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Disciplining the Lich King

Posted by Malevica on May - 7 - 2010

… Or: How I learned to love Power Word: Shield.

This post is a little overdue since we got our Lich King kills on 10 and 25 a few weeks ago, but better late than never, eh?

First there’s a bit of personal stuff about the kill itself, then I’ll talk phase by phase about how I approached healing this fight as a Discipline Priest.

The kill

Malevica the Kingslayer sitting in front of the Lich King

Our 25-man kill came after around 100-120 tries. (I have WoL parses for 102, but I missed one night so some aren’t recorded.)

The feeling was incredible: we’d recently wiped at 11%, during which several people on Vent sounded like they were going to have heart attacks, so the tension as we saw ourselves getting closer and closer to 10% with most of the raid alive was palpable; the shouts over Vent when the RP started were deafening, and the whole experience was marred only by the tendency of my PC to crash WoW as soon as any video cutscene auto-loads (the same thing happened at the Wrathgate and after the build-up that got in /g I was miffed, to say the least). For those who care about the statistics, we were the 7th guild on the server to beat him on 25-normal.
We killed him on 10-man a couple of months ago, which helped us to understand some of the mechanics and feed that back to the 25-man, although I’ll say we had to be a lot tighter on the strategy and execution in 25-man.

Healing the fight as a Disc

Phase 1

Bubble, bubble, bubble, bubble, bubble, bubble, bubble, bubble, bubble, bubble, ProM, bubble, bubble, bubble, bubble… Ah, you get the idea.

Pretty much the best thing a Disc Priest can do here is control Infest, by keeping bubbles on the raid as much as humanly possible. The rest of the damage going out is focused on the three tanks, and Disc tank healing is quite time-intensive so it’s much better left to the other healers to cover it.

Infest deals around 8k damage to the whole raid and keeps ticking for 6k (initially, it rises over time) until the player’s health is over 90%, at which point the debuff is removed. A full PW:S can absorb this damage entirely, preventing the player’s health from dropping at all, so Infest will not be a problem for this player at all.

The refinement to this technique for a Disc Priest is maximising the mana returns through Rapture. Now I was under the impression that the Rapture trick had been “fixed” a couple of patches ago so that you were no longer able to gain multiple mana returns from multiple shields being removed simultaneously, but it seems this has been “unfixed” again.
I can manage the fight adequately without much Rapture optimisation simply by using my mana cooldowns judiciously and taking it easy in the first transition phase, so if you don’t nail it don’t panic. But if you can get it then so much the better.

So, how to maximise Rapture returns? There are two things to remember:

  1. You can only trigger Rapture every 12 seconds. This means that if you bubble a tank and the shield is removed you get one Rapture return and then nothing for 12 seconds, probably missing out on the next Infest cycle. So avoid bubbling tanks, or anyone else who is frequently taking damage (like that Whirlwinding warrior who grabs every round of adds).
  2. Rapture also only returns mana when ” your Power Word: Shield is completely absorbed or dispelled”. Even before the buff to PW:S absorbs, the vast majority of bubbles fully absorb the Infest and don’t return any mana.
    One option is to not reapply a partially-consumed shield, which would let it be removed the next time around, assuming it lasts long enough. The trouble is that this negate the point of bubbling in the first place, absorbing only a small portion of the Infest hit.
    The other option is to downrank. Usually downranking is counter-productive, since the lower ranks cost more than the top rank, but in this case getting Rapture gains more reliably outweighs the increased cost. I’ve not been in a LK raid since reading about this on PlusHeal so I’ve not got round to testing this out in detail, but the suggestion on PH is to drop to Rank 11 or 12.

Besides the mad bubble-spam, the other thing that’s very useful is to keep Prayer of Mending on cooldown. I tend to bounce it off one of the tanks and let it sit where it ends up.

Prayer of Mending is great for helping heal the tank(s), especially if you get it to bounce between the two add tanks, but it also helps a lot on Infest by helping to heal up a few people who missed out on bubbles or had low health for other reasons.

Phase 1.5

To be honest this phase isn’t ideal for a Disc priest, so I tend to use this as a bit of a mana break. I’ll throw heals at the tank if they need it, but I don’t get too involved with the raid healing because the Druids and Shaman are much better suited to it. Bubble-blanketing here is very mana-inefficient and you’ll need that mana going into Phase 2, so I’d stick to keeping a ProM bouncing and helping tank healers.

Also remember that Priests are among the higher DPS healers, so help out on the Frost Spheres if any are getting close. A well-timed Penance or Holy Fire could save the day here.

The other thing a Priest can do here is to Dispel the Soul Shriek off the tanks. A silenced tank is a less effective tank, and the raid needs all the threat lead they can get to kill off the Raging Spirits as quickly as possible.

There will be an Infest very early in Phase 2, but unfortunately Pain and Suffering renders pre-bubbling a bit useless. As soon as the Lich King starts casting Earthquake though you should be starting your bubble cycle, maybe avoiding people with high stacks of P&S.

Phase 2

Back to the bubbling, to keep Infest under control. You won’t be able to reach every player all of the time to keep them bubbled, so it will be a bit more hectic, but your default activity should be basically the same as Phase 1. There are other tricks you can employ though.

First, keep your eyes peeled for the person who will get Defile on them. Defile only grows when it damages someone, so if you can bubble them as they run out you might save one tick of expansion. It is worth talking to any Holy Priests in the raid though, in case they’re using Body and Soul instead to help the person run away more quickly.

Secondly, watch for the MT getting Soul Reaper on them. Since this hits for around 40k, boosting the tank’s effective health by 10k can easily be the difference between life and death if they have a health deficit at the time. Assuming you have a second tank taunting, wait until the taunt happens to prevent a mêlée swing from just removing the bubble again.

Thirdly, watch out for any of the MT healers being picked up by Val’kyr and be ready to switch to fill the gap immediately. Penance, a quick PW:S, a ProM or even a Pain Suppression can all be used to prop up a tank and support your fellow healers.

Phase 2.5

Another transition. As with Phase 1.5 I tend to slow down here and regenerate some mana.

Phase 3 – No more Infest!

The order of the day in Phase 3 is triage and reaction, with quite a strict priority.

The ultimate, top priority for this phase is Harvest Soul victims. One person will take 12-15k ticks every second, six in total (as shown in the log section below) and this person needs quick, focused healing, and failure on the part of the raid to keep this person alive could mean a wipe unless the tanks are very quick to notice and react to the resulting Enrage.
I usually default to PW:S first, then Penance as a follow-up, then take it from there.

WoL section, showing Harvest Soul damage on a player

The second priority for this phase is dealing with the risk of deaths from Vile Spirits exploding (Spirit Burst). The key here is to keep as many players as possible above 20k health at all times to keep them out of one-shot territory. At this stage of the expansion with Hellscream’s Warsong (or the Alliance equivalent) at 15%, most people will be approaching or above 30k HP, so you should be aiming to keep people above 70%.

Third priority is tanks again. Soul Reaper is still active in this phase, so watch out for tanks and use your PW:S to boost their EH as much as possible.

If you’re not engaged with any of the above, then I’d suggest falling back on keeping bubbles on the raid. People will get hit by exploding Vile Spirits and bubbles will help to prevent them getting into the insta-gib region in the first place.

A final note on what to do if you get Harvest Soul. The key is to heal Terenas Menethil as quickly as possible, since his DPS is in proportion to his current HP. First step is to get a PW:S on him to stabilise things, and then fall back on your high-throughput rotation. I might be out of date, but I tend to rely on PW:S > Penance > Greater Heal > FH until Penance is off cooldown again.
The other thing is to deal with the Soul Rip ability. This is the primary damaging ability the Spirit Warden will use on Terenas Menethis. Since Priests lack an interrupt, we should instead dispel the debuff off Terenas immediately to prevent this damage.

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A Long, Strange Trip Through the Battlegrounds

Posted by Malevica on May - 6 - 2010

In common with what seems like a large proportion of the WoW population, I took to the battlegrounds this past weekend to complete the final steps of the Long, Strange Trip meta-achievement, abandoned in disgust last year after failing to click the damn flag in WSG for the umpteenth time. This year was a refreshing change. Why? This time I had backup.

Before I get too far in, I need to say a huge thanks to my bodyguard in these battlegrounds. As last year proved, these achievements are a nightmare to attempt solo, so she helped so, so much.

My experience

When I tried this last year on my Priest, solo, I struggled. My problem is that I insist on healing in battlegrounds.
Normally this isn’t a problem: I don’t get the caps or killing blows but I do get to keep our flag carrier alive while he races up the tunnel, or hide behind the broken-down Fel Reaver and help our apparently-lone defender hold a flag. As long as someone does get the caps and kills then all’s well.

The trouble with the School of Hard Knocks achievement is that it requires me to take point:

  • Warsong Gulch – Return a flag. This requires me to be the quickest person to click on a dropped flag in order to get credit for returning it. As a healer I don’t stand much of a chance of actually killing a flag carrier, and I don’t get too excited about standing in melee range either, so I’m relying on other people killing the flag carrier and then me rushing in and spam-clicking to get credit. Last year I tried and failed at this for several battlegrounds in a row before this being the straw that broke the camel’s back. This time around I brought my friendly neighbourhood Feral Druid along and camped our flag with her. She did the killing and I did the clicking, and we got the achievement on our first battleground. We then continued our defence of the flag while our team capped a couple more times and we won the match. I even got Warsong Perfection as a tidy bonus.
  • Eye of the Storm – Capture a flag. This one requires that the enemy be killed or chased off from the flag spawn in the centre, me to be the fastest person to click the newly-spawned flag, and then me to survive carrying the flag all the way to one of our towers. Actually this turned out to be the easiest one, since a DPS + healer combination is very effective at holding the centre, and I was allowed to pick up the flag. Doing this as a healer last year was pretty tough, since I couldn’t clear off the flag on my own and no one on my team seemed especially keen to capture the flag. Once I’d got my achievement, we helped out and went on to win the battleground. 2/2 so far.
  • Arathi Basin – Assault a base. Note that defending a base doesn’t count, it has to be already enemy-controlled when you attack it. This is another one which does not favour a healer: if there’s any sort of defence of the flag I don’t stand much of a chance of clearing it out, and since the healer is often (should be always, but people aren’t as logical as they should be) taken out first my chances of being able to assault the base ahead of any others who are assisting me are slim. Once again, a DPS + healer combo was plenty to clear out the 1 or 2-person defence left at a node so I could go in and assault it. Oh, and we went on to win that battleground too. 3/3
  • Alterac Valley – Assault a tower. Same as Arathi Basin really. If there’s any sort of defence I will have great difficulty clearing it out in order to assault the base, and my inconvenient lack of Crusader Aura makes it tricky for me to win the race to the towers. Not a problem, bring a pocket DPS along who can do my killing for me, and it’s easy. We then went on to tank Vanndar and three adds and won that battleground as well. 4/4

Now I’m not saying that I couldn’t do these achievements solo, but I would require a lot of cooperation or an even larger quantity of good fortune. Warsong Gulch would require me to follow the enemy flag carrier like a terrier until I got lucky enough to be the one to click the flag. Alterac Valley and Arathi Basin would require me to find an undefended node to assault. Eye of the Storm would require the flag to be undefended or me to be the fastest clicker and no one to attack me while I channelled the flag pickup.

Playing DPS makes this a lot more possible. I doubt I could take down two or three defenders but I have a much better chance of killing that lone rogue hiding around the back of the Gold Mine as a DPS than as a healer. That said, having a pocket healer probably makes life a lot easier for a DPS player too, guaranteeing the win for them rather than making it 50-50 based on who gets the jump on whom.

It should be borne in mind that I suck at PvP and have functionally zero resilience. I even use the no-resilience version of the PvP trinket from Wintergrasp, which I picked up for some fight or other in T7 or T8, lost in the mists of time. But I share this with a large proportion of the WoW community, and I’d like to think I have a better grasp of my character than most.

Harmful to PvP?

Well, my non-scientific, anecdotal, totally unreliable evidence would say “absolutely not”. Seriously, my BG stats are somewhere below 20% wins, but this time I managed to score 4 wins from 4 games. However, a hasty generalisation is not proof, and I’m quite sure there were Alliance with Orphans out who would tell the opposite story.

But most of these objectives are, at least so it seems to a PvP newbie like me, helpful actions. OK, deliberately allowing the enemy to kill you or dropping the flag so they can return it is not a helpful action, but guarding the flag? Capturing enemy towers or nodes? These are (or should be) the point of the game. Let’s not get into the fact that people don’t even wait for towers before attacking Vanndar Stormpike these days, they just push an ICC-geared tank into the fray and heal the living daylights out of them. If we wipe, we lose. C’est la vie.
I’ll agree that the Eye of the Storm achievement might be a little counter-productive if attempted unintelligently (like I did last year). There’s not much point capturing the flag when we only hold one tower because our focus should be elsewhere, but if we have the towers under control then a cap speeds things up and buys us a headstart.

The reason this causes such problems for PvPers in battlegrounds is in two parts: people are generally doing this solo, and everyone is doing this at the same time.

PvP in general, as with everything else in this massively multiplayer game is much more productive and successful if we cooperate and work as a team. Having people in your battleground with a specific goal who may ignore even the rudimentary coordination of a random battleground is not exactly a recipe for success.

But, as my experience showed, these goals can be beneficial to the battleground as long as only a small number of people are doing them. 8 people camped in our flag room would suck, but two or three people highly motivated to defend the flag are a good thing. Likewise a few people dedicated to recapturing nodes is beneficial in AV or AB. The problems come when too many people want to do this at the same time, like Children’s Week. Now you have a minority of people floating around the zone, doing the jobs necessary to win, and a majority of people racing to cap nodes or kill the enemy flag carrier.

You can see the thought process behind creating an achievement like this: encourage PvE players to participate in PvP, and reward them for completing the objectives of the battleground. This is fine if you’re bringing a small number of players in at a time, but doesn’t work when the numbers get too high. You need a range of roles and flexible people in a battleground to be successful.

Improvements

I don’t have any problem with being required to take part in all aspects of the game in order to get an achievement like this which rewards long-term commitment and wide participation. I don’t even mind that some of the achievements are a little difficult to obtain. I mean, I didn’t get a mount for Loremaster or World Explorer, so this one should require a little more from me.

But can we address the problems of the massive influx of players that cause such problems for the battlegrounds every year?

There’s a temptation to suggest making the holiday last two week rather than one to spread things out, but I’m not sure this would help. Think back to Noblegarden: the eggs are massively overcamped for the first day or two, then it seems there’s no one around at all. People just seem to want to do them as early as possible, and since a lot of people have work or school there will be a concentration of people at the weekend. Beginning holidays midweek rather than at the weekend might spread the load a bit though.

It’s difficult to introduce an artificial limit to the rate at which you can complete the achievements without punishing those who have limited playtime. For example, you could give the Orphan Whistle a 1hr cooldown, but then you’re limiting people to very few attempts.

You could change the achievement to a sort of “assist” system, where healing the person who returned the flag, or damaging the enemy flag carrier, generally assisting in the returning of the flag was enough to give credit, this would speed up the gaining of the achievement and at least get the surge through the system more quickly. Or you could give credit simply for winning the battleground.

Advice

If you’re a healer having trouble with this achievement, or dreading taking it on, the best advice from me would be to find someone to work with. If you can get yourself into a guild or other premade group that would be ideal, but even finding a partner willing to support you will make all the difference.

I would also encourage people to stick with the battleground once you get your achievement done. There’s no reason to screw over your fellow players by bailing the second you get your credit, and even one player swapping over make a big difference, especially in the smaller battlegrounds.

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Tank Damage and Healing in 10s and 25s in Cataclysm

Posted by Malevica on April - 28 - 2010

I was reading Gravity’s latest post where he elaborates on a post on the Blue Murder warrior blog talking about how the equalising of gear in 10 and 25-man modes might affect the goal of balancing the raids.

The problem

Summarising briefly, the major premise is that a given tank will have the same avoidance, mitigation and HP in 10-man as in 25-man. Therefore in order to maintain the same time-to-live (TTL) the boss must hit just as hard. Therefore you will require the same number of tank healers in 10-man as 25-man to match the throughput requirement.
Assuming that a 25-man raid currently has a 2:4 ratio of MT healers to raid healers, that translates to a 2:0 or 2:1 ratio in 10-man, which is clearly not something which could be supported.

The thing is, I’m not sure that this problem actually exists in the first place.

Example

This is best illustrated by a hypothetical example. I’ve “borrowed” the example from Kaletri’s comment, so credit where it’s due.

10-man: Boss hits for 20k per second. TTL is 5 seconds. For a dedicated tank healer this is manageable solo.
25-man: Boss now hits for 30k per second. TTL is 3.3s. Now we need two tank healers to cover the damage, which is fine because we have more healers to spare.

The counter-argument is that bigger hits would make 25-man harder, because the tank can now die quicker due to a shorter TTL, thus going against Blizzard’s goal of matching “difficulty” between the two modes.
The thing is, from my point of view as a healer once your tank isn’t going to drop dead from the next swing, it’s more or less a wash how many hits he takes beyond that before he dies. I switch from “how soon can I get a heal to land on him” to “how much HPS can I push out”. Remember the old way of gearing where we aimed for a benchmark of 2.5 hits? Exactly the same reasoning.

Time to live

I also think the numbers given in some of the examples discussed in the OP are misrepresenting the TTL. Going from 5s TTL to 3.3s TTL would undoubtedly make a difference to difficulty, because a large, high-throughput heal will probably come in at 1.5-2s (depending on haste, Light’s Grace, etc), so unfortunate timing of that heal is much more likely to mean death in the 3.3s TTL case than in the 5s TTL case. But is that really the ballpark we’re talking about?

Take, for example, a few current single-target fights: Deathbringer Saurfang, Professor Putricide and Rotface (all Normal mode). Numbers are approximate and taken from our bear tank on 10s and 25s:

[Edit: Thanks to Everblue for prompting me to check my numbers more carefully. I’ve gone through the WoL parses in question in more detail and considered the median hit and swing times rather than the mean, to account for cooldowns and any spellcasts I’ve missed respectively. I’m now a lot happier with the conclusions and with the values below. Where I’ve made changes I’ve left the old values in strikethrough for comparison. Long live peer review!]

  Average mêlée Swing timer TTL (at 70kHP, to nearest 0.5s) TTL (at 60kHP, to nearest 0.5s)
Saurfang-10 6100 1.2s 13.5s 14s 11.5s 12s
Saurfang-25 10300 11000 1.2s 8s 7.5s 7s 6.5s
Putricide-10 10600 11000 1.8s 12s 11.5s 10s
Putricide-25 15200 18000 1.8s 8.5s 7s 7s 6s
Rotface-10 12600 12000 1.8s 10s 10.5s 8.5s 9s
Rotface-25 14800 14000 1.8s 8.5s 9s 7.5s

The thing is, even if we step the tank down by 10k HP (unfortunately neglecting the change in avoidance/armour which goes along with it, I don’t have enough background to simulate this efficiently) the TTL stays well above the 2.5 hits mark. Putricide-25 comes closest at 3.3 hits to kill at 60k, the rest are much higher.

Add to this the aspiration of the developers to slow down the raiding game and you’re looking at some quite manageable TTLs for Cataclysm tanks.

Conclusions

The original proposition was that bosses cannot deal more damage in Cataclysm since tanks will not have any more HP, avoidance or mitigation. Therefore the ratios of tank and raid healers will differ between the modes since you’ll need the same number of tank healers in both modes.

I think this is based on the false premise that stamina limits the damage output of bosses. I would argue that, on the contrary, once you get time-to-live above the 2-3 hits mark the limiting factor on boss damage output becomes healer throughput, and the difficulty for both modes is not reaction time but throughput, based on spell rotation and casting rate.
This is entirely compatible with doubling the number of tank healers as you move from 10s to 25s, without necessarily changing the difficulty of the fight significantly.

You can double the HPS requirement without getting down to a 2-hit death situation, and you don’t need yo-yoing health bars to make healing “interesting”. Watching a health bar creep inexorably downwards despite your best efforts, calling in for support from a fellow healer or blowing a cooldown is every bit as exciting as landing that 20k crit at the last second and saving a wipe.

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Cataclysm Raid Refinements

Posted by Malevica on April - 27 - 2010

Ah, Blizzard. Just when I’m beginning to despair of my ability to actually complete any of the half-dozen posts sitting in my drafts folder, they drop a magical gift-wrapped present into my lap.

This post isn’t all about healing per se, but I’ll add some healing commentary along the way. As a raider, the recent announced changes to raid progression are of huge interest to me, so I wanted to formulate, record and share my thoughts at this stage.

The Announcement – Annotated

The first of the refinements being made is that we’re combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn’t apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.
We’re designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve.

In essence you get a single lockout per raid per character. 25-player raiders will no longer need, nor will they be able, to also raid the 10-man version on their mains. To support this Blizzard will aim to balance 10- and 25-player content to have equivalent difficulty to each other, rather than the current model where 10-player is designed to be easier.

My first reaction? I love the change, I’m excited almost beyond words (only almost!).

I raid for the challenge, for the teamwork, and for the sense of achievement. 25-man raiding is currently the only place to find the most difficult challenges and it’s where the prestige is located, both in the form of the signature items and the achievements. But I much prefer the sense of teamwork that comes out of a 10-man raid. If this change truly delivers and provides the same challenge in 10-man, and the same achievements (look at the “Kingslayer” title for an example of this in action, it’s the same for 10s as 25s), then it removes a large chunk of the advantage to 25-man raiding from my perspective.

But wait, there’s more!

That closeness in difficulty also means that we’ll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They’ll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
10- and 25-player (normal difficulty) — Very similar to one another in difficulty; drop the exact same items as each other.
10- and 25-player (Heroic difficulty) — Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you’re able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

There will just be raid achievements, not 10- vs. 25-player versions in most cases. The achievement won’t care if you complete it in 10s or 25s. If we do meta-achievement mounts, it’s possible we’d still have different colors of mounts, or maybe even different mounts; but for some players that might mean that 25s feels mandatory again, which would be a potential problem.

Way back when WotLK information was being drip-fed to the community and the parallel 10-man and 25-man progression paths were being described Blizzard were very clear that they wanted to compensate 25-man raiders for the added complexity of the organisation, and they did this by keeping 25-man raiding a tier above 10-man raiding in terms of difficulty (arguably), gear rewards and badges and by providing separate achievements for each mode. One expansion later, with the 25-player only days a more distant memory, 10-player raiding is a lot more accepted in the community and so the next small step is being taken towards truly equivalent paths.

Now both instances are of equivalent difficulty they can drop the same loot and grant the same achievements. I’m totally fine with 25-man raiders getting some advantage. Organising 25-man raids is harder, and there’s a fair amount more patience required to stay in 25-man raiding long-term, so I don’t mind if they get geared up a bit quicker. We’ll all get the same badges and the same items. In fact, since 10-man teams will probably work together better and have a better shot at taking down content early, 25-player raids might actually need the gear head-start to keep up. It’ll be interesting to watch the ranking sites in the early days.

It’s also nice to see there’ll be further “class changes” with 10-player raiding in mind, which most likely refers to a bit more spreading of Replenishment, Bloodlust and other key buffs.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

This is interesting, and shows that they’ve thought quite deeply about this. I think this is a positive change, as long as they don’t go quite as far as Obsidian Sanctum and Eye of Eternity too often.

Looking back, Naxxramas combined with EoE and OS was a strange mix: a 15-boss raid along with two single-boss raids. The trouble with this model in Cataclysm is that you only get once chance to do the content per week; in WotLK if your Naxx-25 PuG had broken up after a wing or two you’d be able to go back on 10-man to at least see the content. In Cataclysm you’d be locked out of raiding for the week.

I’m generally slightly in favour of reigning back the ease of PuGging, insofar as it serves to seriously undermine the concept of a guild, but a change to an even-split multi-instance model is good for the whole game. I don’t want to punish PuGs, just increase the incentive to stick with a guild run.

This also should keep the raids more interesting. I didn’t hate To(G)C as much as some people seemed to, but it did get a bit repetitive fighting the same five battles week after week. Icecrown’s environments are fairly varied, ranging from the cave-like at the beginning to the three main wings, the openness of Deathbringer’s Rise and Sindragosa’s Lair, and of course the Gunship battle, but it’s not the same as being able to swap between Ulduar and Icecrown in a week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don’t plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

I’m pretty neutral on the limited attempts thing. It’s annoying to lose one because someone goes LD, or because the boss decides that a crucial player needs a double dose of Malleable Goo at the same time as the Volatile Ooze decides to single them out, but I’m also strongly in favour of mechanics which encourage people to take a wipe seriously.
I’m a verbal type of learner: I can picture an encounter and plan my approach in advance based on ability descriptions (which is why I tend to prepare my guild’s raid strategies. It was bordering on soul-destroying at times watching people frittering away our attempts by needing not only to see a mechanic but to fail to respond to it before they figured it out.

That said, I don’t mind gating either. Especially since they have said they won’t necessarily require the whole instance to be cleared before you can start on heroic modes. The heroic mode has been a bit of a slippery beast in WotLK when it comes to defining it. Naxxramas didn’t have heroic modes at all; you did things the “hard way” by ticking off achievements, things like speedkills, doing Sapphiron without frost resistance, by pulling extra adds on Kel’Thuzad. Ulduar shifted things slightly by allowing you to change some of the bosses in some way, typically by adding abilities to the fight. Then To(G)C and Icecrown came with fully-fledged heroic modes.

The intention Blizzard seem to be signalling is that normal mode is for most guilds, for PuGs, or if you want or need to pass by a boss more easily to get to the end of an instance; heroic modes are for the top X% of guilds who find normal mode lacking in challenge . I really like the Ulduar/Icecrown model, where difficulty is switchable on a boss-by-boss basis.
Allowing guilds to make the switch earlier, perhaps once you’ve completed a wing, perhaps once you’ve downed a boss, means that those guilds who really ought to be fighting heroic bosses can go straight there without spending weeks farming the normal mode. Our guild spent several weeks working on the Lich King, during which time the first raid of the week was a farm of the first 11 bosses and the other two raids were Lich King attempts. Opening up heroic mode earlier would have been vastly preferable for us.

This would provide a headache for guild ranking sites though. Currently you need to complete 12/12 normal mode, but in Cataclysm the decision will need to be made about how to compare a guild that sticks with normals with a guild that might be 8/12 normal and 6/12 heroic, for example.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

Interesting. I wasn’t decked out in 8/8 Absolution coming into WotLK, so I needed to run heroics to get suitably geared up for Naxxramas. I remember hours spent farming the Red Sword of Courage from Utgarde Pinnacle for our MT. I got my tailoring high enough to make craftable gear for a few of our raiders, and we got together groups for the 5-man quests in Icecrown for the sweet blues on offer. Happy days.

I don’t want heroics to be a grind like they were in TBC, but I’m encouraged to see them gaining greater prominence again. What seems to go overlooked is that heroic bosses very often use simplified or slightly modified versions of mechanics that you later encounter in raid bosses, so learning to tank, heal or DPS in heroics is a great testbed for raiding. Not to mention everyone will need time to readjust to some quite fundamental changes to your talents and abilities and to game mechanics.

I’ve never been keen to skip content or to be rushed through the levelling process.

The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you’re a big guild or a small guild the choice won’t be dependent on what items drop, but instead on what you enjoy the most.

/applaud

Analysis

Community response

Needless to say, there’s been something of an explosion in the WoW community lately. If you want it in raw form, you can try the EU or US threads about the changes on the official forums. If you feel like you have nothing left to live for, go read the MMO-Champion forums (I won’t link to them because then I’d have to read them).

Elsewhere on the web, there’s a range of views. Here’s a small selection from my blogroll:

Karatheya at Cold Comfort has got some initial thoughts from a leadership perspective, and I’m sure a more in-depth analysis of the implications will appear in due course.

Avalonna at Tales of a Priest offers a refreshing perspective from someone who is a hardmode raider. She says:

Maybe – just MAYBE – this change won’t be the end of raiding. You want to know what this Elitist prick thinks? I think this change could rock. Yes, you heard me right. Do I have concerns? Yup. But’s look at the possible positives

Larísa at The Pink Pigtail Inn takes the opposite view, worrying about the effect this will have on 25-man raiding, especially if the incentive structure doesn’t support 25s enough.

Pewter, the Mental Shaman, not content with stealing my section title (“the rise of the alt”, I swear I wrote it first, I just post slowly!) also put forward a very measured take on the proposals from the point of view of an officer in a 25-man raiding guild.

 

Difficulty

I’ll illustrate this with a quite from the EU thread:

dear blizzard,

Reading this gave me a bad feeling about the future of wow, casuals and hardcore players will be the same with this change. There will be no reason to do 25 mans because you can get the exact same things from both modes, unless blizzard makes both modes actually hard and the hardmodes would actually be hardmodes.

There’s so many things wrong with this logic, but this (albeit stated more eloquently) is a fairly common sort of feeling, so let’s examine it.

First, there’s an implicit equating of 25-man with “hardcore” and 10-man with “casual”. Go join a 10-man strict guild and tell them they’re “casual”.

There’s then a related implicit assumption that 10-mans are easier. Currently they are, because they’re designed to be run with gear almost a full tier behind the cutting edge, so 25-man guilds are steamrolling the content with more HP, more DPS, and faster, more powerful heals than is ‘required’.
But it doesn’t have to be that way. We’ve recently been working through heroic modes in Icecrown, and even with 264 across the board Marrowgar-10H is no joke, while Marrowgar-25H is far, far easier. On the other hand, Saurfang-10H is easier than Saurfang-25H. Different fights scale differently as you increase the number of players available.

Larísa actually captures it nicely, so I’ll quote her again:

If you’re in a 10 man raiding guild you’re likely to say that 10 mans are exactly as challenging as 25 mans – if not more, since the failure of one single player will have bigger impact of the outcome in many fights.

If you’re in a 25 man raiding guild you’ll probably argue that getting 10 people come together and play as a team is a piece of cake comparing to the administrative nightmare of arranging 25 man runs. Apart from that it’s way more likely that one out of 25 will screw up or just get dc:d in an encounter with tight margins, than that someone will fall off when you only have ten people to worry about.

I’m a huge fan of individual responsibility in raids, so I like the 10-man paradigm precisely because one player’s error can be highly significant. 25-man raids feel more anonymous and errors tend to average out; sure they matter, but they get compensated for more easily. One person going LD in a 25-man raid might be more likely but has a smaller impact, weigh those two together and, at least for me, it’s pretty much a wash.
Then raise the relative gear requirements of 10-man raids so that you can’t create yourself an artificial margin by overgearing the place and you have a great environment where everyone gives their best and focuses.

From this healer’s perspective, the big improvement of 10-man raiding over 25-man raiding is that you won’t have one of each type of healer available, so you won’t be able to slot neatly into a standard template, but you need to adapt and work outside your comfort zone a bit.
For example, Saurfang-10H tend to need to be 2-healed. But once you get to 1 Mark of the Fallen Champion you’re already healing two people full-time, and then there’s the raid damage to take care of. 2 Marks is really unpleasant. A Paladin trivialises this a bit with Beacon of Light, but if you don’t have one you need to adapt by stretching yourself and using your multi-target heals as best you can. We have our Shaman Chain Heal the tank through the Marked player(s), for example.

The rise of the alt

More interestingly, this does seem to suggest a subtle shift towards more alt raids. If you’re limited to one raid a week per character, your off-night runs will now need to either be runs to older content, maybe on heroic, or alt runs.

When I was co-leading a guild, particularly after dual-spec was introduced, we enshrined the concept of Substitutes. These were alts or offspecs who gained higher loot priority than regular alts, but agreed in return to maintain their alternative role and to switch to fill that role if we needed it in a given raid. The need for Substitutes was evaluated by the Officers and carefully reviewed, but ended up helping us out a lot when we were short tanks or healers in particular, and provided a more structured approach than letting people develop offspecs as they felt inclined.
Adapting this sort of concept could have strong rewards for either type of guild in Cataclysm, with massively increased flexibility for raid leaders. Taking it further, you could even allow some players to go “dual-main”, although your loot system will need to be flexible enough (or carefully modified) to handle this.

Since I only really play healers, and I prefer to concentrate my achievements on one character, I probably won’t be going dual-main, but the raid leader in me likes the idea.

The death of 25-man raiding?

I’m not convinced the sky really is falling. Will the number of 25-man guilds reduce? I’d bet on it. But the people who leave will be those who do 25s for the loot, the prestige, or the challenge. The 25-man guilds who remain will remain either for the “epic” feeling of a larger raid or role team, because like Pewter they have more than 10 friends, because they have faith in the leadership and want to remain in their guild, or because for whatever other reason they actually like the 25-man format.

If people don’t enjoy 25-man raiding, then allowing them to face the same level of challenge for the same rewards in an environment they prefer can only be a good thing.

Personal Implications

Cataclysm is a long way off, but the changes to guilds were already giving me a hankering to get back into guild and raid leadership again. These proposed changes have pretty much cemented this in my mind.

So I’m giving serious consideration to dusting off <Intent>, updating the policies, finding some more dedicated, professional raiders and forging a 10-man path to Deathwing.

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Cataclysm Class Previews – Summary

Posted by Malevica on April - 15 - 2010

Now that we’ve seen all four of the healing class previews (Shaman, Priest, Druid and Paladin), what can be inferred from looking at the previews as a whole?

Standardisation

The first and most obvious theme running throughout all of the class previews is the standardisation of the basic toolkit for all of the healers. Once Cataclysm arrives, every healing class will have three direct healing spells: a fast and small but expensive heal like a Priest’s Flash Heal today; an efficient and moderate-sized heal to act as the default “go-to” heal; and a large, expensive heal for when throughput really counts. The classes have had their basic tools reworked or extra heals added to achieve this.

What’s more, the developers have made it clear repeatedly throughout the previews that they intend to move the classes out of the niches that they have been in over the last few expansions. The best example of this is the big boost to the Paladin’s raid and AoE healing potential.

The point of this is to further the goal of “bring the player, not the class”, allowing every healer to be better-suited to both tank healing and raid healing; of course habits, preferences and in some cases just naked prejudices won’t change overnight, but this is a positive direction to be going in.

I’ve not heard many complaints about homogenisation, although I’m sure that is a fear held by many. Homogenisation to the extent that all the classes are the same but with different artwork would be a bad thing for the game, but so is having your class be ineffective in particular instances or encounters. With these previews Blizzard do appear to be trying to retain individuality and allow healers to specialise, while not forcing a specialism on players.

Looking forward to seeing a new wave of raid healing Paladins in Cataclysm!

Positioning

Another common theme in the previews was the apparently increased importance of awareness of your position, the position of the raid, and the position of the damage. From Leap of Faith and Power Word: Barrier to Healing Rain through to Healing Hands and Efflorescence, every class gained a new ability which will require them to target it carefully to get the desired benefit, either by casting on the ground, by positioning themselves near those in need of healing, or by casting on the person in the most advantageous position.

This has the effect of getting healers to look away from their health bars and take stock of who is standing where, and also suggests that raiding in general will be more position-focused than it has been in the past.
Positioning is a key part of many fights in Wrath, particularly hard modes, and it’s something that I see a lot of people struggling with; I hope this works as a way of adding challenge back into the encounters again, making strategy and coordination pay bigger dividends.

“Fun”

When Blizzard talked about the talent tree changes way back in 2009, they told us they wanted to strip out all the passive talents and allow us to pick and choose for utility. Where “cookie-cutter” builds today might say “start with 14/54/0 and spend the last three points however you like”, the aim is that in Cataclysm we will see more of those free points, especially since the trees aren’t becoming any deeper but we are gaining five additional points to spend by the time we reach level 85.

We haven’t seen enough detail to call this one way or the other, we can look at the extra new abilities each class will get to do their job and consider those a step in this direction. The standardisation of the core abilities allows the developers to be a lot more free with the rest of our toolkit, since we won’t need to spend tons of talent points simple to make our baseline abilities up to snuff. I’m very keen to see the new talents when they are revealed.

Reactions

As a final point, I don’t like to end on a low note but I wanted to remark on the amazing amount of cynicism that’s been on display around the web. Not everywhere, but neither do you need to look hard to find it.

First, these are previews, and in some cases fairly obviously preliminary ones at that. If an ability sounds ok but underwhelming, there’s plenty of time for it to be souped up before release. I’d be extremely surprised if everything here made it live in its present form. So don’t panic just yet.

Second, instead of focusing on how much you didn’t get, why not look at what you did get? Instead of looking for the worst case scenario of just how useless and impractical a new ability will be, why not look for the potential, for all the creative and raid-saving used to which you could put these abilities?

Thirdly, “fun” is about as subjective a concept as they come, so what you consider fun is unlikely to be universal. It’s tricky to judge based on three spells and some preliminary thoughts about the future direction how much fun it will be to play a particular class. I often find Paladin tank healing fairly boring, but others get great satisfaction from feeling themselves slotted neatly into the role and being able to hone their throughput or free up GCDs. I love abilities which test my situational awareness, others feel that they are busy enough playing triage with the green bars.

And I love vehicle fights.

Well, someone has to!

 

Lastly, remember that Blizzard does play your class, they have plenty of people on the payroll who understand your class, probably better than you do, and they are not out to deliberately break your class.

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