Tuesday, July 6, 2010

25-man Lich King

The atmosphere is almost tangible, when finally all the hard work and effort pays off, as the encounter is defeated and the Lich King falls to the ground. It validates all the decisions and paths that we have taken as a guild, letting us know that we did it right. The right people were at the right place and at the right time.

LK-down-25N

Now it is time to look for future the horizon, raise the par even more and begin tackling the hard modes of Icecrown Citadel, while at the same time bring in those who couldn't fit into last night's kill, so we can all enjoy it.

Heroes of the Alliance, I salute you.

Thursday, May 20, 2010

Ruby Sanctum PTR

shadow_dragon I was highly disappointed when I could not personally attend the latest PTR testing phase for the Ruby Sanctum. Was positively thrilled about having an early go and look at the new instance, below Wyrmrest Temple but due to whatever technical complications, I just could not get my character copied. But, at least now I can sit down and watch some of the first videos as they come out of the pipeline and what the encounters are all about.

In truth, I can only find vids about Halion, the Twilight Destroyer but much like Sartharion in the Obsidian Sanctum, Halion is the primary star of this instance. The minibosses, well… they aren’t all that important. From what I heard, quite a few guilds managed to kill Halion during the PTR testing, which is not at all surprising but keeping in mind that things can still change, including the encounter’s difficulty, as well as the fact that this was normal mode, we should still expect a challenge once the patch is released. If nothing else, the heroic version of the fight should prove interesting.

http://www.youtube.com/watch?v=J_S277XtDvY

I will go over what I can about the encounter, or at least, what I think I have been able to learn from it. Please keep in mind that everything you read here is both subject to change and is all primarily speculation, a theoretical exercise summary of the things that I was able to find from various sources.

The fight itself occurs in a circular, confined area, that at least to me seems smaller on the video than what we had for Sartharion, so maximizing the space is important. It seems the best place to tank Halion, is actually at the edge of the area, turned slightly sideways so the frontal cleave and tail swipes aren’t a problem. This frees rest of the area for the raid to maneuver in and there are two things to mainly watch out for.

First is the Meteor Strike. It will target a random player with an effect that looks a lot (or exactly like) the warlock’s Hellfire spell. When that shows up, the target and everyone around him needs to move away before a large ball of fire explodes on top of it. This deals a fixed set of damage and spawns Living Inferno, which in turn is almost exactly like coldflame on the Lord Marrowgar encounter. On the vid, I actually witnessed the Meteor Strike even hit the MT, but either it did not seem to bother him much. Either the damage was trivial, or he popped a CD, or the healers were just awesome. We’ll have to see which one it is.

Second, and this is one that I am not certain what to call it, since the data mining at mmo-champion.com has actually come up with quite a few spells, is the Soul Consumption. What it seems to do is deal periodic shadow damage, until it either fades or is dispelled. As it ticks, it will stack a debuff called Mark of Consumption, which will explode and create a patch of flame on the floor, depending on how many stacks the target had. So I am guessing that dispelling it as soon as possible is important. Just need to make sure the target vacates to a more remote corner of the area before it is dispelled or you will probably wipe the raid when the patch of flame erupts in middle of your raid.

Those are the two abilities that you need to control and I have a feeling that this is not an encounter that relies on high dps, but rather the control of the various elements. From a tank’s point of view, I an offer very little because until you actually tank it (like I had hoped to do) it is difficult to garner information from the fight. It does seem there is a few points of very high damage, mainly from the boss’s breath weapon. Again, data mining has produced a couple of alternatives, the damage ranging between 26k and 50k, during rather short intervals.

Once you have the phase 1 under control, you will need to deal with phases 2 and 3. The second phase, which starts at 75% and Halion enters the Twilight Realm and the raid needs to follow in through two portals. This is where it gets interesting, because you will get an emote warning “The orbiting spheres pulse with dark energy!” When that happens, you see two orbs at the opposite ends of the boss, one front and one at the tail connect with a purple line. I have no details of its effects, but the raid obviously avoids cross it and the tank actually rotates the boss, with the raid constantly moving and staying on the one half of the area.

That goes on until 50% and phase 3 begins, at point which you need to split your raid in two. On the vid, the raid split between melee staying in the Twilight Realm and the ranged dps moving to the physical realm. For this, you need obviously a second tank, and on each side you need to continue to deal with the fight’s mechanics; meteors and fire on the physical world and the orbs in the Twilight Realm. During this, you can see a new UI element, on the top of your screen showing Halion’s corporeality which adjusts, depending which side does more damage and you may need to communicate to keep it in control because the more corporeal he is, the more damage he will take from the physical realm but also deal significant more damage on the physical world (functioning visa versa if there is more damage done in the physical world).

According to mmo-champion.com the extra damage on the tank can go as high as 200% which can probably begin to one shot the tank. If not on normal mode, it certainly will on heroic mode. So if you can deal with the corporeality, which shouldn’t be hard tbh, the fight is essentially yours and you can go home victorious.

As usual, mmo-champion.com (what would we do without those guys?) has come through for us and posted a complete loot table on their site. Some very nice pieces in there. Certainly worth taking a look. Naturally, there will be emblems of frost rewarded for the fight; 3 on 25-man and I assume, 1-2 on 10-man.

That’s all I have really. In the mean while, feel free to drop me a line, comment and add, or correct me, if something caught your eye. Like I said, a lot of this is speculation since I wasn’t actually there. Hope you enjoyed.

Wednesday, May 19, 2010

Disciplined Damage

female_priest I recently rekindled my interest in my healer, including both raid and PvP environment. Concerning raids, it is really not a big problem. Specs and tactics are well laid out over the internet and never found it difficult to do the research it needed. In most cases, I am easily out healing most other healers with lesser gear. However, when it comes to PvP things get a lot more difficult; specs are highly adapted to play styles and even spell selections and priorities seem to shift greatly between players. Navigating this maze can be a bit daunting sometimes, so figured I’d upload some of the things that I’ve personally found.

There are really two ways to play a discipline priest on the arena, and PvP in general, and that’s defensively and offensively. If you only stick to battlegrounds, you might want to go defensive because you can count on your group doing the necessary damage but on arenas, at least when approaching the higher ratings, you need to shift more and more to the offensive and the common tactic is to hit the opposing team hard in the very beginning of the fight.

The way that discipline priests deal damage is essentially two folded; either via shadow spells, such as dots and Mind Blast, or through holy spells, such as Holy Fire and Smite. The camp is divided between these two schools and both have strong arguments towards them, so lets go through them.

Firstly, dealing damage through shadow spells means your primary burst spell is Mind Blast which is accompanied by Devouring Plague and Shadow Word: Pain. It is a good combination but I find it inefficient due to how slow it is. Mind Blast has an 8 second CD and the DoTs tick really slow. But then again, it has the benefit of not requiring a lot of work on your part. You can just drop out of LoS, hit the target with DoTs and a quick blast, before disappearing again, and after that you can completely focus on healing again.

If you forego this method, you can try doing holy damage, but this specifically requires that you spec for it, while you can still use shadow spells with a defensive spec. Then again, there is no resistance against holy damage and the combination of HF + Smite + Smite does a lot of damage, very quickly. The only weakness it has is the fact that if you get counterspelled while casting, it will effectively lockout your holy spells, including all your heals for 8 seconds. Needless to say that can be very dangerous.

For a spec, I suggest you take a look at the one below. It often tends to draw a lot of negative feedback from disbelieving priests who do not understand its potential, but I have seen quite a few priests swear by it and do very well. Again, it also comes down to your personal flavor.

53/18/0

The most important talents for this spec are Divine Fury and Searing Light, and do not forget the Glyph of Smite. They all add to the damage of your smite attack, which can be 6-7k on a successful crit, depending on your gear. An argument could be made that speccing so high on damage takes attention away from defensive abilities and indeed, they are valid. Tbh, I cannot see the whole spec working unless you are sitting on some pretty good gear, which makes it possible to rely on it to supply the necessary protection.

You could make a case for taking the three talent points from Rapture and putting them elsewhere, like Grace, Improved Renew, or Spell Warding. However, having Rapture doesn’t just increase your own mana efficiency, but helps your partner pump out more damage. If you insist on letting it go, I would recommend either of the two last choices. There seems to be too much target switching to effectively use Grace. Improved Renew helps both you and your partner, and again, if your gear allows it, it might be better to forego the extra mitigation from Spell Warding.

No matter which route you take, remember that, as a healer your damage will never be awesome. It is simply a little bit of extra to help your partner out. Also, the specifics of your spec, like whether or not use Rapture, etc. largely depends on your team mate(s) and your personal play style. Find what works best for you and go with it. Be open to suggestions, but let no one tell you what to do, because at the end of the day, discipline is a highly versatile class.