead and master looter to one of my officers and said “He’s in charge.”

I returned home 40 minutes later. A quick glance on vent showed players were slowly disconnecting and breaking off into their own channels.

This meant either the mission was accomplished or that the raid had been called prematurely due to lack of resources.

I popped in.

“Is it done?”

“Yes.”

“Good.”

I was relieved. I think I felt a slight twinge of pride in there somewhere. On second thought, it might have been that sore throat of mine acting up.

The Parts

Raid leader. No, not Red Leader. We’re not talking about Star Wars here. How many players are capable (and willing) to lead your raid? I have four players who are able to sit in the captain’s chair and direct everything. If your answer is one, then you may wish to re-examine your options. Not everyone is able to fulfill this role. Make sure your candidate has the will to do so and the undying respect of the guild or else it won’t work. You can’t make people respect leaders. They have to do so on their own.

Tanks. Brio does an excellent job flipping and rotating tanks around. It helps to keep the tanks fresh and interested in what they’re doing. I have about six players who have the ability and the gear to switch into tanking roles if it is necessary. We haven’t had that happen yet. But it’s comforting to know that the option is available.

Healing leads. Currently Syd directs the healers. I do step in if she needs a day off every so often or if she’s not as familiar with an encounter. That makes two who are capable of handling assignments. Handy in case one of them manages to inadvertently stab themselves in the eye. That hasn’t happened yet, thankfully.

Healers. This should go without saying. Either recruit extra healers or have players willing to switch from their main role to a healing role if the fight requires it. There are 7 of us on the starting lineup with another 3 on reserve.

Replenishments. Ret Paladins, Survival Hunters, and Shadow Priests. I believe this is getting further expanded in 3.1. Have alternative sources for Replenishment. The mana regen is going to be a must going into the next raiding tier. I’ve got a Shadow Priest, a Ret Paladin, and several Hunters who can supply it if necessary.

Heroism/Bloodlust. I refer to this as the raid leader’s personal shotgun. While not always a requirement in an encounter, it helps to have the extra damage available to push through a certain phase as quickly as possible.

Why?

We are all expendable. This stems from a core philosophy of this guild. We are all united in our desire to raid and clear content. I have a duty to minimize whatever obstacles or obstructions that could get in the way of that mandate. Not having players or not having the experienced is not an acceptable reason for me. The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

When Conquest was first conceived, I knew I wanted the flexibility there. I knew that I could not be there all the time. I knew Brio would not be there all the time. I knew certain key players would not be available. I recruited players into the guild who I felt had the potential to take over certain functions should the need arise.

Whatever happens, the raid must go on.

10 mans

This is where it gets tricky. I don’t know if that same philosophy above would apply here as the individual efforts of players becomes even more amplified. Several of roles above wouldn’t even apply here. You don’t necessarily need a healing lead among 3 healers. It wouldn’t be that difficult to divvy up the responsibilities.

I’m not as experienced when it comes to pure 10 man guilds.

Did I Read Divine Hymn Wrong?

Here’s the updated PTR wording on Divine Hymn:

You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest health friendly party or raid targets for 4320 to 4774 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell.

At first I was under the impression that it would only heal the three lowest nearby targets, period. After staring at it a little more, I realized that Divine Hymn is a smart heal similar in kind to Circle of Healing. My guess is that every time it ticks, it will constantly scan your group for lowest health players and heal them up accordingly.

So 3 players per tick every 2 seconds for 8 seconds. That’s potentially 12 different targets or the ability to save nearly half the raid from one of Kel’Thuzad’s nasty Ice Blocks. Of course, that’s assuming you have 12 players all standing on top of each other. Actually, no that isn’t the case. Only 6 can be saved.

I can see why the cooldown on it was increased to ten minutes. Yeah, it’s a channeling spell. I think if you cast a Shield on yourself while channeling, the chances of being interrupted go down (since the damage is prevented). A lot of players indicated that because it is a channeling cost, it’s underpowered and not worth using. But what are the alternatives?

  • Instant cast: A fire and forget spell allowing the Priest to cast it and forget about it. Priest would be able to move around and let the spell run the course throughout the raid.
  • X second cast time: Heals 12 different people at the conclusion of the spell? Too overpowered also.

The intent of Blizzard here is to create a potentially raid saving spell usable once every two or so attempts at a raid boss. This fits the bill just fine. Because it’s a channel, it will force the casting Priest to use discretion and time it in such a way that it won’t get interrupted. Yeah it’s a slight handicap. But it’s no different in the way we’ve been using Hymn of Hope over the past half a year. Let’s stop trying to hope for the things that may not change and start planning on adapting this spell to our needs on our terms.

A Healer’s Most Important Skill

A Healer’s Most Important Skill

artillery 

It amazes me to no end how many healers still have trouble grasping this concept.

It’s not so much about covering as many people as possible. Nor is it about conserving your mana and knowing when to regenerate. Moving around and avoiding fires is a good skill but not quite the most important skill. Situational awareness is an incredible asset to have but it doesn’t quite rank as high up there.

The art of spamming

It is the act of standing in one place and doing nothing but going through global cooldown after global cooldown and dumping massive heals on one target.

Actually, spam means unsolicited or undesired electronic messages so that might not be the right word to use.

Then again saying focused rapid-fire heals is a bit of a mouthful.

The point is that any healer regardless of their class should master the art of spam healing. I’ve partied and raided with healers who are too worried about regeneration or movement or otherwise that they’ve lost track of simply dumping heals on a player.

For a Priest, it’s a combination of Penance, Flash Heal, and Greater Heal depending on your spec, of course. Yeah you can sprinkle Shields and Renews here and there. But when you’re in a raid and when you feel that you cannot heal damage of that magnitude, it’s time to grind your teeth, narrow your eyes, and lean forward. Every healer has their own personal heavy artillery healing spell. Don’t be afraid to get into that zone and start mashing your heal button.

You are the last line of defense. Spam healing might go against everything you believe in. But don’t be afraid to go out with your heals blazing.

Image courtesy of klsmith77

33 Raid Healing UIs

33 Raid Healing UIs

As healers, we are all unified by our singular dedication to our craft: Restoring life. But this is where our similarities end. Some of us like to click. Others rely on keys. Players prefer being overloaded with information. Minimalists prefer more “white space”.

From Plusheal, I’ve gathered a collection of diverse raiding UIs that healers had to offer. For those of you looking to simplify or expand your healing UI somewhat, maybe this will help spark some inspiration.

Grid healers

Evissadia – Holy Priest

evissadia

Gerunna – Resto Shaman

Gerunna

Kallisti – Holy Paladin

kallisti

Crutches – Holy Paladin

crutches

Evilhalo – Holy Priest

Evilhalo

Tulani – Holy Priest

tulani

Ayslin – Holy Priest

Ayslin

Healson – Holy Priest

healson 

Lightpelt – Resto Druid

lightpelt

Kuraj – Discipline Priest

kuraj

Myna – Resto Druid

myna

Lilitharien – Discipline Priest

Lilitharien

Minischoles – Resto Druid

Minischoles

Reviamjolly – Discipline Priest

Reviamjolly

Tequiladin – Resto Druid

tequilakin

Englar – Holy Priest

Englar

Other UI healers

Sacrales – Holy Paladin

sacrales

Avonar – Holy Priest

Avonar

Dallarus – Resto Druid

dallarus

Nattydread – Holy Priest

nattydread

Rainomi – Holy Paladin

rainomi

Revaan – Holy Paladin

revaan

Rostam – Holy Priest

rostam 

Shadowjoker – Holy Priest

shadowjoker

Sinea – Priest

Sinea

 

Arilyn – Holy Priest (How many raid frames do you NEED?!)

Arilyn

Asadachi – Holy Paladin

asadachi

Beneficience – Holy Priest

Beneficence

Brique – Holy Paladin

Brique

Cathe – Holy Paladin

Cathe 

Daedhir – Discipline Priest

Daedhir

Holy Light Spam – Less Calories than the Original

Holy Light Spam – Less Calories than the Original

holy-spam

This is a guest post by Sientina, a Holy Paladin

I’ve been reading a few (okay, a bit more than a few) paladin threads lately, sifting through the arguments about what to gem and what is the premiere paladin stat. It never fails that in every single thread at least one or more people comment how ‘I have X amount of Y and I spam Holy Light for the entire boss fight’.  With how healers mana is in the current content, I can understand why they would just spam Holy Light, and if glyphed, AoE five melee around that particular tank.  But with the exception of Patchwerk or Instructor Razuvious (on the Understudies if your priests were a bit off their game) I can’t think of a single boss fight in the current content that would warrant Holy Light spam.

There’s always a defensive reply from the paladins who spam the light when they’re confronted.

“My overhealing meters don’t count if no one dies!”

No, but unless you’re healing a five man, there are others healing with you.  Are your raid healers going low on mana?  Think about helping them out.  Why not spread some Flash of Light throughout the raid? If the tank needs a heal bomb, Divine Favor + Holy Shock + Instant Flash of Light at the cost of two global cooldowns for about the same healing as one Holy Light will work just fine.  Perhaps you’ve been working on the 6 minute Malygos achievement but haven’t gotten it yet. If more healers were being mindful of who else is taking damage and taking care of it instead of mindlessly spamming, maybe you could run it with one less healer. Who’s pulling the healing weight in your raid?

“If I have the mana to support spamming Holy Light, why shouldn’t I?”

If you have the mana, you’re overgeared for the content. Plain and simple. If you are overgeared, your overhealing is through the roof and into outer space assuming your tanks are overgeared as well. If you don’t need the extra healing, why do it? DPS a little, judge a bit more often.  Of course, keep an eye on your tank but watch everything else around you.  Get in the mindset of watching what happens to the raid. Warlocks that get high up on threat and need a Hand of Salvation. That mage that tends to pull aggro at the wrong time and needs a BoP.  We are currently in Kara-like content, people.  This is easy mode.  Ulduar will not let you get away with just pressing 2-2-2-2-2,. Getting healer tunnel vision will screw you over later.

Ask yourself this question. Why would Blizzard change the paladin class from spamming Flash of Light to spamming Holy Light?

Back in vanilla wow, Flash of Light was a paladin’s bread and butter spell.  All one did was hit FoL over and over and over again while refreshing 5 minute blessings.  In Burning Crusade, we were gifted with Holy Shock, a very mana inefficient spell with a long cool down, but it was great when everything went to hell.  Once Wrath came, we were reworked into a healing machine. Holy Shock got a longer range, critting with it made our Flash of Light instant or our Holy Light faster.  On top of that, we got Sacred Shield and while it was active, our Flash of Light gets an extra 50% to crit.

Blizzard made our spells to be synergistic. Use the mechanics to make the best out of the paladin class. Play with your spells. We are still the healers of the main tank more than any other class, but we are not limited to just that.  Sure we don’t have a chain heal, a wild growth, or a circle of healing, but who cares? With the mana regen changes coming in 3.1, Shamans, Druids and Priests will have to be more mindful of mana. I know I’ll be there backing them up.

So please, lay off the canned meat. Its just not healthy for you or for your raid.

Case Study: How Conquest’s Healers Were Recruited

Case Study: How Conquest’s Healers Were Recruited

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On Saturday, I wrote a brief highlight on how not to recruit healers. The actual post was written by Ess. Reader Spinks posted a comment wondering how I recruited my healers.

In truth, recruiting healers involved higher standards and scrutiny. This was only because I’m way more critical with healing. It’s difficult to explain. Maybe it’s because I know what I want in a healer.

I’ll start with the longest serving healers and work my way up.

Sthirteen

I’ve served with S13 in my last guild. He was there when we worked on Illidan and onto Kil’Jaden. Even though he’s only played for a little over a year, he’s come a long way from the Druid who played all the way up to level 10 without realizing he could equip gear. His signing was a no brainer. I’ve known him for many years and Resto Druids aren’t exactly a common commodity on my server.

Sydera

Syd was a transfer. She was one of the founding mothers of Conquest. If she hadn’t come to me, Conquest might have still been just a dream. Her case is a unique one. She was on a different server. There was no way I could gauge her play without directly observing. A lot of it was based on inference. It certainly helped that she turned out to be a great Druid blogger. Reading her posts showed me that she knew what she was doing even though I had no way of seeing it for myself. Her previous guild managed to kill Illidan prepatch which added extra credibility.

Kaldora

I didn’t know Kaldora that well. I’ve played with him several times in other raids. One day he decided to leave his previous guild and sign with Conquest for a more focused raiding experience. I knew from the times I’ve played with him before that he knew what he was doing. He took advice and critique really well. Quick learners is a big must for my healers.

Epiks

I don’t know what it is about Resto Shamans. But they’re always hyped up on something. Epiks actually came to me in trade chat. I didn’t know about him before so I had very little to go on. Like Kaldora, he wanted a change of scenery. I had nothing to go by other than his present gear and the reputation of his old guild. I knew how progressed his old guild was and I could tell by some of the 70 gear he still had Epiks was a part of the team that helped his old guild get to where they were before Wrath. That was a testament to his perseverance and his abilities. Even though those were all good marks, I still didn’t know enough about him as a player. A Naxxramas and Obsidian Sanctum run later, his position was virtually cemented in the ranks.

Krinan

I took a chance on her and she took a chance on my guild. Krinan’s journey into the guild revolved around Twitter (and she has a post up on that very subject). Her pickup was a great risk moreso for her then myself. She was willing to take a chance on an unproven guild with an unproven GM. In most cases, that would have been a recipe for disaster. I’m proud to say she’s still in after 4 months. I think what did it for me was her willingness to give this organization a chance and her ability to learn quickly.

Notice that gear didn’t play a significant factor in the signings of these players. In Epiks’ case, his 70 epics from BT and the like demonstrated to me that he could hold his own. But not a single one of these players entered the guild and leveled to 80 with more then a handful of blues and greens.

These are players I know and count on to hold down the fort and they’ve done an admirable job of doing it.

photo © David Martín :: Suki_ :: for openphoto.net CC:Attribution-ShareAlike