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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!
“To be honest, we may revert the Rejuv nerf. This is not 100% finalized yet, so please do not say we promised anything.
We definately wanted to nerf Rejuv. However we also wanted to fix Gift of the Earth Mother. That change wasn’t necessarily aimed at further nerfing druids, eventhough that was the outcome. It was aimed at not making haste such a wonky stat for Resto.
In short, we think the GotEM change both nerfed druids and fixed the haste scaling problem so the Rejuv duration nerf may not be necessary. Stay tuned.” ~Ghostcrawler
Ok…so this little tidbit here gives me some hope that it has been recognized that the recent changes we have seen on the PTR are maybe a bit too much. One without the other is a much easier pill to swallow than both together. Putting those 3 seconds back onto Rank 15 rejuv will certainly make the large change to GotEM less painful for us.
That leaves the question of is the change to GotEM is a little too muc? Yes, it was a bit powerful, but it is also requiring us to about double our haste to get to where we were before the change, which does seem a little bit drastic. Of course, according to GC’s comments, it is intended to work as a nerf to rejuv, which means they don’t really *want* us back to where we were before without giving something up to get there.
The rationale part of me thinks that’s fair. The “zomg I like my class just how it is” part of me cringes a little bit, but can still see where they are coming from.
What do you think?
No, I have not fallen off of the face of the planet…yet!
No, I have not quit WoW…yet!
Yes, I have been slammed with work to the point of exhaustion, leaving me little time recently to post!
My apologies for my lack of posts the past few days, I’ve been extremely busy, and have barely had time to raid…more or less post!
We are currently working on Three Lights in the Darkness to complete my mace. On our first real serious nights of attempts, we made it to 10% in phase 3 before falling apart. It was so exciting!!! I completely failed (and was humbled) at figuring out how to throw those shards into Yogg’s Maw. You basically have to literally be at his mouth, and time it just right, which is extremely difficult while trying to keep the tanks alive :) We are hoping to come out this week with a mace in hand!
Hopefully I should have some free time coming up and will get back to my regular posting schedule!
In case you all were not aware, Mountain Dew has been running a WoW promotion. Part of this promotion is an in-game little robot pet that “fuels” up and will burst into action if it is around other pets that have “fueled” up in the opposing factions color. You do not have to purchase anything to obtain the pet, just sign up on the site (you should be directed to the official site by clicking the picture above), and then click the link to obtain your pet. As far as I am aware, you can still sign up for this promotion and obtain the pet. The pet will be sent to you in your in-game mailbox.
I only mention it now so that if you are collecting pets, you do not miss out on this limited time dealio. Having registered awhile ago, I intend to collect mine when I get home from work this evening =)
This weekend a number of exciting things happened. Our 10 man got Yogg down (/cheer), and our 25 man made some serious progress on him! We went from wiping in phase 2, to wiping in phase 3 regularly, and we even saw a 15% and 10% wipe last night! I am so proud of how well we have done with the fight in the 3 nights (roughly 12 hours of time)that we have spent on him. I think that our 25 man should have him this raid reset barring something catastrophic occurring during the raid week.
There are a few things of note that I’d like to touch base on, however. Read the rest of this entry »
After being fairly disappointed about not being able to pull the data regarding the extra heal out of my WWS parse from last night, I did a little more digging about what other people had to say about this set bonus. I have uncovered the following information below!
The first thing I uncovered is why the set bonus was not being picked up in my WWS parse. Let me start by stating that, to date, WWS has had fairly poor support for Ulduar, which is somewhat disappointing. However, in the combat logs the extra heal from the set bonus is being recorded as an unranked Rejuvenation. So, when WWS parses the information, it is just throwing the set bonus heal in with all of my rejuvenation heals. This means that currently you are unable to distinguish the set bonus via a normal parse of WWS. (does anyone know if there is a way for me to ask WWS to distinguish this, via a manual command of some sort?)
I originally posted that the set bonus was a flat figure based from your base healing, which is what my early, but very limited, test indicated to me. I was wrong. The set bonus DOES scale with your bonus spell power, which would be why I was seeing variance in my numbers last night as my MDF ebbed and waned. There are also a number of other people testing exactly how this proc works, and posting their results, over at EJ
Currently the proc is not benefiting from Genesis, Improved Rejuvenation or Gift of Nature.
Currently the proc cannot crit.
Currently, the proc is benefitting from Empowered Rejuvenation, Master Shapeshifter and Tree of Life.
There is no word yet as to if this lower tick from the set bonus is a bug, or “working as intended”. Either way, there isn’t too much to complain about, in my opinion. It is still a free extra heal to your target. It still increases and improves your ability to heal your target. If I had to wage a bet, I would say that it is “working as intended”. They can’t make the bonus so powerful that you will never want to switch away from 4 piece tier 8.
I’m curious to hear anyone else’s experiences or thoughts on this! What do you all think?
Keredria tagged me for this rememberance, a meme started by Averna, who had propounded on the thoughts brought forth by misself. Fun! *Puts on thinking cap*
So…where I may differ from others is that I didn’t actually start my WoW career as a nice, respectable class…say like a noble druid. Oh no! I was even NEWBIER than that! I am somewhat ashamed to admit *buries head* that my very first character was that of a Night Elf Hunter…which, yes, had a name based from Middle Earth, albeit from a footnote. (Earendiljade). Hey! I can hear that snickering from over here you know, at least it wasn’t some form of “Legolas”! ;) Read the rest of this entry »
So…here it is! Bornakk and Ghostcrawler have finally explained how the proc on Val’anyr works. And guess what, it really IS good for all healing classes, including druids! Enjoy!
“We have received many questions about how the proc works on Val’anyr, the Hammer of the Ancient Kings. While we originally intended for this effect to be a mystery, we realize that guilds now know what the tooltip on the proc says without necessarily knowing the details on how it works. This leads to situations where a healer may not know if assembling the hammer is worth it for them (hint: it is), and perhaps even worse, a misinformed leader may not think you deserve the hammer (hint: you do).
Players also wonder if the proc makes the item deserving of its legendary status given that the stat allocation is normal for items of its item level (Hint: it does).
The effect reads “Your healing spells have a chance to cause Blessing of Ancient Kings for 15 seconds allowing your heals to shield the target absorbing damage equal to 15% of the amount healed.”
The way this works is that when the proc happens (which is a 10% chance whenever a hot or direct spell heals, with a 45 sec internal cooldown) you gain a buff (the Blessing) on yourself. Now all of your heals for the next 15 sec cause an 8 sec damage shield. The shield stacks with itself. It includes healing done by subsequent ticks of existing hots on the target. Note that the spell has to actually heal, so hots ticking on a fully-healed target cannot cause the proc. However the shield is based on the size of the heal itself, not the amount healed – i.e. 100% overhealing will not proc the Blessing on the healer, but the shield itself includes overhealing once the Blessing is active. The shield can grow to a maximum size of 20,000 damage absorbed.
Example 1: A paladin casts Holy Light for 10K on the tank, which partially heals her. The Blessing procs, so the paladin’s Holy Light immediately causes a shield on the tank which will now absorb 1500 damage. The tank dodges the next two hits, so no damage is absorbed. The paladin then casts another heal for 8K, but only heals the tank for 600 before she is at full health. The shield is now at 2700 damage absorbed (1500 + 1200) for 8 sec.
Example 2: A druid casts Rejuv on the tank, healing her. The Blessing procs on the druid on the second tick. A shield is applied to the tank which absorbs 15% of the amount healed by that tick and each remaining tick of the Rejuv. If the druid also gets Lifebloom and Regrowth on the tank while the Blessing is up, then those ticks also contribute to the shield. If the shield goes down because the 8 sec duration expires or it absorbs that much damage, it can go up again as long as the Blessing lasts, which is 15 sec.”
One thing that we ask our guild to do as content releases is research the gear available to them, and come up with a “wish list” of gear that they would like to see equipped on their character. We found that this was extremely helpful for people to plan their gear and know what they want from the zone, as it helps alleviated the “I think I want…but I don’t know if I do” that everyone experiences from time to time. This also prevents someone from requesting an item that they may well just upgrade in a few weeks over someone who wants the item as their best in slot.
No matter what level you raid at, I think making a wish list is a best practice, and I would strongly encourage it! I do it for all of my characters starting from the 5 man dungeons forward into wherever they may get gear from.
Based on the current information available to me, I have finally completed my tentative wish list so I thought I’d share it with you! Read the rest of this entry »
Not Immortal =(
We came in and completely, totally kicked ass through the entire zone…and then one shaman moved out of a void zone and next to a mana blast. Poof, goodbye Immortal.
While I am really dissapointed that we didn’t get it (again), I can honestly say that it was by far our best effort and people played fantastically. We went out fighting, and if the patch comes Tuesday, I feel that we really did give it our best shot. I’m really proud of how well Monolith did, even the one guy that died. And in the end, I have my Reins of the Plagued Proto Drake to comfort me.