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August of wind clearing the Mists and revealing Pandaria - LC Thread August of wind clearing the Mists and revealing Pandaria - LC Thread

08-14-2012 , 10:14 PM
I wouldn't mind going for Challenger at least.

Yes, Fury is what I meant. Gurth finally drops and you're still using a 378 along with it :-/ But it's a lot of fun to see lots of numbers go by and CRIT CRIT pops up every once in a while. Fury feels more like a true Warrior spec. If you're gonna go into battle then why not do it Berserker style?
08-14-2012 , 10:19 PM
ehk;ldafjdks;lakjfdl;askj;l Comcast needs to go **** itself, holy ****...I'm sitting there afk outside of DS for 2 hours before raid, and then right when we zone in and get ready to pull trash, that's when it dies..and now it's intermittently up and down, I don't know what the hell is going on
08-15-2012 , 02:33 AM
Quote:
Originally Posted by Aceium
I wouldn't mind going for Challenger at least.
Any idea what kind of rating would be required for this? I wouldn't mind either as long as it's nothing too crazy.

Edit: According to the AJ title calculator, rank 1909 is the cutoff for Challenger on Rampage right now, which is about 1627 rating. Should be farily easily doable. Rival cutoff is 545, which would be a little over 1900. I imagine these numbers might go up slightly though as the 28th gets closer and more people start going for titles.

Last edited by topher123890; 08-15-2012 at 02:38 AM.
08-15-2012 , 02:50 AM
Quote:
Originally Posted by Low Key
I'm enjoying the **** out of dpsing on my ah alt, and he's only 35 or so. Arms is pretty much a blast.
this

its a really nice rotation, not to complex but not too simple imo

i started a warrior a few days ago and he is rippin face at lvl 67 right now
08-15-2012 , 10:55 AM
When are we going to get new options on our armory pages? Like an option to change poses if yours is ridiculous? Or to show the stats of two different sets of gear? The gear sets you save in your interface are stored on the Blizzard side, why not let me pick between the two on my Armory so I can do reforge calcs on the gear I didn't log out in?
08-15-2012 , 03:22 PM
Quote:
Arena and Rated Battleground Season 11 is scheduled to end on Tuesday, August 28. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Cataclysmic Gladiator’s Twilight Drake to refrain from transferring their characters to another realm or faction until after Season 11 ends. The awarding of Season 11 titles and mounts will occur approximately 1 week after the season ends.

At the end of the season, Conquest Points will be converted to Honor Points, possibly exceeding the 4,000 point Honor cap. There will be no cap on Honor until Mists of Pandaria is released on September 25. At that time, any Honor accrued above the 4,000-point cap will be converted into gold at a rate of 35 silver per point.

All Season 11 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.

The next Arena and Rated Battleground season will begin for level-90 players approximately one week after Mists of Pandaria launches. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Matchmaking (MMR), Team, and Personal Ratings will all be wiped when Season 12 begins.
on pvp honor conversion & such
08-16-2012 , 12:03 AM
lol@ our wipes on Spine, this week.

Attempt one: Amalg misses on last plate (second lift)
Attempt two: Dispeller + backup both miss a Death and raid wipes right as 3rd plate (2nd lift) is lifting
Attempt three: 1% wipe
Attempt four: Finally get it down, albeit very sloppily.

And in other news, the other Hpally in my group won't stop spamming HR throughout the entire spine fight /facepalm

You'd think when he is ~4m healing being everyone, he would figure out he was doing it wrong, even with me telling him.

Last edited by Nofear3838; 08-16-2012 at 12:16 AM.
08-16-2012 , 12:47 AM
Quote:
Originally Posted by Nofear3838
Attempt two: Dispeller + backup both miss a Death and raid wipes right as 3rd plate (2nd lift) is lifting
This shouldn't ever really happen past the first couple of kills :/ Dispellers should have it set up so that they CAN'T miss the fact that someone has Death, to avoid this situation
08-16-2012 , 12:47 AM
Some 3s tomorrow and/or this weekend?
08-16-2012 , 01:50 AM
I'm probably out for anything serious for... at least until december. School starting back up and loads to do. : /
08-16-2012 , 01:54 AM
In b4 Low Key got banned again.
08-16-2012 , 02:47 AM
boo

Know of anyone decent that could take his spot?
08-16-2012 , 08:51 AM
Quote:
Originally Posted by topher123890
This shouldn't ever really happen past the first couple of kills :/ Dispellers should have it set up so that they CAN'T miss the fact that someone has Death, to avoid this situation
I mean, we've never had a problem with it before, so I just assumed it was some glitch or something.
08-16-2012 , 10:21 AM
My first Well of Eternity, two people wipe to standing in Fel Firestorm. Next attempt, the Mage dies to it AGAIN!

Also wiped in Emerald Dragonshire due to the tank not knowing that you have to kite them in to the light in order for them to take much damage.
08-16-2012 , 01:09 PM
Wow, the Tsunami card costs twice as much as the pre-heroic BiS crafted bracers.
08-16-2012 , 01:22 PM
I would be up for some 3's or something this weekend if we can find a third. I'll try to play a lot Saturday. Right now I'm going to focus on gearing up my Paladin with my goal being to get in to a LFR as heals. Right now she's 368 ilvl but that should go up as I get more HoT gear, snagging offpieces that people don't need etc. Kind of cool that with this toon, if plate drops, I can roll on it :P

I should get one more 378 healing ring from the 3rd HoT quests. If I can get that, Foul Gift, and 1 or 2 others I'll be ready to jump in to LFR.

Topher, don't suppose you'd want to queue as heals in LFR to dual roll on Paladin drops?
08-16-2012 , 04:29 PM
Depends if I'm doing anything productive at the time or not

Last edited by topher123890; 08-16-2012 at 04:29 PM. Reason: I'm not 75% of the time
08-16-2012 , 06:14 PM
Flying around Dalaran isn't productive?
08-16-2012 , 10:44 PM
For Aceium:

Here is a guide I wrote for my guild.

Quote:
Originally Posted by Hainiryuun' pid='37781' dateline='1344714084
This guide will be somewhat obsolete in a couple months, but it's still a good baseline for anyone that wants to start a new holy paladin.

Table of Contents
  • Stat Priority and Haste Breakpoints
  • Talents
  • Glyphs
  • Healing "Rotation"/Toolbox
  • Cooldowns
  • UI/Addons
  • Gems/Enchants
  • DS Strats

Stat Priority

Intellect > Spirit > Haste > Crit > Mastery

Important Holy Radiance haste breakpoints:
  • 500 - 4 ticks using no cooldowns
  • 777 - 5 ticks when using Divine Favor. No holy paladin should have less than 777 haste, granted with DS gear, it is likely impossible to be under it.
  • 2284 - 6 ticks when both Divine Favor and Heroism is active.
  • 2513 - 6 ticks when only Heroism is active. As a reference, a fully Heroic DS geared Holy Paladin would have ~2600 haste, unbuffed, assuming all gear is reforged to proper stat priority.
  • 3493 - 5 ticks with no CDs. It's possible to reach this, but you would likely have to make some sacrifices somewhere else to reach it, in the form of haste trinkets and/or gemming.
  • 3790 - 7 ticks with Divine Favor active. You're not going to reach this, but it is theoretically possible to get.

Talents



Out of this there are really only couple of optional points.

You can take a point out of Improved Judgement (Increases range of Judgement by 10 yards) and add it to either Enlightened Judgement (2 points grants hit rating equal to 100% of Spirit, heals you for a small amount each time you judge, and increases the range of Judgement by 5 more yards), Blessed Life (2 points grants 100% chance to gain 1 holy power when taking a direct hit, but can only occur every 8 seconds), or Protector of the Innocent (any direct heal also heals yourself for a small amount).

You can also take a point out of Blessed Life and add it to any of the skills mentioned above. Everything else is mandatory.

Glyphs

Prime
  • Glyph of Seal of Insight
  • Glyph of Holy Shock
  • Glyph of Word of Glory

Major
  • Glyph of Divine Plea (mandatory)
  • Glyph of Divinity
  • Glyph of Divine Protection
  • Glyph of Beacon of Light (A must have on Spine)
  • Glyph of Lay on Hands
  • Glyph of Cleansing (Only if tasked with dispelling on Spine)

All of these are acceptable glyphs, depending on the fight. Divine Plea, is mandatory, no matter what fight. Generally, most Holy Paladins will run Divine Plea, Divinity, and Divine Protection as their standard glyphs.

Minor
  • Glyph of Insight
  • Glyph of Blessing of Kings
  • Glyph of Blessing of Might

Healing "Rotation"/Toolbox

In case you haven't heard: Holy Radiance, it is OP.

In a vast majority of raids, you will be able to get away with a rotation of Holy Radiance -> Holy Shock -> Holy Radiance -> Light of Dawn.

Holy Shock, should be used on cooldown when not using the above rotation for holy power generation.

When using Holy Radiance, use HR on 3 DIFFERENT targets. Holy Radiance can "irradiate" off of 3 different targets, allowing possible 3 different HR HoTs to stack up. If you constantly just spam it on one target, you will constantly overwrite any remaining ticks left, a HPS loss.

Beacon of Light should be kept mainly on the tank (the only exception I can think of would be on Spine)

When you cast Judgement, you will gain a buff called Judgements of the Pure for 60 seconds. This increases your haste by 9% and your mana regen from Spirit, while in combat, by 30%. Needless to say it is a pretty important buff, so don't forget to judge at least once every minute to keep the buff active.

Cooldowns

Holy Paladins have 4 main cooldowns

Avenging Wrath
Divine Favor
Guardian of Ancient Kings
Aura Mastery

Avenging Wrath/Divine Favor are best used when you are going to be spamming AoE heals, when the entire raid is taking damage. Some Holy Paladins macro them both together, to act like a self heroism.

Guardian of Ancient Kings is usually used when only a couple or one person (e.g. the Tank) is taking a ton of damage constantly. The terrors on Madness or the black phase on Zon would be good examples.

Aura Mastery is best used in conjunction with Resistance Aura, right before the group is going to take a large amount of Fire/Frost/Shadow damage. Good examples of this would be when the tentacles spawn on Deathwing's arms or right before a Twilight Barrage hits on Warmaster. It could also be used in conjunction with Concentration Aura, if you are worried about spellcasting being interrupted.

UI/Addons
  • Healbot/Vuhdo/Grid+Clique or similar
  • Power Auras
  • GTFO
  • OmniCC
  • ThreatPlates/TidyPlates
  • DBM

Some helpful Power Auras:

Judgements of the Pure active:
Version:4.12; icon:Ability_Paladin_JudgementofthePure; buffname:Judgements of the Pure; x:-40; alpha:1; owntex:true; spec2:false; size:0.11; y:-39; texmode:2; finish:0; timer.h:0.65; timer.enabled:true; timer.cents:false; timer.y:-46; timer.x:-34

Holy Shock Available:
Version:4.12; icon:Spell_Holy_SearingLight; buffname:Holy Shock; x:17; bufftype:15; alpha:1; owntex:true; sound:23; size:0.11; y:-39; texmode:2; finish:0

Becaon of Light Active:
Version:4.12; icon:Ability_Paladin_BeaconofLight; buffname:Beacon of Light; x:-69; alpha:1; owntex:true; mine:true; groupOrSelf:true; size:0.11; y:-39; texmode:2; finish:0; timer.h:0.65; timer.enabled:true; timer.cents:false; timer.y:-47; timer.x:-63

Gems/Enchants

Meta: Ember Shadowspirit Diamond (+54 Intellect and +2% maximum mana)

Red: Brilliant Queen's Garnet (Brilliant Inferno Ruby): +50/+40 Intellect

Orange: Reckless Lava Coral (Reckless Ember Topaz): +25 Intellect and +25 Haste/+20 Intellect and +20 Haste

Purple: Purified Shadow Spinel (Purified Demonseye): +25 Intellect and +25 Spirit/+20 Intellect and +20 Spirit

If the socket bonus isn't +20 intellect or greater, stick a red gem in it. Otherwise, match the socket with one of the "half-gems".

Head: Arcanum of Hyjal

Shoulder: Greater Inscription of Charged Lodestone

Back: Enchant Cloak - Greater Intellect

Chest: Peerless Stats

Bracers: Enchant Bracer - Mighty Intellect

Gloves: Enchant Gloves - Haste

Legs: Powerful Ghostly Spellthread

Boots: Enchant Boots - Lavawalker or Haste

Weapon: Enchant Weapon - Power Torrent or Heartsong

Off-hand: Enchant Off-Hand - Superior Intellect

DS Stratagy

Obviously, not all runs will be smooth, but here is generally how I heal DS.

Morchok

This is a pretty easy fight to heal now. Outside of Stomps and the Crystal blowing up, there is really no damage at all. Build up Holy Power before a stomp comes, cast holy power about .5 seconds before the stomp starts, so it will cast immeaditly after the stomp hits, cast Light of Dawn right after, cast Divine Protection and run to crystal, then cast HR until group is topped. Pop DF/AW as you feel it is needed. Cast Divine Plea during Black Earth phase. Rinse and Repeat until Morchok is dead.

Yor'sahj

Only healing intensive in bursts, but just where you have to be aware more than anything. Talk to you other Holy Paladin on who is beaconing what tank. You can choose to either cross heal (you heal the other tank that you have not beacons) or to heal the tank you did beacon. Both work, just make sure to communicate with the other Holy Paladin. When Yor'sahj drains all if your mana the first time, that is when you pop your mana regen CDs. Mana will be tight until the second mana void, so be aware of that. When the shadow globule (purple) comes out and Deep Corruption is cast, until the debuff wears off, you have only 3 people you need to worry about. Yourself, your tank, and maybe that one DPS that is in your group. It is extremely important that you do not cross heals with your fellow HPally, since your group will be the only one with 2 healers. Here are a list of skills that do not add a stack to Deep Corruption:

Word of Glory
Lay on Hands
Beacon of Light
Guardian of Ancient Kings

NEVER use any AoE healing spell when Deep Corruption is out, or you will singlehandedly wipe the raid. When Deep Corruption is out, there generally is not a lot of damage going out that will kill you quickly, so you only really need to keep yourself and the tank around 60% or so. Use on Divine Light or one of the above heals/CDs to keep yourself and the tank alive. If Deep Corruption is not out, feel free to use the standard HR-> HS-> HR -> LoD rotation. I generally try and save DF/AW for those phases when Deep Corruption is NOT out.

Important note: Don't burn Mana Regen CD's when the oozes come out, unless you know that there isn't a Cobalt (blue) ooze. Otherwise, you'll look silly with no mana and your regen on CD.

Zon'ozz

Pretty simple to heal for a holy paladin. Pick your tank, and in the black phase, stick to him like glue. Otherwise, when everyone is stacked, used the standard HR healing rotation. I generally try and save my cooldowns for when we are in black phase, as the tank dying is going probably going to wipe the raid. Use Aura Mastery during Black Phases whenever possible.

Hagara

Not much to healing this fight, other than the insane amount of damage that can go out (especially during lightning phase). I pretty much save all my cooldowns for Lightning/Ice phases. Use standard HR healing rotation. Only other thing you really need to be aware of is to dispel someone once they call out for it.

Ultra

Pad the meters time. Standard HR rotation, except when Blue comes out, then just spam HR nonstop. I pop CD's at the beginning, since they're really not needed till later in the fight, by which time they'll be ready anyways. You can use Aura Mastery if you want to, but it's really not necessary at this point.

Warmaster

A tricky fight to heal, due to the amount of movement involved. I will generally be on the look out for people that have just soaked the small meteors, it will quickly cast DL on them. When twilight barrage is coming, hit Aura Mastery and make sure you are pre-casting HR before it hits, as you have to spread right after. Cast LoD right as you come out the twilight barrage to spread, and then spam HR/HS to get people back up. Once Warmaster comes out, you can generally just use your HR rotation, while using DF/AW to keep everyone up.

Important note: Do NOT use Hand of Sacrifice once Warmaster comes out, unless you want this to happen:

[21:41:15.238] Hainiryuun takes 37191 damage from Aranduh's Hand of Sacrifice (A: 3531)
[21:41:16.237] Warmaster Blackhorn Disrupting Roar Hainiryuun 120055
[21:41:16.549] Hainiryuun takes 16973 damage from Aranduh's Hand of Sacrifice (O: 13255)
[21:41:16.850] Hainiryuun dies

Spine

Before we begin. You MUST glyph Beacon on this fight, or you will OOM and/or not be able to heal to your fullest.

This fight you will be mainly healing with Divine Light and Holy Light. Place the beacon on someone that has the Searing Plasma debuff and heal someone else that has the debuff. Once the debuff on the person with beacon on them is gone, switch it to another person with the debuff and do the same thing.

How I generally start this fight:

Right at the beginning there will be 4 searing plasma debuffs out. Heal what you can with beacon/DL/HL before the roll. Once you are about to roll, pop Aura Mastery and spam HR. As soon as you come out of the roll, pop Guardian of Ancient Kings and start DLing everyone with the debuff. There should be 1 or 0 people with searing plasma left by the time GoAK is over. Continue with Beacon/DL/HL until the amalg has 9, then pop DF and spam HR/HS/LoD until the amalg explodes and then go back into Beacon/DL/HL healing. Once the second one is going to explode, do the same thing, except pop AW. Rinse and repeat the same thing for all plates.

Don't forget all of your personal defensive CDs to lessen the damage you take when you have Searing Plasma yourself. As epic as bubbling at 1% health with searing plasma on you is, try not to get to that point.

Madness

I got lazy and didn't write it, but just ask me if you need help =p
08-16-2012 , 10:52 PM
Granted the DS strat is based off of Heroic, LFR/Normal isn't too much different. The general strat is the same.

But on another note, it was a nice refreshing change to one-shot DW with no deaths. Smoothest run we've had (having full mana on last platform ftw?)

And we killed Heroic Council in BoT, which was nice.
08-16-2012 , 11:41 PM
A couple notes, since I'm bored and I like to hear myself talk: an aura mastery'd resistance aura does absolutely nothing on Ultraxion, since the pulsing damage is unresistable. Hour of Twilight is unresistable too, so resistance aura itself is completely useless. I imagine holy pallies should typically be running concentration aura instead (unless you're missing the armor buff for whatever reason), though aura mastery will obviously not do you any good there either. The only one that would be mildly useful with aura mastery is devo aura, but you're not going to actually be able to notice the difference, especially at 30%.

I don't think GoAK should really be used when only one person is taking damage, unless that one person is taking an absolutely insane amount of damage. Otherwise you're completely wasting the aoe healing portion of it.

Morchok, I think you meant to type "cast holy radiance about .5 seconds before the stomp" instead of cast holy power. Pre-nerf, cooldowns were best saved for the 20% burn but that's obviously irrelevant now.

Yor'sahj, I didn't see you mention meleeing the boss for mana between phases (unless you're just assuming that's common knowledge), or healing pets to heal the tank through beacon without blowing anyone up. Obviously neither are very necessary anymore, but just a thought. Maybe this is a little strat dependent too I don't know, depending on how you divide up the healing..maybe you're in charge of enough people that you're always having to DL one of them anyway so you don't have time to heal a pet, I don't know.

Spine, I think it would be better to pop throughput cooldowns DURING the roll instead of after. Popping them after only lets you catch back up on searing plasmas, whereas popping them during lets you catch back up AND gives you a chance to possible save someone's life if there's someone really low (this mostly only applies to the 3rd roll though I guess)
08-17-2012 , 05:18 AM
tldr inc, just read the bullets if you don't have time to kill. Or skip the whole post, I don't really care, just need a little rant

GM is making some roster moves that I don't agree with, and I told him that when he talked about it with me and some others. Obviously I hope things work out, but I'm not gonna hesitate to leave in MoP if they don't, since I clearly expressed my disagreement, and I assumed I had a say in things as an officer.

Cliffs (some elaboration below, but these bullets are the gist of things)--
-We pretty much don't have a lock at all and don't plan on recruiting one
-We have someone planning on playing a monk but he's said many times he doesn't want to heal, he wants to dps/tank (we already have 4 people that can tank, and we already have a ton of melee dps, so he's not gonna get much playing time if he can't heal)
-Our really good ret pally that we picked up about a month ago is apparently completely incompetent when it comes to healing, meaning we basically have 3 healers on the roster, one of which is a priest, and from what I've heard, priests aren't looking too good so far.
-We apparently just brought in a new guy who I guess plans on playing boomkin/resto? Not entirely sure but I think that's the plan. He hasn't played at all in DS. He had some decent logs in FL, but there was literally 2 logs of him, and they were back in September on normal. Our old enhance shaman vouched for him, but that shaman was the one that got really flaky towards the end of his stay, always having a last minute excuse to not be able to raid, and then just decided to quit one day a few hours before raid. So I don't know how much weight we can really put on that.


Not only am I worried about taking someone who hasn't played in almost a year and doesn't seem to have much if any heroic experience, but he's also taking up a valuable roster spot that imo should be going to a lock, since we don't really have one on the roster. I should probably explain what I mean by that. We do have a lock. But there are a lot of problems with him, the major ones being he's a clicker and he's unreliable. He hasn't been online at all in over 2 weeks. And his dps was never anything special anyway. So he's essentially not gonna be raiding as far as I'm aware. We also have someone we brought on about a month ago that was supposed to be leveling a lock, to pretty much take our old lock's place. He said he would power level it and have it ready to go in no time. It's been about a month and he's gone from 40ish to 73. I doubt it's even going to be 85 before MoP, so once that drops he has double the work of everyone else just to get to 90. Not to mention I'm sure he hasn't looked up anything about locks on beta, so he'll have to learn all of that too. I understand people have jobs and lives unlike me so they can't spend every waking minute on WoW, but I don't consider this to be power leveling like he said. We've basically decided that we're just gonna tell him he should probably find a new guild.

I'm worried there's gonna be a fight where locks are gonna be OP. Maybe there will be fights where their new portal things are a ridiculously useful gimmick. I would absolutely hate to come up on a fight where we just simply can't progress as fast as we should be able to for the sole reason that we don't have a lock. I'm not saying it's likely, I'm just saying I would hate for it to happen since it's so easily avoidable right now.

The solution isn't really as simple as "just go recruit a lock, nbd". We have a 13 person roster with a few extras who aren't going to see much if any raid time except when a tornado hits 3 of our main raiders on the same night. Not sure if they're aware of that yet, but that's how it is, they can leave if they don't like it, there's just no way to efficiently rotate in 16 people into a 10 man raid without someone getting upset. We didn't actively recruit a bench, these were just people in the guild who we brought in when we needed a warm body and they didn't screw up too badly. So basically, if we go out and recruit a lock, we knock one of our current raiders down to this essentially bench status. I can only think of 1 person we could do that to that wouldn't cause other people to get upset, but it would then leave us without a rogue, creating the same problem all over again (I'm a big proponent of having at least 1 of every class available, in case you can't tell).

I brought up the idea of seeing if the new guy had a lock or wouldn't mind leveling a lock and playing that. For some reason, GM shot that down instantly. I don't see the harm in at least seeing if he would be open to playing a lock. GM thought that was basically not even an option though, for whatever reason. I suggested I could level a lock and play that, since the new guy is resto/boomkin like me. GM shot that down, "no we need you healing". Why do you need me healing if we have a resto druid who's normal FL logs looked comparable to mine when I joined the guild? Doesn't make much sense to me. At this point I made it pretty well known that if he didn't like either of those ideas then I thought we shouldn't take that guy and instead recruit a lock. GM dodged that idea, never really gave a reason for not wanting to do that.

The monk doesn't really want to heal. Him not wanting to heal creates a ton of problems for us. We already have 3 melee dps (not including one of the tanks for 1-tank fights, though usually we have a tank sit instead of having them go dps). Having a monk who doesn't want to heal means we have 4 melee dps. This creates a ton of problems, considering typically the most melee you want to bring is 2, and bringing only 1 is probably better most of the time. I'm not sure how we're going to be able to give them all enough playing time to keep them all happy, especially when one is probably going to be significantly better than the others and one significantly worse (meaning it's pretty clear who we do and don't want to bring).

The pally is terrible at healing right now. This pretty much leaves us without a pally healer. Again, I'm a proponent of having at least one of everything, which in my eyes extends to healing specs as well. Healers can be OP on fights too--spirit link on Spine being a good example. So just like I was saying with the lock earlier, what happens when we don't have one of the specs available? We're possibly gimping ourselves for no good reason. There's no reason we should have to do that right now, but it's quickly becoming too late to fix before MoP.

Maybe I'm completely overreacting to all of this, and I hope I am. I just don't understand the GM's logic in this at all, it doesn't make any sense to me. And since I've made that very clearly known, I'll have no issue leaving and finding a new guild if any of this comes back to bite us in MoP.
08-17-2012 , 06:19 AM
Quote:
Originally Posted by topher123890
A couple notes, since I'm bored and I like to hear myself talk: an aura mastery'd resistance aura does absolutely nothing on Ultraxion, since the pulsing damage is unresistable. Hour of Twilight is unresistable too, so resistance aura itself is completely useless. I imagine holy pallies should typically be running concentration aura instead (unless you're missing the armor buff for whatever reason), though aura mastery will obviously not do you any good there either. The only one that would be mildly useful with aura mastery is devo aura, but you're not going to actually be able to notice the difference, especially at 30%.

I don't think GoAK should really be used when only one person is taking damage, unless that one person is taking an absolutely insane amount of damage. Otherwise you're completely wasting the aoe healing portion of it.

Morchok, I think you meant to type "cast holy radiance about .5 seconds before the stomp" instead of cast holy power. Pre-nerf, cooldowns were best saved for the 20% burn but that's obviously irrelevant now.

Yor'sahj, I didn't see you mention meleeing the boss for mana between phases (unless you're just assuming that's common knowledge), or healing pets to heal the tank through beacon without blowing anyone up. Obviously neither are very necessary anymore, but just a thought. Maybe this is a little strat dependent too I don't know, depending on how you divide up the healing..maybe you're in charge of enough people that you're always having to DL one of them anyway so you don't have time to heal a pet, I don't know.

Spine, I think it would be better to pop throughput cooldowns DURING the roll instead of after. Popping them after only lets you catch back up on searing plasmas, whereas popping them during lets you catch back up AND gives you a chance to possible save someone's life if there's someone really low (this mostly only applies to the 3rd roll though I guess)
Really? The pulses are unresistable? Didn't know that actually. I figured since they were the only shadow damage that the dungeon journal didn't specifically say it was unresistable that it was. *shrug*

Meh, I disagree with you a bit on GoAK, but that may be just due to my guild comp, I rarely have to worry about using it in an AoE situation. We run 3 resto druids a good portion of the time, so Tranq is abundant.

Obviously meant cast HR on Morchok

On yor'sahj, I'm usually catching people up that weren't healed after purple or healing for the adds that are still up occasionally after black, so yeah I mea, you can, its situation though. As for my healing assignment, I'm only responsible for myself, 1 tank, and 1 DPS, so while I could heal a pet, I've never really had an issue where I've had to.

On Spine, I don't think we've ever lost someone on a roll or shortly after. Most of our deaths are usually due to stupid ****. Plus always have tranq for a roll, so always rather save CDs for later (thats guild dependent I guess though).
08-17-2012 , 03:19 PM
I mean, using GoAK for one person is almost like using tranq for one person. Obviously not quite that bad, but you're completely wasting a large portion of the healing when you use it for one person. Granted, maybe not ALL of the aoe goes to waste, but in the vast majority of fights it's going to be better to wait for some aoe to use it. You've gotta think about this too: It affects your next 5 direct heals. So maybe it would be useful on the tank for the next cast, but what about the other 4? If it's gonna be overheal on those, and you only used it for the tank, then you just wasted a 5 minute cooldown. Now I'm not saying you should absolutely never use it for 1 person, I'm sure there are times where that is useful. I'm just saying at least with the damage patterns in DS, you shouldn't really be using it for one person. Maybe if your tank gets a lot of stacks of tetanus, but then you would have been more useful taunting the terror earlier to let his stacks clear instead of using a cooldown

For Ultraxion, look at logs, go to damage taken, and hover over "twilight instability", which is the pulsing thing. It says unresistable somewhere in there I'm pretty sure. You can also just look and see that no damage gets resisted at all during the fight too.

Yor'sahj, it's probably just a nerf thing. 0% 25-man heroic Yor'sahj you might have wanted to spam a pet to keep the tank alive. It wasn't so bad on 10-man at 0%, I don't know about 25 though. Obviously it's not necessary at all now though.

Spine, regardless of whether you've ever lost someone during a roll or not (I guarantee you they lost plenty of people on the 3rd roll during progression, that was one of the hardest parts of the fight), that doesn't change what I stated, which is just a fact. It's a lot harder to lose someone on a roll at 30%, so it might not be noticeable, but it makes no sense to wait till right after a roll to use GoAK when it has almost no chance of actually saving someone's life. If the reason for not wanting to use it during the roll is because tranq is up, then what that tells me is tranq is clearing the debuffs during the roll, which should mean that you don't need GoAK after the roll. If you do need it after the roll, then tranq isn't clearing the debuffs, so there's no reason not to use GoAK during the roll. It gives you the same end-result with the added bonus of possibly saving someone's life. I'm not saying you need to go in and start doing it this way or you won't kill it, just saying this is by far a better time to use it, though it's probably not noticeable at 30%.
08-17-2012 , 03:35 PM
halk;efjai;owejf;dsj almost got GM to agree to recruit a lock, he seems really stuck on keeping this new guy. He probably already told him he was in or something and doesn't want to take that back now.

We had one of our "bench" leave unexpectedly, not a huge deal though. He was a mage, and we have a much better mage already, so he pretty much wasn't going to see any raid time at all. The guild he went to though has apparently disbanded and reformed 3 times since the start of cata. So I hope he's not expecting us to welcome him back with open arms when they break up again, since he left without telling anybody.

      
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