Archive for the ‘Grid’ Category

Beru’s Healing UI Project – Part I: Raid Frames and Unit Frames   8 comments

The most common questions that I receive from both readers of my blog and those who watch my videos on YouTube are about my UI.  What mods do I use, how do I set it up, can I forward my addon and WTF folders.  I’ve received so many of them that I got it in my mind to do a video project where I walk though the different elements of my UI.  My goal in undertaking this (massive) project is to talk to people about which mods I’m using and more importantly why I’m using them.  Or in other terms, what I feel each mod provides to my raid experience as a healer.  It is not my intent to walk you through the set up of each individual mod (believe me, that video would be rated R, as there is much gratuitous profanity involved in that process), but rather offer some thoughts on how to set up your healing UI as a whole.

As I mapped this project out, I was able to break down the different elements of my UI into seven different categories.  I anticipate doing a video walk through for each of the seven categories, although I may be able to crunch category four and five into one video.  It is my hope that through doing this I will not only answer many of the UI questions that I’ve been asked, but also give some insight on different things that you may want to consider as you build your own UI (which can be an incredibly daunting task).  If I don’t address a certain mod in this particular video, don’t worry!  I will be addressing every raid related mod (and some non-raid related mods) throughout the course of this series, so just be patient and it will come :)

One thing that I think it is paramount to keep in mind anytime you are discussing UIs is that they are very personal, and that no two people’s interface will be identical.  Different people process information differently, and your UI will reflect that.  Just because something works for me does not mean that it will work well for you.  There is no “right” or “wrong”.  It’s important that you find something that works for you, and then continue to build on that foundation.

(Please note that this video will be best viewed at a higher resolution)

Please don’t hesitate to let me know if you have comments or questions!

Posted October 5, 2011 by Beruthiel in Grid, UI

Getting Grid Ready for Blackwing Descent   3 comments

Blackwing Descent – Nefarian is up to his old tricks, with some new resources and friends.  Having been one of my all time favorite encounters back in Vanilla WoW, I have extremely high hopes for this instance, and can’t wait to get in there and see what it has to offer!  I’ve sorted out what I think will be useful to add to Grid to help you on your way!  (As always, I refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs.)

Please keep in mind that these debuffs are from my encounter research and best guess, most came from the beta and are not set in stone!  If you get into the encounters and realize that a debuff is different, please update your debuffs accordingly!  I will do my best to keep this post updated as I learn new things from my experiences with the encounters :)  Additionally, if you come across anything new, please let me know, so that I can update my lists!  These are not exhaustive lists, and I may have missed somethings.  Read the rest of this entry »

Posted December 10, 2010 by Beruthiel in Grid, Healing, Raiding

Getting Grid Ready for The Bastion of Twilight   3 comments

Cho’gall – beware of his insanity!  To protect Azeroth, we must venture into the Bastion of Twilight to defeat him.  However, he is powerful and has many allies that will stand in our way.  In an effort to aid us on our journey, I have put together a list of the likely debuffs our foes will throw at us on the way.  I’ve sorted out what I think will be useful to add to Grid to help you on your way!  (As always, I refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs.)

Please keep in mind that these debuffs are from my encounter research and best guess, most came from the beta and are not set in stone!  If you get into the encounters and realize that a debuff is different, please update your debuffs accordingly!  I will do my best to keep this post updated as I learn new things from my experiences with the encounters :)  Additionally, if you come across anything new, please let me know, so that I can update my lists!  These are not exhaustive lists, and I may have missed somethings.  Read the rest of this entry »

Posted December 9, 2010 by Beruthiel in Grid, Healing, Raiding

Getting Grid Ready for The Throne of the Four Winds   2 comments

Uldum.  Home of the D’jin and built by the Titans.  Inside there are mysteries and challenges that await us, but are you ready to meet them?  I hope that I am!  I have filtered my way through the known debuffs of the two encounters found in the zone, and drafted up a guide on the debuffs you may want to add into grid before venturing in!  (As always, I refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs.)

Please keep in mind that these debuffs are from my encounter research and best guess, and as all of them are from Beta tests and datamining, they are by no means set in stone!  If you get into the encounters and realize that a debuff is different, please update your debuffs accordingly!  I will do my best to keep this post updated as I learn new things from my experiences with the encounters :)  Additionally, if you come across anything new, please let me know, so that I can update my lists!  These are not exhaustive lists, and I may have missed somethings.   Read the rest of this entry »

Posted December 8, 2010 by Beruthiel in Grid, Healing, Raiding

Getting Grid Ready for Ruby Sanctum   8 comments

Either this week, or next week, Ruby Sanctum will open up for raid teams to explore. I don’t think there’s been a definite confirmation on exactly when it’s going to be opening here on the US realms. I secretly suspect that the dragons have breathed fire all over the servers, and they are in need of serious repair. It certainly explains all the down time! Clearly those servers don’t know how to get out of the bad stuff! WTS [Fire Resistance].

As always, In my efforts to prepare for the new encounters, I will again be adding buffs and debuffs to Grid that I think will help me on my way. Please keep in mind that this is all speculative at this time, so you should be flexible and amenable to making changes to your raid frames as you learn new things about the encounters. I will try to update mine as I experience the encounters and have feedback to add. (Again, I’d like to refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs). Also please keep in mind these are largely healer-centric!

The new encounter, very similarly to Sartharion, consists of the three mini-bosses and the big kahuna, Halion. I will be focusing on the meat of the encounter, being Halion. Here is what I will be on the lookout for during the encounter!

Halion – There is a decent amount of information floating around regarding this encounter, as it was tested pretty well on the PTR. You can also find a fair number of videos over on youtube as well. So, if you are looking for a step by step walk through, I’d recommend hitting goggle using key phrase “Ruby Sanctum Strategy” or “Halion Strategy”, and you will find guides galore.  Here is a fantastic narrated video of the encounter by Kripparian. However, if you are wondering what kinds of bad things healers may need to be aware of…see below!

  • Fiery Combustion - Engulfs someone in flame, which deals 4k damage every 2 seconds. Every time that the debuff deals damage, it generates a “Mark of Combustion” charge on the target. When combustion fades or is dispelled, it will create a patch of fire proportional in size to the number of charges present at the time. This can be cleansed by either decurse or dispel magic (?). It will be important to remove them ASAP, and likely that the target move away from the raid, so that they don’t drop nasty things under the raid. This will occur in phase 1 and 3 of the encounter!
  • Mark of Combustion – these are the stacks that the target of “Fiery Combustion” will receive as the debuff ticks off on them and does damage. Knowing this will be helpful so that you can heal the target taking damage, as well know how big their combustion is going to be…should it unfortunately be dropped in the middle of the raid. This will occur in phase 1 and 3 of the encounter.
  • Combustion – I do not know if this is what the debuff will be called our not, so be on the lookout for the actual debuff that hits the player to be titled differently! However, Combustion deals 7k-9k damage and causes additional fire damage every 2 seconds to those who remain within the explosion area. This is why it’s important to have the selected target get away from the raid, and get them cleansed as soon as possible. For the rest of the raid, hey…get out of the fire! This will occur in phase 1 and 3 of the encounter.
  • Soul Consumption – Much like it’s phase 1 counterpart, Fiery Combustion, Soul Consumption Engulfs an player in “dark energy”, dealing ~4k shadow damage every 2 seconds. Every time it deals damage it will generate a “Mark of Consumption” charge on the target. When the mark Soul Consumption fades or is dispelled, it will create a dark explosion proportional to the number of charges present at the time. Either curse or magic removal may cleanse this. It will be important to remove them ASAP, and likely that the target move away from the raid, so that they don’t drop nasty things underneath the raid! This will occur in phase 2 and 3 of the encounter.
  • Mark of Consumption – Much like its phase 1 counterpart, Mark of Combustion, these are the stacks that the target of Soul Consumption will receive as the debuff ticks off on them and does damage. Knowing this will be helpful so that you can heal the target taking damage, as well as know how big their consumption is going to be…should it unfortunately be dropped in the middle of the raid. This will occur in phase 2 and 3 of the encounter.
  • Consumption – I do not know if this is what the debuff will be called our not, so be on the lookout for the actual debuff that hits the player to be titled differently! However, Consumption deals 7k-9k shadow damage and causes additional shadow damage every 2 seconds to those who remain within the explosion area. This is why it’s important to have the selected target get away from the raid, and get them cleansed as soon as possible. For the rest of the raid, hey…get out of the giant void on the ground! This will occur in phase 2 and 3 of the encounter.

Remember, these are speculative, and the names of the debuffs may change or be something entirely different! Stay flexible! Please let me know if you find any changes or things that I need to add that I may not catch. After I have some time to play around with the boss myself, I will update anything that I find changes, or is different.

Good Luck and Have Fun!

Posted June 29, 2010 by Beruthiel in Grid, Ruby Sanctum

Getting GRID Ready for ICC’s Frostwing Halls   12 comments

The newest wing of ICC releases today, and with it the healing fight!  Woooooooooo!  Eat your heart out DPS, a fight that is finally NOT about you!  Needless to say, I am really looking forward to it :)

As always, In my efforts to prepare for the new encounters, I will again be adding buffs and debuffs to Grid that I think will help me on my way.  Please keep in mind that this is all speculative at this time, so you should be flexible and amenable to making changes to your raid frames as you learn new things about the encounters. I will try to update mine as I experience the encounters and have feedback to add. (Again, I’d like to refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs).  Also please keep in mind these are largely healer-centric!

Valithria Dreamwalker - Because this fight is very healer-centric, there isn’t a whole lot going on that needs to be cleansed, cured, etc.  But I did come across a few things that you may want to consider adding in.

  • Emerald Force – This one is probably more important for raid leaders to know about.  This one may also be a “buff” and not a “debuff”.  This is what your healers will receive in the emerald dream phase (after taking the portal).  They will get it from breaking the clouds.  It allows them to regenerate 200 mana every 3 seconds, increases their damage done by 10% and increases their healing done by 10%.  It will stack up to 20 times and lasts for 35 seconds.
  • Corrosion – This is going to be a DoT that is caused by the blistering zombies.  Those affected will suffer 2500 nature damage every 3 seconds and their armor will be reduced by 10%.  This can stack up on a player up to 5 times!  I suspect that it will be cleansable, but I am not certain.  Either way, we need to be aware of it!
  • Lay Waste – This will be caused by the blazing skeletons, if they are not killed quickly enough, and I’m not entirely certain that it is a debuff that can be tracked at all.  However, it does significant damage (~6k every 2 seconds for 12 seconds).  I believe that it is going to be a buff that the actual mob receives.
  • Gut Spray – This is a nasty debuff given by the Gluttonous Abominations.  It is a conal effect that will cause ~3k nature damage every 3 seconds and increases physical damage taken by 25% for 12 seconds.  This should be a debuff that is only on your tanks, and will be something that their healers need to be aware of dealing with.  However…with beacons from paladins healing Valithria, it likely going to be a non-issue while those healers are active and not in the emerald dream.
  • Acid Burst – Simalarly to Lay Waster, I am not sure if this is something that is going to be trackable.  This is caused by the Blistering Zombies, and it happens when they blow up.  It will cause ~15k nature damage on the explosion, and will cause ~1k a tick per second for everyone within 15 yards.

Sindragosa – The queen of the frost worms….and does she ever look like a lot of fun!  Similar to Saph, Sindragosa is going to have a raid wide aura that will tick for ~4500 damage every 3 seconds.  And druids of the world rejoiced!

  • Frost Breath (?) – This is a conal ability done by Sindragosa to your tanks (or anyone foolish enough to be in front of her!).  It causes 37k-43k frost damage and reduces movement speed by 15% and attack speed by 50%.  It may stack.  It is important for healers to know if a tank is affected by this, and which tank has it (if you decided to two tank her).
  • Chilled to the Bone – Physical dps will be affected by “Permeating Chill” which gives their melee attacks a 20% chance to cause this debuff.  While they are chilled to the bone, they will receive 1k damage every two seconds for 8 seconds.  This debuff will stack, so after they receive say 4 or 5 stacks, they will need to stop DPS and let their stacks reset!
  • Unchained Magic (?) – This causes the ranged DPS to have their spells “backlash” with instability after 8 seconds causing 2k arcane damage to the caster.  Casting multiple spells while the debuff is active will cause multiple backlashes!
  • Backlash (?) –  While I think it is OK to just track chilled to the bone for the melee and not the permeating chill itself, the mechanics of the caster debuff seem to favor knowing when someone has unchained magic, as opposed to backlash.  But I am not positive on that, and I am also not positive that backlash will show in GRID.  I will probably add both my first night looking at her, and then remove what I feel is not needed. 
  • Frost Beacon – This will be important for the entire raid to know!  This will mark 5 players with the beacon and after 7 seconds they will be Ice Tombed (and everyone else needs to be away from them!).
  • Ice Tomb – This will cause ~16k frost damage to the target, and while they are imprisioned they will suffer 8% of their maximum health via “asphyxiation”.  Help!  Need heals!
  • Asphyxiation (?) – I think probably just knowing who is in the Ice Tomb will be sufficient for knowing who is asphyxiated, but this will likely also be an option of debuffs to track!
  • Mystic Buffet (?) – this is a phase 3 ability of Sindragosa’s that is applied to all players within line of sight of Sindragosa every 5 seconds.  Healers and raid leaders may want to track this to see how many stacks people have to determine who is going to need a little extra heal love, and who needs to go stand behind an ice tomb to drop their stacks.

When I have an extra minute or two, I will see what I can dig up in the extremely limited information available for The Lich King, and give my best guess as to what we will need to know for that fight!

I will adjust these after I have had some experience with the fight, and know more about what works and what doesn’t!  And as always, any feedback that you might have from your experiences is helpful, and I will add updates on things that you find.

Good Luck and Have Fun!

Posted February 2, 2010 by Beruthiel in Grid, Ice Crown Citadel, Uncategorized

Getting Grid Ready for ICC’s Crimson Hall   8 comments

Good News Everyone!  The content is flowing again!

Ice Crown’s new wing, the Crimson Hall, will be opening and available on Tuesday, January 19.  I have decided to call this “Twilight”, because clearly there aren’t enough vampire things going on these days and those BELF guys are hot in their dresses!  ahem  In my efforts to prepare for the new encounters, I will again be adding buffs and debuffs to Grid that I think will help me on my way.  Like always, this is all speculative at this time, so you should be flexible and amenable to making changes to your raid frames as you learn new things about the encounters.  I will try to update mine as I experience the encounters and have feedback to add.  (Again, I’d like to refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs).  Also please keep in mind these are largely healer-centric!

The new wing consists of two new encounters:  The Blood Prince Council and Blood Queen Lana’thel.  Here is what I will be on the lookout for during these fights!

The Blood Prince Council - There is very, very little information about this encounter currently available outside of spell abilities.  I have taken my best guess at what healers are going to need to take special note of, but it is likely that after a night with these three gents I will learn there is much more to be added!

  • Shadow Resonance (?) – If I understand the debuff correctly, it will be from the Dark Nucleus and cause the nearest target to suffer extra damage until the Dark Nucleus has dissipated.  I believe it will be for 6 seconds, but I am not positive.
  • Shadow Prison – The player that is caught in this will take some initial damage, but will then take additional damage for each second that they move.  Standing still for 10 seconds will reset the stack for them.  Therefore, I think it is going to be important to know who has this, as it seems they will need some extra heals!
  • Glittering Sparks (?) – I’m not sure if this one will be worth tracking, or if this will even be the name of the debuff.  I have added it here, though, because those hit will take extra damage (I think) and will have their movement speed reduced for 8 seconds.  They may, or may not, be in need of extra healing.

Blood Queen Lana’thel – I am more confident in these abilities, but I am sure that there will be changes as I learn more!

  • Swarming Shadows – This will be an effect very similar to the fire on Lord Jarraxxus, where it will target one person and then they will make a trail behind them.  This will cause ~2500 damage every two seconds to the target and will leave a trail that will cause damage to those that cross it.
  • Pact of the Bloodfallen/Darkfallen – She will cast this on multiple members of your raid and link them together.  While the members are spread out, they will take ~5k damage every 2 seconds.  Once they are withing 5 yards of each other the debuff will fade.  Think of it as a reverse Mother Sharaz, if you will.  However, while they are spread out, the will need some serious heals!
  • Frenzied Bloodthirst – This isn’t so much a “healing” debuff as a “need to know” debuff.  A raid member will get this debuff and must go “bite” one of their party members to satiate their desires.  Failing to do so within 15 seconds will cause them to become mind controlled.
  • Essence of the Blood Queen – This may be a buff or a debuff.  Those effected with it will have increased damage (by 100%!) and will be healed for 15% of the damage inflicted.  Additionally, their attacks will not cause threat while they have the buff.
  • Shroud of Sorrow (?) – This will be an aura and I am not sure if it comes from the boss or is cast on a member of your raid.  However, it will cause ~4500 shadow damage every 3 seconds to those nearby.  This leads me to believe that it will be placed on a raid member.
  • Vampiric Bite (?) – I do not know if this one will register or not.  When a member gets “bitten” they will suffer ~15k damage and gain Essence of the Vampire Queen/Essence of the Blood Queen.

Remember, stay flexible!  Please let me know if you find any changes or things that I need to add that I may not catch. 

Good Luck and Have Fun!

Posted January 16, 2010 by Beruthiel in Grid, Ice Crown Citadel

Getting GRID Ready for Icecrown’s Plagueworks   9 comments

We were told 28 days.  That is how long it was going to take that single engineer to bust down the door into the plaugeworks.  Now, that same gentleman still tells us it will be 28 days…but making the assumption it was 28 days from that first week, I want to be ready for the Plagueworks!  I’m not sure what GridStatusRaidDebuff has updated up to this point for Ice Crown, but in the sake of always being prepared I thought I’d share which debuffs I’m going to be on the lookout for come tomorrow!

As always, these are all speculative, and I will update them as I have experiences myself with the encounters and I am open to adding in things I missed, but you found! (Again, I’d like to refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs).  Also, please keep in mind, these are healer-centric!

Rotface

  • Mutated Infection – This will be the most important debuff to add for this fight!  It will inflict ~4k damage every second for 12 seconds and reduces healing by 50%.  Not only will healers need to give the infected person some extra attention, but those that can cleanse disease will need to be able to follow that target and cleanse them once they are in the designated “ooze area”.
  • Sticky Ooze (?) – I’m not 100% sure about if this can/will be shown as a debuff.  But in reading the abilities in the encounter, it’s one that as both a raid leader and healer I want to be aware who has it.  The debuff itself will inflict ~3k damage every second and will decrease movement speed by 50%.

Festergut

  • Vile Gas and Vile Plague – These will be important to note for everyone in the raid, as raid members will need to move away from anyone infected with vile gas/vile plague.  Healers will need to know who is infected as it will cause the target ~5k shadow damage every 2 seconds for 6 seconds.  If anyone is nearby the person infected it will also cause ~4k damage to those close.
  • Gastric Bloat – This will be a debuff that stacks on the tanks.  It will be important to note, because we cannot have a tank hit 10 debuffs or it will cause “Gastric Explosion”.  What is also important to note about this debuff is that it will inflict significant (~15k?) damage to the tank.  It is also important to note that as the stacks of gastric bloat increase, damage done by tank increases by 10% per stack.  I mention it because once a tank reaches 9 stacks, they will have to make a concerted effort to stop building threat, so they don’t overtake the new tank.
  • Inoculated – As a raid leader this will be the most important debuff to be aware of, as any players that are not properly inoculated will meet their untimely demise when the blight hits.  This debuff stacks 3 times, and anyone with fewer than 3 stacks of inoculated will take fairly hefty damage during blight.
  • Gas Spore – This will be important for everyone in the raid to know, as they will need to move to this person to become infected with “Blighted Spores” in order to become inoculated.  Additionally, it will deal ~2k shadow damage.  I would prioritize this over inoculated debuffs.
  • Blighted Spores – Healers will need to be aware of who has blighted spores as they will take ~2k shadow damage every second for 6 seconds.  Everyone in the raid will have this debuff as they become inoculated, so it appears that there will be some heavy raid healing involved.  Those that survive will become inoculated.  I would prioritize this over the inoculated debuffs.

Putricide  – It should be noted that I am less sure about these debuffs than the others.  This is largely because this content was mostly untested on the PTR due to various bugs.  As such, please make sure to note what you are or are not seeing and make adjustments as needed!

  • Mutated Abomination(?)/Mutated Transformation(?) – I am not sure which debuff will show, but you will want to know who has drunk the potion and has become an abomination for a number of reasons.  At some point, it is likely that the party occupying an abomination will need to be freed via a disease cleanse.  But, more importantly, abominations will cause ~4.5 damage to all nearby players.
  • Gaseous Bloat – This will be placed on players that are targeted by Gas Clouds.  The player will start with 10 stacks of this debuffs and will take damage every 2 seconds.  It will be very important to keep them alive!  It will be equally important for that player to move away from the gas clouds.
  • Volatile Ooze Adhesive (?) – I’m not positive how this debuff will be listed, but I think this will be it.  This will indicate the target that has been selected by the volatile ooze, and will be stuck to the ground.  The party with the debuff take ~6k damage PER SECOND.  Additionally, if the ooze is not killed by the time it reaches the target, there will be ~170k damage split between all players withing 10 yards.
  • Gas Variable (?) and Ooze Variable (?) – I saw these listed in one of the few write-ups that I found as possible debuffs.  Unfortunately, this is all the information I have on them right now.
  • Choking Gas (?) – I believe this will be the debuff that is applied if someone gets hit with a Choking Gas Bomb.  It will reduce the player’s chance to hit by 75%.  More importantly, if someone has the debuff, it is likely they got hit with the bomb and took ~16k damage.

As always with new content, be flexible!  Good Luck and Have Fun!

Posted January 4, 2010 by Beruthiel in Grid, Ice Crown Citadel

3.3: Getting Grid Ready for Ice Crown’s First Push!   7 comments

3.3 is today, and you can almost feel the air crackle with the excitement in the community.  A new 5 man, a new raid zone, perky the pug…what isn’t there to be excited about!  Well for those of you venturing into Ice Crown Citadel with your maces, daggers, swords and staves polished to be the backbone of your raid, let’s discuss which of these new maladies we will be seeing this week and want Grid to communicate to us.  (As always, I refer you to Kae’s excellent walkthrough on adding debuffs to GRID, if you need assistance with adding debuffs.)

Please keep in mind that these debuffs are from my encounter research and best guess, and are not set in stone!  If you get into the encounters and realize that a debuff is different, please update your debuffs accordingly!  I will do my best to keep this post updated as I learn new things from my experiences with the encounters :)  Additionally, if you come across anything new, please let me know, so that I can update my lists!  These are not exhaustive lists, and I may have missed somethings.

Lord Marrowgar – You will likely want to be aware of the following debuffs on players:

  • Bone Spike (debuff may be named differently, potentially “Impale”) Impaled – This one is going to be hugely important for healers!  A player impaled with a bone spike will be taking 10% of their health in damage every 5 seconds, and quick heals will be crucial to their survival.
  • Cold Flame (may not place a debuff) – I am going to add this one, just in case it places a DoT on the person that can’t gtfo of the fire.  Why?  Because it’s 7k damage a second to someone who is standing in it!
  • Saber Lash – This will probably not be hugely integral as far as knowing who to heal, but as a raid leader, I want to make sure that all three of my tanks are receiving the debuff.  *May not show as a debuff.
  • Unknown Debuff associated with Bone Storm – Possibly called “Bone Storm” or “Whirlwind of Bone”.  This will be another debuff that will be important for healers to be aware of as anyone that gets hit by Marrowgar while he is whirlwinding will receive a bleed effect debuff and will need extra heals.  ***edit – try as I might last night, I could not find a debuff to put with this.  Party member indicated that they were taking some damage, but no one could find a debuff, and no one could determine if the damage was from being nicked by the boss or a DoT.

Lady Deathwhisper – You will probably want to be aware of the following debuffs on players:

  • Death and Decay – your basic stay out of the bad shit…but those who fail will need extra heals :)
  • Dominate Mind – Know who is mind controlled, and who needs to be CC’d until their MC wears off.
  • Frost Fever – A clensable disease that will be placed on players by the adherants.
  • Curse of Torpor – an unconfirmed curse that is cast by the adherants.
  • Necrotic Strike – this will reduce healing on your tank and is cast by cult fanatics.  It will be important that tanks will this debuff get fast heals to offset the strike and so that heals can resume normally on him/her.
  • Touch of Insignificance (potentially a “heroic” ability) – This will be a stacking debuff that your tanks may or may not receive that stacks up to 5 times, reducing their threat by 20% for each stack.  It will be important to know how many stacks a given tank has to facilitate tank switches and heals.  All DPS needs to keep in mind that both of the tanks need to be 1-2 on the threat meters!

Gunship Battle – True Story…when I heard about this fight, and then thought about my guild doing this fight, at blizzcon I /facepalmed in real life!

  • Wounding Strike – This will be a MS effect that will be placed on the tank who is tanking Sergeant Kor’kron/Skybreak.  Healers will need to be aware of when this effect is active on their tanks.

I know of no other debuffs that we need to be aware of at this time, but will update it if/when I learn of more abilities that we will need to know about.

Deathbringer Saurfang

  • Mark of the Fallen Champion – This will be of the utmost importance for healers to know about.  It will cause each person with this debuff to take significant amounts of damage throughout the encounter, and they will require dedicated healing for the duration of the fight.  Healers must know who has this debuff!
  • Boiling Blood – this will be a DoT that can be placed on up to 6 members of the raid at a time, and must be healed through.  The DoT will tick every 3 seconds for 24 seconds.  It will be imperative that healers are aware who has this debuff.
  • Blood Rune – this will be a debuff that is placed on the tank.  If tank switches are possible (likely, and semi-confirmed), it may be is important to know which tank is effected with this debuff.

Again, this is just what I have pulled together from my research and is likely not an exhaustive list!  Please remember to be flexible throughout your raid nights ahead of you, and make changes as needed.  If you learn of any new debuffs, please share.

Have fun, and good luck to everyone as you travel forward on your quest to Arthas! :)

 ***edited 12/09/09 to add in what I learned from 12/08 raid.

 

Posted December 8, 2009 by Beruthiel in Grid, Healing, Ice Crown Citadel, Raiding

Looking for Guidance on the Priestly Ways of GRID!   4 comments

This coming weekend, I’m going to be assisting one of our priest healers with setting up GRID as a trial to see if he likes it, as his current raid frames seem to be falling a bit behind, which is impacting his healing.  While I am confident in the actual setting grid up part of the project, I want to make sure that I am providing him everything that I can for priest healing.

I set my own priest up awhile back, but as she’s just a baby priest still (70), I haven’t really perfected, or figured out, what all of the pertinent, priest specific, information I may want to see.  I know there are the basics: Raid Debuffs, what I can cleanse, etc.  But what else is there and what GRID tools are there available for him?

Here is a list of things that I think will be beneficial for him (he is holy/disc dual spec):

  • Renew – I am comfortable setting this up with Grid Status HoTs for him
  • Power Word Shield – I have seen set ups using Grid Side and Corner Icons.
  • Weakend Soul – I have seen set ups using Grid Side and Corner Icons.
  • Grace – I have seen this set up with charges on it, how was that done?
  • Inspiration – perhaps just a normal corner indicator for this?
  • PoM – What is the best way to track this in Grid?
  • Power Infusion – I think this can be set up with either timers, a corner indicator, or an icon indicator.
  • Pain Suppresion – I think this can be set up with either timers, a corner indicator, or an icon indicator.
  • Inner Fire – I was thinking that just a corner indicator would be good for this, like I use on my shaman for earthshield and water shield.

So what am I missing?  What are the best ways to set things up as a priest?  I’ve seen a module for GridStatusShields, is that any good?  Is it worth recommending?  Gah!  Any help would be wholeheartedly appreciated!  I just really want to make this switch a pleasant experience for him! :)

Posted October 19, 2009 by Beruthiel in eh?, Grid, Priest Healing

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