29.7.11

Images of Azeroth - July 2011

Sunset over Mount Hyjal


The Waterfall of Ashen Lake,  Hyjal


The Mists of Elwynn Forest


The Barrens by Moonlight


Click images to embiggen.
  

24.7.11

Holy Paladin Basics: Getting Started

I am often asked the question, "How do you heal as a Holy Paladin?" It is a question that is hard to explain in the space that Twitter gives, or even within the space of a single post. Often, the guides that are written are done so with max-level characters who are tackling heroics or raiding content in mind, and the new, low-level Holy Paladin is left in the dark. Holy Paladin Basics is a continuing series of small, specific posts aimed at teaching new Paladin healers how to effectively use the tools that they're given to tackle any situation.

SO YOU'VE DECIDED TO BECOME A HOLY PALADIN
The wet snow was still clinging to the young Dwarf's tattered and mismatched hand-me-down chainmail as he nervously stood in front of Azar Stronghammer, the Paladin who had been his mentor since leaving the comfort and safety of his home in Anvilmar. "Ye've done well, young Paladin, ta make it this far," Azar said, a stern, yet approving look on his weathered face. "But the dangers o' Dun Morogh are jus' the beginning of yer journeys. It's now time to choose which path of the Light ye're to follow. Choose wisely, young one, but choose quickly! Me ale needs me attention!"
Kneel. Kneel before Zod Uther.
At level 10, the fledgling Paladin is faced with the difficult choice of which talent specialization to pursue. Unlike most classes in World of Warcraft, the Paladin has three completely different roles that he can fulfill: Tanking, Healing or Melee Damage Dealing.

Putting the first Talent Point into the Holy Tree and choosing the life of a healer means that you are taking upon yourself the responsibility to keep those around you alive. It means that you are going to thrive in groups, and there will always be an insatiable demand for your services at every level and in every situation.

A Holy Paladin is one of the most powerful healers in the game. Equally at home in small groups or large raids, they bring lot of unique abilities and utility spells in addition to their healing. In a raid setting, a Paladin's natural niche is healing the Tanks, as the direct nature of the healing spells coupled with Beacon of Light are excellent for keeping up a single target taking extreme damage. A Holy Paladin is certainly capable of healing the Raid as well, but has fewer tools to do it than the other healing classes.


HOLY PALADIN ABILITIES

All Paladins get the following abilities as soon as they choose the Holy talent tree:

Holy Shock

An instant cast, multi-use spell as it can be used as an attack or a heal. It generates one point of Holy Power upon use. As an attack it does a moderate amount of damage and is a very useful addition to the admittedly limited offensive potential of a Holy Paladin. This spell, when used in a Holy DPS build, gives that spec it's name: The Shockadin.

As a heal, it is an exceptional spell and forms the backbone of our healing arsenal. Healing for a decent amount and generating Holy Power, this is something that a Holy Paladin will want to cast as much as possible. It has a short 6 second cooldown, and because it is instant is one of the few heals that a Holy Paladin can cast while moving.

Meditation

Allows 50% of your mana regeneration from Spirit to continue while in combat. This ability is a freebie that every healer gets, but it's absolutely crucial for a healer to be effective. Ignore all of the other abilities - this, more than anything, is why a Holy Paladin will be better at healing than a Retribution or Protection Paladin at the lower levels.

Walk in the Light

Increases the effectiveness of healing spells by 10% and removes the cooldown while increasing the effectiveness of Word of Glory by 30%. Another ability that makes a Holy Paladin a much stronger healer than the other specs.

Illuminated Healing (Mastery)

This ability places a shield on the target of each of your Direct Heals (as of 4.2: Flash of Light, Holy Light, Divine Light, Holy Shock, Word of Glory) for a fixed percentage of the heal. It is augmented by Mastery Rating, which can increase the size of each shield. Trained at level 80, this ability is not going to matter much to a levelling Holy Paladin.


LEVELLING AS A HOLY PALADIN

Regardless of your class, levelling as a healer is not a challenge for the faint of heart. Questing will be a lot slower and more difficult than with a Retribution or even a Protection talent specialization. Enemies of all sorts will chuckle as you tickle them for virtually no damage with your weapon. Holy Shock will be your best friend, but enemies will seem like they take forever to die and it's likely that you will become intimately familiar with each of the questing zones many graveyards. You'll probably know the Spirit Healers on a first name basis.

On the other hand, a low level Holy Paladin is a beast at healing in dungeons.  As such, your best levelling path is through instances using the Random Dungeon Finder starting at level 15.

If your plan is to heal once you reach Level 85 (and I can't imagine there is a reason to level as Holy if it isn't), there are several advantages to levelling through Dungeons:

1) Low level dungeons are easy to heal and provide great experience and gear. Even without any guild perks or heirlooms to help boost Experience Point gain, a single dungeon run at low levels will provide a sizable chunk of a level, if not more. As well, the dungeoneering Paladin will almost certainly be clad in the best gear available for any particular level, which makes healing even easier.

2) Levelling as a healer will provide a greater understanding of the healing dynamics of the class. Rather than levelling as another spec and choosing Holy later, someone starting as a Holy Paladin will be able to spend time with each ability as they are learned, and will be able to see how each spell relates in function to the other spells in the toolbox. It is the best way to get an intuitive knowledge of all of the spells in a class's arsenal, and will ease the learning curve in the higher-end content.


GEAR & STATS FOR LEVELLING

Gear

Paladins have a great deal of flexibility when it comes to levelling gear as they are able to wear any type of armour available. Mail armour is preferred until level 40 when it's possible to train Plate. However, until level 50 when the Plate Armor Specialization ability becomes trainable (which gives an additional 5% mana when wearing all plate armour), a Holy Paladin can and should use any armour type that is an upgrade.

Holy Paladins are unique in that they are the only class to have an armour class all to themselves. Plate with Intellect (or Mail with Intellect below level 40) is not desired by any other class that can use it, consequently it can be somewhat harder to find. The advantage is that in a group or raid there will be less competition for that gear, giving you a better chance to get it.

Holy Paladins are also one of only two healing classes that can use Shields, although they can also equip any type of off-hand item other than weapons. Shields with healing stats (Intellect, see below) are rare and precious objects while levelling, and it's more than likely a shield will get replaced much less often than any other type of gear short of a Relic (which you won't see until around level 50).

Stats

INTELLECT is your highest priority stat, and should be on every single piece of your gear. Get used to stacking as much of this stat as you can, because it is your best friend from now on. This stat not only determines how much mana you have, but also your spell power which increases how big your heals are. In addition, Intellect factors into mana regeneration. More Intellect is always better.

While levelling, all the other stats are relatively meaningless and Intellect should be prioritized over everything else. My personal strategy is to equip any gear that has more Intellect, even if it is a lower item level or has worse secondary stats. Until you hit Northrend, no other stat matters.

However, since you're going to get secondary stats regardless, it is useful to know what they are and what they do.

SPIRIT is your regeneration stat. It allows you to increase the amount of mana you regenerate both in an out of combat. It's a very good stat to have if you are having problems with your mana when healing dungeons. Never, ever stack Spirit instead of Intellect as Intellect contributes to your regeneration as well.

HASTE is a throughput stat that increases the speed of your heals and lowers your Global Cooldown, allowing your to cast more spells in a given period of time. This is a great stat to have, but at low levels you will never be able to acquire enough of it to make a significant difference.

CRITICAL STRIKE RATING increases the chance that your heals will land as a critical strike which will make them heal for 100% more. This is nice to have, but it's unpredictable and most healers tend to favour the predictable healing increases that Haste provides instead.

MASTERY is a stat that you will start seeing on gear once you hit level 80 and move into the Cataclysm levelling zones. It increases the effectiveness of your Illuminated Healing shields. As such, it isn't something that you need to worry about for a while, but once you're at level 80 it's generally regarded as the least important of the secondary stats for a Holy Paladin.

Other stats, like STRENGTH, AGILITY, HIT RATING, SPELL PENETRATION or DODGE are stats that will not help your healing at all, and so have very little use for a Holy Paladin. STAMINA will increase your Hit Points, and therefore your survivability, but is not something that a Healer should go out of their way to gear for; your Tank should be taking the large majority of damage in an instance.

We will discuss the various different Secondary Stats from the level 85 perspective later in MASTERY CLASS: GEARING AND STATS FOR ENDGAME CONTENT (coming soon).


NEXT HOLY PALADIN BASICS CLASS:
The Holy Toolbox: Spells and Spell Selection
  
  

21.7.11

Addons: Tracking Illuminated Healing

Ever since Patch 4.2 handed us a very lovely buff to our mastery, Illuminated Healing, it seems that Holy Paladin mastery fans are starting to crawl out of the woodwork like an infestation of termites. A strategy that is heavily reliant on gearing for Mastery is beginning to gain a measure of acceptance as a very specialized method of Paladin healing, and that makes it more important than ever to know what those little invisible shields that Recount insists are there are doing; because the default user interface does a horrible job in telling you who's got 'em and how big they are.

TRACKING ILLUMINATED HEALING

There are three things that a healer needs to know when it comes to keeping track of Illuminated Healing bubbles: Who has the shield, how long it's going to last and how much it's able to absorb. Technically, all of this information is presented in the default user interface, but it's poorly implemented and not available at a glance.

I am using three different Addons to get this functionality upfront and easily accessible: Grid, Power Auras Classic and the useful Ingela's Absorb Tracker.

Power Auras and Ingela's Absorb Tracker working
together to show me what I need to know.


POWER AURAS

I've set up Power Auras to display the Illuminated Healing icon above my target's cast bar when the shield is active, along with a timer showing me exactly how long it's going to last. I have it configured to only show my own shields, although it could be configured to show any Illuminated Healing bubble.

Here is the Power Auras configuration string. Feel free to modify it for your own usage.
Version:4.21; icon:Spell_Holy_Absolution; buffname:Illuminated Healing; x:354; alpha:0.5; owntex:true; mine:true; groupOrSelf:true; size:0.1; y:-144; targetfriend:true; timer.b:0; timer.g:0.6; timer.UpdatePing:true; timer.Texture:Crystal; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.UseOwnColor:true


INGELA'S ABSORB TRACKER

Immediately above my Power Aura is the latest addon to fill up my Interface folder: Ingela's Absorb Tracker. It's an exceptionally elegant little piece of programming, designed to track the amount of absorption of the different shields that are available; including Power Word: Shield, Divine Aegis, Illuminated Healing and Blood Shield, among others.

IAT is very easy to set up, only requiring a minute or two to position it where you want and choose which absorbs you want to track and on which targets.

I have mine set up to track only Illuminated Healing on my current target, same as the Power Aura. As I switch targets IAT and Power Auras seamlessly switch with me, letting me know the bubble status of that particular target at a glance.


GRID

What these two Addons can't show me is whether or not people in the Raid other than my target have Illuminated Healing shields, which is where Grid comes in. I have always been a big fan of the customizablility of Grid and how a tiny little box can be configured to show so much useful information. In fact, my own setup is incredibly simple compared to what Grid is capable of. To see an insanely cool and useful Grid setup, go here.

Grid showing Illuminated Healing shields on the Druid and Priest.
I have configured Grid, along with the extension GridSideIndicators, to show me a red dot on the Top Middle of each health bar to indicate the presence of an Illuminated Healing bubble. Simple, but effective in showing the status of my shields on the entire raid at a glance.
 
 

16.7.11

Shannox Down - Identifying the Problem

A lot of people read my whining about Shannox in my last post and offered a lot of great tips on getting through the fight. Thank you everyone for your advice and comments.
Dead.

However, frustrated with our lack of success in Firelands, Mountain Top put together an off-night raid last night to take another crack at Shannox before the weekly reset. Sadly, both myself and our regular Death Knight Tank were unable to attend due to family issues.

They one-shot Shannox and killed Beth'tilac as well for good measure. Grats, Mountain Top!

The difference, as it turns out, was changing tanks. The Protection Warrior that replaced our regular DK tank was able to block a great deal of the incoming damage that was insta-gibbing our DK, which made the healing in the last phase a lot smoother and easier to deal with.
Also dead.

Don't get me wrong, our DK is a great tank and there is no one I would rather heal when the going gets tough, but reading the Blood DK forums over on Elitist Jerks confirms that a lot of DK tanks are having problems coping with the damage spikes in this encounter. The self-healing that the Blood spec uses to tank is seemingly less effective during intense, burst damage than the reliable mitigation from blocks that a Paladin or Warrior can expect.

It's no excuse, and it doesn't really change anything for next week when our Death Knight will be back getting beat on by Shannox. We'll still need to figure out a way to prevent him from dying.

But the bastard and his dogs are dead, and that makes me a happy Paladin.

Next up: Admiral McSpinnypants
 
   

14.7.11

This Week in Raiding: Shannox the Raid Killer

Action and reaction, ebb and flow, trial and error, change - this is the rhythm of living. Out of our over-confidence, fear; out of our fear, clearer vision, fresh hope. And out of hope, progress. - Bruce Barton
Putting together a new raid team can be tough, and I don't envy Raid Leaders who have to do it.

There are countless pitfalls to deal with: Schedules to coordinate, divergent personalities that need to mesh, boss strategies to learn, communicate and change on the fly. Each wipe that occurs is a disheartening experience to a new group, shaking it's confidence in itself.

Unfortunately, that's what Mountain Top is going through with it's raiding progression right now.

I hate you, Shannox. I really, really do.
MOUNTAIN TOP v. SHANNOX
(or, How To Kill Morale in 27 Excruciating Pulls)

Oddly, it wouldn't be so bad if we were wiping early or doing something stupid like standing in traps. Quite the contrary, as once our Tanks got the mechanics of stack-dropping down (The Doggy Dance? The Crystal Trap Two-Step?), the first part of the fight became simple and our raid group is getting through it cleanly and reliably.

Our strategy is to burn Rageface down as soon as possible, then get Shannox to between 35% and 40% and kill Riplimb. The doggy poop really hits the fan for us when Riplimb goes down and Shannox freaks out; gaining two stacks of Frenzy and doing 60% more damage 60% faster. This is ouch-time for our Main Tank and the time for the Healers to do a gut-check and earn their paychecks. Invariably, it's where we've been failing.

We're so close, though. 9% wipe. 7% wipe. 4% wipe. A freakin' sub-1% wipe. Tantalizingly, terribly close to seeing him die like the mongrel that he is. Getting within a dog's whisker of success means that we're doing something right, but the repeated failures also means that we need to be doing something better. Keeping the Tank alive during the Frenzy phase would be a good start.

Once that last dog dies the healing strategy needs to completely change. Efficiency goes completely out the window and it's Wrath-style healing again: Spam big heals or else your tank is going to die within seconds. Mitigation cooldowns such as Hand of Sacrifice must be utilized, but it's often hard to spare the global cooldown in order to cast it. The reactionary, triage style of healing that we've been trained to use throughout Cataclysm needs to be quickly forgotten; by the time you see and react to damage it's probably already too late. Sadly, the realities of mana management do not make this style of healing practical any longer, and healers with their mana tanks drained can't keep anyone alive.

A fight like this requires very good coordination, communication and rapport between healers, something that a new Raid Group like ours isn't likely to have built up yet. A strong role leader who can analyse problems and implement solutions is also a luxury most new raiding groups - particularly more casual ones - won't have. I'm not going to sugarcoat things, it's been a really difficult and demoralizing test of our new team. We're all good healers, but we don't know each other well enough to really push each other or properly hold each other accountable. I would love someone to tell me, "You suck. This is what you did wrong and here's how to fix it." That's easy; it's much harder to have to try figure it out for yourself.

Of course, the random connection issues and weird happenings that have plagued us haven't helped much either. We've had to call raids two or three times now because of gigantic, crippling lag spikes on our top DPSers. The opening of the final Harry Potter movie cancelled tonight's raid. More than a few pulls have been delayed due to baby aggro from the Dwarfling and our Death Knight's two kids. Not to mention having one raid memorably and frighteningly cancelled due to a real life emergency which ended with an ambulance trip to the hospital. Lady luck, it would seem, is not on our side.

ENOUGH COMPLAINING, ALREADY
(or, So What're You Gonna Do About It, Pally-Boy?)

Keeping the tank up during Shannox's Frenzy is tough, but that clearly is the problem and the main reason we've been unable to down this boss. I think that better coordination of the healers and their cooldowns is all that we need. The Tank simply can't go for more than two seconds without a major heal.

I think I am going to suggest a more coordinated approach. We have two Holy Paladins healing, so you would think that we wouldn't be having this problem, but with both of us healing independently- and using our cooldowns independently - there are gaps in the incoming heals. Looking at the death logs in recount after the fight shows that the Tank can go from full health to a fine, bloody mist in a mere three seconds, so any gap in large, incoming heals will be invariably fatal; especially as the stacks of Jagged Tear begin to mount up.

I am going to do two things: Firstly, I'm going to suggest to our healers that we setup a Cooldown/Heal rotation. I envision having one Paladin spam Avenging Wrath/Divine Favor boosted Divine Lights on the tank while the other uses cooldowns such as Hand of Sacrifice and Aura Mastery to try prevent damage, at the same time healing efficiently with Holy Light and Holy Shock. When the first Paladin gets low on mana, they switch. This should prevent any gaps in the incoming healing and at the same time help prevent both Holy Paladins going out of mana at the same time. This in itself should be enough, but...

Can a Mastery Build Save the Day?

The other thing I am going to do is experiment with a Mastery build. There has been a lot of talk about Illuminated Healing builds lately: Rohan, Enlynn, Adgamorix and this thread on the official forums have all been talking about how it's a great, but incredibly specialized tank healing build that shines in encounters like this at the expense of virtually all versatility. I even talked about wanted to try out it's viability when I talked about the changes to Illuminated Healing.

I think that this build is ideally suited to this fight: Insanely heavy incoming damage where the shields will shine. Enlynn of Bubblespec wrote a great, detailed post on this style of play and has inspired me to finally try it out. I hope it will give us the boost that we need to finally put this boss down, permanently.

How has your raid group dealt with the Shannox Kennel Club? Any tips? Did you make any changes to your healing composition or style that you felt made a difference?
 

13.7.11

Elusive Purple Wrist Candy

It's no secret to anyone of the Holy Paladin persuasion that bracers were a huge problem in Tier 11. Only 4 sets of PVE Intellect Plate bracers were available when Cataclysm first launched: two heroic level 346 bracers, a set that dropped from Cho'gall and finally a heroic-only set that dropped from Sinestra. None of these were terribly common drops, and throughout the entirety of Tier 11 not a single one dropped for me.

Not one.

Early on I had picked up the blue PVP bracers as a stop-gap. Even with the utterly useless Resilience, the Intellect upgrade was more than enough reason to choose them over the iLvl 333 Bracers of Umbral Mending that I was sporting since regular Grim Batol. They were not ideal, but I figured that they would do until something else dropped.

I wore them for six months.

And it's not like I didn't have opportunities to get them, either. I ran Grim Batol until my eyes were bleeding since the Dungeon Finder had a particularly evil habit of choosing no other dungeon for me. The bracers never dropped. Cho'gall didn't drop his either, but since I only ever got him down two or three times it's not nearly as surprising.

Fast-forward to Patch 4.1 and the Zandalari Troll instances and we see two new dungeons, dropping iLvl 353 gear that was designed to fill in the gaps between normal Heroic gear and normal-mode Raid gear. I was very excited when I learned that the Bracers of Hidden Purpose would be available in Zul'Aman; even more so when I learned that it would be off Akil'zon, the first boss in the instance. No more struggling with end bosses to get the nifty Plate Intellect bracers!

I figured I'd have them in a week.

Sadly, the same, familiar story was repeated with these bracers, only with an twist. The Dungeon Finder, with it's cruel, anti-Holy-Paladin bias, would choose nothing but Zul'Gurub for me when I would queue up for a Random Zandalari dungeon. And the odd time that it did choose Zul'Aman I would invariably zone into a group who had already downed Akil'zon and thus not even have a chance to get them. In the whole time that Zul'Aman has been back as a 5-man dungeon I think I have seen and killed the Eagle Boss 3 or 4 times total.

It's enough to drive a Dwarf to drink. Not that we need much of an excuse, mind you.

Jump ahead again to 4.2 and a new guild: Taking my own advice, I was running a lot of guild groups into the Troll-roics and I finally managed to snag the ever so elusive purple wrist candy. I should have been excited as I enchanted them for our first raids into the Firelands, but I wasn't. I was fairly ambivalent, actually, because I knew that not 5 days later I would acquire enough Valor Points to simply go and buy the Bracers of Imperious Truths.

So after eight months of struggling to get decent bracers, within the span of a week I now have two. Admittedly, the new Valor Point bracers are vastly and unquestionably superior, but since they are Bind on Equip the temptation to sell them for a ridiculous amount of gold is extremely hard to resist. There are none of these on the Auction House on my realm, nor have any been listed to my knowledge. Can I live with these troll-rific bracers for another week or so to get a huge, potential payday right now?

I think I can, as long as the money is truly, epicly ridiculous.

So I put them up on the Auction House. I couldn't believe I was doing it even as I was clicking the Post Auction button. The thought of 50,000 gold makes a boy do silly things.

As a responsible raider, however, I set the Auction to time-out just before our raid starts tonight. If they don't sell - and at 50k gold I figure it's a low probability that they will - I'll enchant and reforge them and rock them in Shannox's face tonight.

And if they do sell, then I'll try use the money to craft some of the great gear that's available. I'm sure it won't last long, but the start of a Patch like this is a golden opportunity to cash in. It's not like these bracers will be hard to obtain, after all.

UPDATE: For better or for worse, the Bracers of Imperious Truths didn't sell for my rather ambitious asking price before our raid last night, so I equipped them for our fight against Shannox. The irony is, of course, that Shannox - should we ever kill the fucker - drops bracers too.
 
 

8.7.11

The Dwarfling: The Cutest Dungeon Group Ever

What do you get when five people in the World of Warcraft Twitter and Blogging community all have babies in a short space of time? Why, the cutest dungeon group in the world, of course!

Nymphy, one of the writers of D/E the Tank has written up a breakdown of our little 5-man boss-stomping band of adorableness. I think out of all of the readers of Battle Medic and Dear Dwarfling she is the Dwarfling's biggest fan, and tends to squee louder than anyone when I publish a new Dwarfling post. I think that these two-foot tall dungeon runners are in good hands with Nymphy chronicling their adventures!

Check out Nymphy's post where she breaks down their classes and roles in such a way as to absolutely melt even Frost Lord Ahune's heart. Vestments of Transcendent Cuteness, indeed!

Cutest Little Babies in the World (of Warcraft)

Be glad she's a healer and not a DPS, because her cuteness crits every time.