Archive for the ‘Paladinning Info’ category

How To Use World of Logs to Spy on Pros (Also Heroic Megaera Holy Pally CD Usage Discussion)

June 16, 2013

EDIT: Want to learn even more about World of Logs and Holy Paladins? Lucy over at Intellect Plate has a comprehensive and excellently written guide which touches on this topic and so much more, I highly suggest you check it out! (I wrote this post merely days after her guide was published, not realizing that she had already covered pretty much everything I bring up. I swear this was an unfortunate coincidence and I offer her my apologies.)

I’m always getting told that my World of Logs posts are long and boring, and the only people who would make sense of them are people who don’t need to be reading World of Logs tutorials anyway.

Yes, yes, no one ever words it quite like that. THATS STILL WHAT IT MEANS.

So I am going to try again.

In my last couple of posts, I mentioned creepy stalking looking up the pros and admiring their use of cooldowns. I didn’t go into details on my procedure and perhaps there are people out there at this very second thinking to themselves, “I wish I could look at Pro logs but every time I open World of Logs I get dizzy and sleepy.

To those people, I present: How to Use World of Logs to Spy on Pros

And for intermediate WoL users, those of you who pull up CD graphs but aren’t too sure what you’re looking at, you guys can scroll down to the last section. There we are sipping tea and calmly discussing Megaera rampage CD usage.

Finding An Interesting Log

1) Go to http://www.worldoflogs.com

Simple enough?

2) Select HPS

hps

3) Select your region (US&EU for me) and desired Mode (25 Heroic for me), in that order

findingpros

4) Choose your boss fight and hit “Rankings” (for this post, it will be Megaera)

findingmegs

5) Select the little Holy icon under “Paladin” and choose a recent log from a paladin on server where you understand the language.

selectingapro

I’m sure Афиа is amazing, but deciphering his or her spell names just won’t be worth the trouble. You want to go with a recent log too, as fight mechanics and class intricacies change over time. The more recent the log, the more likely it’ll give you an accurate representation of that fight for your class.

6) Click on a Paladin’s name, and check out their spell breakdown tab before hitting the “Buffs Cast” tab.

spellbreakdown

I’m not sure what general etiquette is for using screenshot’s of a stranger’s logs. To give credit where credit is due, these are Aladya’s (from Method) logs from June 5. I picked these particular ones because the CD timing on them is perfect for teaching. If it’s inappropriate for me to use them, I will take them down and apologize profusely.

7) To view CD usage click on the “#” next to the cooldown(s) you’re interested in

choosingCDs

Note that you can also select debuffs, and under the “Buffs gained” tabs, you can view uptime of buffs or debuffs that are cast on a player by someone or something else. For the sake of this discussion, though, we only care about Holy Pally CD casts.

8) Admire the graph you’ve created

CDgraph

Discussion

First, there’s a graph with pretty squiggly lines. The light yellow one shows damage the raid is doing (we don’t care about that at this time) and the orangish line shows damage taken by raid. If you’re colourblind, you can distinguish them (at least on this fight – and that’s why I picked this fight) because damage taken spikes at 6 specific spots.

Those 6 specific spikes are Rampages.

Under the pretty squiggly graph, there are green bars. Each green bar shows you when a buff was active. If you mouse over a green bar on World of Logs (note, this won’t work on my screenshots!), a tooltip will pop up showing who had that buff on them. Especially useful for assessing Eternal Flame usage, but also helpful if you happen to be interested in Beacon, Hand of Purity or Hand of Sacrifice targets.

From this graph, we can see that our pro paladin has Eternal Flames running throughout the fight on a number of people (the brighter a green bar, the more people that buff is on).

We can also breakdown his CD usage per rampage:

Rampage #1: Holy Avenger, Divine Favor and Avenging Wrath. (Guardian of the Ancient Kings was used as well – I forgot to add it when doing the screenshot.)
Rampage #2: None
Rampage #3: Holy Avenger and Devo Aura.
Rampage #4: Avenging Wrath and Divine Favor
Rampage #5: Holy Avenger
Rampage #6: Devo Aura, Intellect Potion (also Guardian of the Ancient Kings, missing from screenshot)

Avenging Wrath and Divine Favor were used again at the very end of the fight. (Had it taken longer for the last head to die, they could have been used on the last Rampage, but DPS was too high and they weren’t off CD yet.)

I added Divine Plea to the screenshot as well, you can see how it was used shortly before the third and fifth rampage.

Now, when I’m writing Holy Pally beginner CD guides, I always say “Don’t use Divine Favor and Avenging Wrath at the same time, you just get more overheal and less time with an active throughput CD“. I stand by that. For 5s, most normal fights and periods of lowish damage, at least. When damage is periodically intense (such as this fight) and every ounce of healing will be useful, you might as well hit with everything you have. Plus, the earlier you use your CDs, the more likely they’ll be up at the end.

For progression fights – whether you’re doing crazy heroic modes or you’re working on normal Horridon, you can plan your CD usage based on fight length and the time it takes for CD to come up. And then your “Buff Cast” graph can look like this one.

Ending Words

I was going to end this post by adding a few more CD graphs of top Holy Paladins. Then I realized that I’d be wasting a precious exercise opportunity. So go, use the instructions here to find other examples of Holy Paladin CD planning!

Hours and hours of fun, I assure you!

Holy Avenger and EF Blanketing – The Results

June 15, 2013

As I was researching yesterday’s post (and by researching, I mean creepy stalking top Holy Pally parsers on World of Logs), I noticed that every one of them was using a healing technique I hadn’t tried:

Holy Avenger on CD, Holy Power built through Holy Radiance and Holy Shock and sunk via Eternal Flame blanketing over as much of the raid as possible.

I checked both 10s and 25s, under the Heroics tab. Both used this trick, though 25s players seemed more likely to blow Divine Favor and Avenging Wrath at the same time as Holy Avenger (time for a macro?) while 10s generally staggered their CDs out more.

So it seems I’m well behind the times (that’s what happens when WoW takes the backseat for months), but I’m sure I’M NOT THE ONLY ONE.

Plus before and after screenshots are always tons of fun.

The Changes

On top of using the Holy Avenger trick, I also started tracking Illuminated Healing (Mastery). I doubt it made a significant difference but it did lightly influence where I would cast my Holy Radiance/Holy Shock/Eternal Flame.

Our healing comp was a bit different than last week too. Last week my Copally was away, and this week we were missing our Monk and Druid S. This would have an effect on how each of us heal in comparison to one and other, but I really don’t think it would account for a drastic change. After all, we rarely use the same healing comp on a given fight from week to week anyway.

In terms of gear, if you look at the past few weeks, my gear will have improved, but between this week and last, the only differences were how I found two pieces that made me to think “I could have sworn I’d reforged these!“, and my weekly VP gear upgrading. So, some influence on my stats, but less than a clear change.

Notes on Throughput and Functionality

This is obviously a post on throughput. Throughput has its place. After all, if healers can’t keep up with the damage or with their teammates, they’re holding the raid back. Plus, guild and healing leads from all brackets (yes, I’ve seen leads from guilds who can’t kill normal Horridon obsess over healing meters) don’t see past meters and HPS. So meter milking is a good skill to have if you want some peace and quiet.

However, throughput is not a replacement for functionality.

A healer’s first priority is to keep the raid (or healing assignment, depending on the team and the fight) alive through every mechanic. Standing still and spamming heals isn’t a luxury most of us have access to. (And even if it were, it doesn’t sound very fun, you know?)

My poor copally, who ended up, without his knowledge (if this were real science, this experiment would never make it past the ethics committee) being a control subject, is by far a better healer than I am. I spend more energy looking up techniques, but he makes less mistakes than me, and doesn’t panic and freeze up the way I do. When it comes to choosing a paladin for exploratory fights, he is the obvious choice.

Once your priorities are covered, though, there’s nothing wrong with taking your art to the next level and squeezing extra out of your character.

I wouldn’t necessarily recommend Holy Avenger to a freshly-pressed, new paladin. I’d like to see a new paladin healer master Beacon healing, Holy Power cycling and cooldown management before adding yet another CD. Once those are down, then by all means.

For your amusement, here is a list of my screw ups last night as I tried to fit the new technique into my routine:

1- On H-Jin’Rokh, dropped a fissure in the middle of raid.
2- On H-Horridon, almost got eaten by my pink dino (have really no idea how I survived that)
3- On H-Council, drowned in Quicksand
4- On H-Iron Council, got 3 stacks of flame lines, had to bubble, then had no bubble left to mask my inability to handle tornadoes. Also missed my pre-tornado Aura Mastery.

While on the average raid night, I earn no shortage of “that’s not good” and “Rykga, Rykga, Rykga“, the above aren’t mistakes I typically make (except for pre-tornado Aura Mastery. I always screw that one up.)

But enough chitchat. Here are the preliminary results of my healing with Holy Avenger experiement. (Also keep in mind that I was very clumsy with the technique. Imagine what this would look like if my CD timing were perfected!)

(more…)

WoW… Oh hei! I still play that!

June 14, 2013

You know you’ve fallen out of the loop when you come across lists of Holy Paladin bloggers… and your name is nowhere to be found. Which is fair enough – I haven’t written anything substantial since that guide from two patches ago, which I never even polished up. It’s just. That. Time. Goes by. So fast. SO FAST. Didn’t I write that last guide post YESTERDAY? OMG.

But have no fear! Newcomer bloggers Paladiner and Lucy have got you covered, especially when it comes to Heroic Mode info. Super busy Getsu also finds the time to post some Holy Paladin thoughts as well (I complain that I can’t update because I’m busy, but he’s like 200 times busier than me and still finds time for Holy Pally philosophy /shame).

And if Heroic raiding and patch notes aren’t your thing, the awesome Megacode is still going strong with his regular podcasts on Normal modes, basics and other must-knows. He’s also done some fantastic interviews with high profile players. (Speaking of Megacode’s podcasts, I’m not sure if I’m allowed to say it yet, but I wasn’t told not to say anything and I’m super super excited so I’m going to say it anyway: he has another round table coming up! I can’t wait! I think we should do like a holy paladin cafe once a month, where a bunch of us grab mics, a bunch more get into the chat channel and we just pally talk. No prep, no editing. Just glorious, glorious pally talk. Would anyone else be interested in that?)

So we’re digesting 5.3 sideways, 5.4 is on the horizon (already? WTF) yet all I want to talk about are Bioware games and nerd conventions. That’s just how I am. But still, I will not be left out during these kinda-difficult-but-we’ve-been-through-worse Holy Paladin times.

5.3 and The Great Mastery and T14 4-pc Nerf of 2013

Of Tier Gear 14 and 15

Unlike most, I made the switch from T14 4pc to T15 as soon as I had enough T15 to get a 2pc. The reasoning was that my T14 gear came from a mix of LFR and Normal mode while my T15 was nice and shiny Normal and Heroic stamped.

I experimented by switching back and forth, and once I got used to both, I could get roughly equal numbers. T14, for me, was all about the EF blanketing, while T15 lets me go crazy with Holy Radiance. (Holy Radiancing – something I know many of my fellows are ticked off about. But what can you do? Perhaps it’s just our overachieving tanks, but it seems like the only T15 fight where we need any kind of tank healing assignments is Heroic Mags and MAYBE SOMETIMES Heroic Council. For everything else, there’s Holy Radiance.) As I shifted toward T15 and got deeper in heroic content, I found that my old T14 set just didn’t have the mana regen necessary for today’s modern boss fights. So off to the vendor we went.

Paladiner suggests skipping the T15 4pc. His experience with specific fights doesn’t reflect my own, probably because he runs with a different healer team makeup, and, more likely, he does 10s while I do 25s. But! As stubborn as I am about keeping my shiny 4pc, I do agree that the extra stat bonus from an upgrade from normal-mode T15 piece to a heroic (or better, a Heroic THUNDERFORGED!) non-T15 piece would probably give your healing more oomph than a boost to Beacon.

There are some exceptions – my copally and I cross-beacon on Heroic Mags and we each get a lot of healing out of it. A lot. While we don’t seem to get the same kind of Beacon numbers on Heroic Council, I suspect that when we switch to direct healing Frostbite targets, our Beacons (again, cross-beaconing) have made other healers lives much easier. Otherwise, it seems the other fights in Throne are more raid damage typed, where extra Mastery and extra Spirit to support shiny Holy Radiances would go further than a boost to Beacon.

That said, I creepy stalked some of the highest HPS pallies in the US, and the vast majority (but not all!) were using T15 4pc. Note, though, their healing situations might not reflect that of the average raid. Plus they might swap gear around between fights.

And, what else? Oh yes, Mastery nerfs. Ouch.

Mastery Nerfs and healing styles

I checked my logs after the nerf and I half expected to find myself booted from my guild. It hurt my healing that bad. My copally was healing just fine, though, so I think the numbers may have had more to do with me than with the nerf. I tried harder the next week, and while I couldn’t get to where I was before the nerf, I did manage to not be rock bottom of the meters on every fight.

A couple of pallies asked me if they should change their stat priorities given the changes to Mastery. I don’t do much experimenting with things that extreme – but if anyone wants to give it a try, I’d be happy to look at the results.

I went to World of Logs again and went through a dozen of the highest ranking paladins (for 25 Heroic, mind you) and Mastery was a unanimous priority.

Another unanimous trait was the healing style of Holy Shock/Holy Radiance to generate Holy Power, followed by Eternal Flame blanketing. I swear most of them don’t even have Light of Dawn in their spell book.

(I try to heal like that, but apparently I fail pretty hard. In a fight 90 seconds shorter, Envy’s Finella gets more than twice the Holy Radiances and EFs out than I can!)

A strategy they use and that I hadn’t come across in discussions, is to take Holy Avenger (remember Holy Avenger, the level 75 talent?) and use it on CD. Combine with Divine Favor and Avenging Wrath for extra sexiness.

Simple and brilliant. For 18 seconds, you can get a lot of badass Eternal Flames out. Then you have 72 to 102 seconds to generate EFs the old fashion way.

I’m going to try this tonight.

As for meter rankings for the pros since the nerf, it seems that those pallies who were topping the meters before are now only slightly behind their Disc Priest buddies. Their healing environment is kinda different than the average raider (they have less healers, which spreads damage differently, and their healing aims more for numbers than functionality and bare survival), but the rest of us still have no excuse.

5.4, Flex Raiding, Minor Changes and Beyond

The Holy Paladin of the Future

I was happy to find no trace of those Eternal Flame nerfs everyone’s been panicking about. (Those aren’t hidden somewhere, are they? I’m scared!)

Our class changes are pretty minor. Paladiner’s wringed as much analysis out of our set bonuses as possible. Dedralie at Healiocentric has some discussion on our general changes on her blog as well.

If you want a TL;DR of our predicted changes, here it is: some wording on talents and some tiny number adjustments on Hand of Purity. At the time, I doubt anything will actually be noticeable in game. (Other than, obviously, T16 gear.)

And Flex Raiding!

Flex Raiding

Why is everyone so upset about Flex Raiding?

I think my guildy had the best reaction to the announcement: “Will I be getting an achievement for Flex Raiding?

I can see how a third lockout would be annoying to guilds in the upper-but-not-raiding-24-hours-a-day bracket. Even so, it only takes a couple of weeks for these guilds before everyone has everything they need from pre-normal raid lockouts, weeks where most of us are chained to our computers anyway. And adding a third lockout would probably reduce the number of weeks it takes to get saturated with pre-normal gear.

Personally, I’m super happy about this. I doubt, however, I’ll use it much. For me, I think, Flex raiding is coming too late. For the longest time, I wished there were some way I could help my off server friends with current tier fights without having to built a raiding alt. I also wished there was a way we could have scaling fights, so we didn’t spent more time looking for pugs than actually playing. By now, though, most of my off servers friends have scattered. I’ve lost touch with too many of them and don’t feel comfortable sending a “hey, wanna Flex Raid with me?“. But still, I’m happy the opportunity will be there, should I get the call.

It might also be a way for me to connect with my own guild. During regular raids, I still freeze up whenever someone talks to me (and with my fluttery attention span, it’s very hard for me to concentrate on the raid and chat to guildies at the same time). I tried running LFR with them, but it’s not the same with a bunch of a strangers in our group. So even though I’ve been in the guild for months and am quite happy (the raids are efficient, fair and entertaining, what more could I ask for?), I’m not as engaged as I usually am. Flex raiding would perfect for drunken, no stress guild fun.

What else is coming up in 5.4? Virtual realms?

Virtual Realms or Are we really just looking for an excuse to overreact?

I play on Tichondrius, which, I think, has become the most populated realm after last week’s character service discount. Why everyone wants to move to a server where there are up to 40 minute queues in the evening and where you have to get up at 5 am to do dailies if you don’t want to spend more time getting ganked than playing the game, I have no idea. But long story short, I don’t think I’ll be affected by virtual realms.

As for everyone else, it sounds like virtual realms will help somewhat with the challenges of playing on a low pop server, namely guild recruiting and finding fun things to do with strangers on offnights. Perhaps I’m missing something huge, but I can’t see where the problem is.

There! A WoW post at last!

I think that sums my recent thoughts on the game.

I do still play, I assure you. Cadenza is now 7/13H in 25s. Thankfully, Throne of Thunder calls for waaaay less twitchy movement than, um, that other dungeon who’s name I apparently blocked from my memory. I still die enough to worry about getting kicked. Every time I see an in-game mail from my GM I get all “oh noes!“. (It’s usually just a shipment of raid food, though. Why he does this, I’m not sure. I wonder if his food Auction House alt has a name similar to Rykga and I’m getting them by accident. Or perhaps it’s a quiet hint that I need more spirit. But, you know, I won’t turn down free raid food.)

The mic port on my desktop blew so now I can’t talk on Vent or Skype or Mumble. Not sure if there’s a way to fix that without having to change my whole motherboard. (While I did build this computer with my own two hands, I’m still pretty clueless about how everything fits together.) I’m quite sad about it but not enough yet to dare rip my tower apart. The laptop still works, anyway.

And, um, I’m really trying to find things to write about here. It feels like when I write to my mom: “Dear Mom, I am still alive. I work a lot. Sometimes I go hiking but not very often because it rains all the time. We got snow last week too. I went to the SPCA this morning and walked a dog. I made soup in my slow cooker overnight and it tasted funny. Do you know what I am doing wrong? My computer is being buggy again. You should try Granville Island Brewery’s Summer Mingler pack. It’s quite delicious. That’s all I can think of. Love, Jenn.”

Alright, time to shut off the computer so my eyes don’t hurt for raid. Talk to you all again in like a month!

Holy Paladin Notes for Throne of Thunder: Tortos

April 10, 2013

So. I’ve had the chance to see Throne of the Thunder a few more times since part 1. I started writing part 2, but got as far as Tortos before my blogging juice ran out. After sitting for 3 days on a Tortos write up, I figured I might as well post it. I can do the next fights, well, if I ever get a day off work or something.

(Also realized that April 7 was my fourth bloggiversary! 4 years since I wrote my first post here. It feels just like yesterday, yet like an eternity at the same time. So much has happened since then, so much, so fast! A huge heartfelt thank you to everyone who’s ever read this little corner of the internet, linked to my posts, commented, offered me advice, RTed me on Twitter, hung out with me, invited me to their blog or podscast, got drunk with me or put up with me in any way. And a special cheers to all the guildies and friends over the years who’ve been such good sports about being featured as characters on this blog. You guys are the best – whether it was by or against your will. Here’s to 4 more years of being big grown up kids.)

Tortos

Icy Veins overall strat: http://www.icy-veins.com/tortos-detailed-strategy-wow

Predominate damage type: Physical (Though the raid will smacked by Nature damage from Rockfall)

Suggested Spec and Glyphs: http://www.wowhead.com/talent#l!^N|cnr

Track on your frames: None!

CD timings:
Devotion Aura – If you use it right after the first Quake Stomp, you can probably fit it in again near the end.
Guardian of Ancient Kings – Might be able to fit in twice if you use it right away. You’ll definitely want it off CD for the end.
Divine Favor/Avenging Wrath – You can use them on CD, or right before (or after) a Quake Stomp.
Divine Shield/Hand of Protection – Can be used to evade the stun from Quake Stomp. Hand of Protection can be used on a co-healer while you have Forbearance. Nice for 10s groups who 2-heal.
Divine Protection – Can be use for Quake Stomp or in combination with Hand of Sacrifice on the tanks, if Glyphed. If not Glyphed, use after Quake Stomps.

Move if: You are standing in swirly circles (Rockfall) or a spinning turtle is heading toward you.

Positioning: Kinda spread out. You’ll be moving and dodging most of the fight.

Discussion:

Quake Stomp (physical damage) happens about every 50 seconds. Before Quake Stomp, Rockfall will hit about once every 10 seconds, after Quake Stomp, it’ll be twice per second for 8 seconds, hence all the post-Quake Stomp cooldown suggestions. Toward the very end of the fight, Tortos kind of goes nuts with his little turtles so you’ll like to have some CDs available for that.

For glyphs, I opted for Glyph of Divine Protection to use during Quake Stomp and to help with Hand of Sacrifice. If you’d prefer to use Divine Protection to ease Rockfall’s Nature damage, you can pick another favorite Glyph.

Talentwise, Pursuit of Justice seems the most logical speed increase since you’re constantly running short distances. I haven’t actually tried Burden of Guilt, but I’m told that it can help slow the spinning turtles. I prefer Eternal Flame for level 45, but if you always use Light of Dawn on this fight, you could consider Sacred Shield. Clemency is nice for extra Hands of Protection, though Unbreakable Spirit works well too for more selfish healers (like me). Since there is constant damage throughout the fight, I’d go with Divine Purpose. And, Holy Prism is helpful since most of the raid will be spread out (though on 25 Light’s Hammer still does pretty good healing when used on the melee).

Happy turtle hunting!

A Type Out of my Notes for the First Part of Throne of Thunder

March 27, 2013

Today on Twitter, ‘mogging artist (and holy paladin!) Mia (from Mogalicious Mia) asked me whether I’d be writing about holy paladining one’s way through Throne of Thunder.

I’m always up for a challenge so I said “sure, why not!

Obviously there’s a reason I should not be writing tips to Throne bosses. Notably that I missed the first two weeks of patch 5.2 due to my mom visiting (as guilty as I felt for not raiding, I would have felt even guiltier about ignoring my mother whom I hadn’t seen in two years) and that by the time I was ready to go again, my guild was just wizzing through most of the fights, with me not knowing too much what was going on. I haven’t even seen Jin’Rokh on normal. I can write all about wiping on heroic (my raid did eventually get him down, but it was while I was busy performing my bench duties) or winging it on LFR, but normal mode is all educated guessing for me.

Still want to read my notes?

If you haven’t left yet, here’s a nice and tidy (IMO) version of my raid notebook scribblings for the first three bosses. If nobody throws icky tomatoes at me, maybe I’ll do write ups for the other Throne sets as well.

Jin’Rokh

Icy Veins overall strat: http://www.icy-veins.com/jin-rokh-the-breaker-detailed-strategy-wow

Predominate damage type: Magic (Nature)

Suggested Spec and Glyphs: http://www.wowhead.com/talent#lP]|Inr

Track on your frames: Static Wound (optional)

CD timings:
Devotion Aura – Half the pallies in the raid can chain it during Lightning Storms 1 and 3, the other half can do #2.
Guardian of Ancient Kings – Can use twice if your raid is really bad outside of Lightning Storm. If the only time you really take damage is during Lightning Storm, then you can use it once, your choice of Storm. (Depending on your timing, you may be able to use it right after the first Thundering Throw then during Lightning Storm #3)
Divine Favor/Avenging Wrath – I popped one shortly after the pull and the other after the first Thundering Throw, then as they came up. Alternatively, you can use them when your raid takes spiky damage, notably during Lightning Storm.
Divine Shield – (Heroic mode only) Consider bubbling halfway through a Lightning Storm so you stop moving and cast some yummy heals. Pairs well with Guardian. If you’re specced into Unbreakable Spirit, you may be able to squeeze this in on Storms 1 and 3.
Divine Protection – (Heroic mode only) With my weak gear, I found this was the only way I could survive dispelling Ionization on myself. (Sometimes I’d die anyway – Ionization sometimes ticks twice when dispelled, not sure why.) When there’s no Ionization coming up, this is a good one to use on cooldown.

Move if: You are targeted by Focused Lightning, someone is dragging a Focused Lightning through you (I died to this a lot and felt very stupid), you need to dispel Ionization (heroic mode only) off yourself, Lightning Storm is about to start.

Positioning: Grouped up on the left side of the pool (if dropping Focused Lightning on the left). Lightning Storm is probably grouped up on normal (not sure!) and more spread out on Heroic (easier to dodge lightning balls).

Discussion: I went with what I would call my “default” glyph set. Talent wise, I hesitated between Speed of Light and Pursuit of Justice, but in the end I found that occasions where I had to run were far enough apart that I did fine with Speed of Light. You don’t really need a speed buff anyway, but it does help if you’re distracted and need to prevent an oopsie in a hurry. Next relevant tier, I went with Eternal Flame because I almost always go with Eternal Flame. I suppose you could take Sacred Shield if it’s more your style. Next tier gets interesting. I did my attempts with Hand of Purity for Static Wound, but when I forgot to cast it I noticed zero difference. That said, if your tanks are going squish, definitely track Static Wound and use Hand of Purity. Otherwise, reduced cooldowns, especially for Divine Protection are very nice. Next tier, I’ve seen Holy Avenger recommended, and I would agree if your team is having trouble surviving Lightning Storm. Personally, since you can only really used it on Lightning Storms 1 and 3, I wasn’t willing to give up bonus Eternal Flames from Divine Purpose. (Next time I do heroic Jin’Rokh, though, I will try Holy Avenger.) And finally, I’ve only really tried Light’s Hammer. Since everyone should be grouped up during Fludity phases (and on normal mode, I imagine Lightning Storms are grouped) it is the logical choice.

Horridon

Icy Veins overall strat: http://www.icy-veins.com/horridon-detailed-strategy-wow

Predominate damage type: Physical (tanks), Physical (raid, less progressive teams), Magic (raid, more progressive teams)

Suggested Spec and Glyphs: http://www.wowhead.com/talent#lTN|cnr

Track on your frames: Triple Puncture. (Also, if Magic/Disease debuffs and Stone Gaze if they don’t show up by default – these are to be dispelled, dispelled, dispelled!)

CD timings:
Devotion Aura – Can probably squeeze it in 2-3 times. All troll phases deal significant magic damage, so use it wherever your team seems to be struggling.
Guardian of Ancient Kings – Can usually use twice. Depending on how your team takes damage, maybe use it during troll phase 1, then near the end. Adapt as needed.
Divine Favor/Avenging Wrath – Might as well use on cooldown.
Divine Shield – Use when you want to hide a screw up.
Divine Protection – Can probably fit it in once or twice per troll phase. Use whenever big damage goes out, or (only if Glyphed) when Hand of Sacrifice is going on the tanks.
Hand of Sacrifice – Sexy for tank damage. Can be especially helpful if cast right before Triple Puncture if the tank has a lot of stacks. (Use Glyphed Divine Protection on yourself.)
Hand of Protection – Can help non-pally tanks remove Triple Puncture while Horridon is stunned. Warn your tank if you plan to use this.

Move if: You are standing in Sand Traps, in Living Poison, near Frozen Orbs (they weren’t cast by your mage), near a Lightning Nova Totem, in front or behind Horridon, you are targeted by Charge. In other words, move if you are standing in shit that makes your health drop.

Positioning: On the side of the boss. Not in front or behind him. On the fourth troll phase, you’ll want to spread out by 5 yards as much as possible.

Discussion: I opted for Glyph of Divine Protection since I like Hand of Sacrifice a lot on this fight. Less progressive teams may also like this glyph to help mitigate melee damage that might occur for mobs that aren’t picked up fast enough. Someone who takes a lot of magic damage might want to leave out this glyph. On the talent front, the first tier doesn’t matter. In the second tier, Fist of Justice can help interrupt/stun unruly adds. Third tier, whichever you like best. I opted for Eternal Flame, as usual. Fourth tier, Clemency is great for Hand of Sacrifice, and if you’re helping a tank remove his (or her) Triple Puncture stacks, Hand of Protection. Fifth tier, there aren’t really any major damage phases, so Divine Purpose is ok. Sixth tier, I’ve yet to try it, but I’ve heard wonders about Holy Prism.

Council of Elders

Icy Veins overall strat: http://www.icy-veins.com/council-of-elders-detailed-strategy-wow

Predominate damage type: Magic (all types)

Suggested Spec and Glyphs: http://www.wowhead.com/talent#lTN|pnr

Track on your frames: Ensnared/Entrapped, if not tracked by default (dispel or Hand of Freedom!), Frostbite (optional)

CD timings:
Devotion Aura – Especially useful during Sandstorm. Can also help during Frostbite. And Overloads (Kazra’jin).
Guardian of Ancient Kings – Can be used once. Or twice if you pop it really early in the fight.
Divine Favor/Avenging Wrath – Might as well use on cooldown.
Divine Shield – Can use to get rid of aggro on Living Sands. Or clear Frostbite (though I wouldn’t waste it on that unless you’re having a lot of trouble keeping yourself up).
Divine Protection – Good during Frostbite and Sandstorm for sure, but not crucial. Can save it for those phases, or use it on cooldown.

Move if: You’re standing on a Quicksand or on some grey smoke (Kazra’jin’s Reckless Charge). Also if you’re targeted by a Shadowed Loa Spirit (don’t let it come close to you!)

Positioning: Kind of spread out. You can group or spread for Frostbite depending on the strat you’re using.

Discussion: Constant raid damage with rare moving gives a lot of opportunity to use Glyph of Divine Plea, but Beacon of Light could work too (especially if your tanks like to die a lot). Or Battle Healer or Avenging Wrath. On the talent front, Fist of Justice is helpful for stunning Loas (or pesky Living Sands), Clemency is nice for Hand of Freedom (for those Ensared), Hand of Protection (if your squishies are being eaten by Living Sands) and Hand of Sacrifice (tanks usually appreciate). Hand of Purity can take the edge of Frostbite, but keep in mind that the 70% DoT reduction does not work. I haven’t tried Holy Prism, but I’m told that with the spreading on this fight, it is very effective.

Yay that’s part one!

With these helpful pointers you should at least be able to understand why your raid finder groups are wiping.

All my thanks to my references: Plus Heal, MMO Champion’s raid forum and Icy Veins Holy Paladin Throne of Thunder Tips. Also lots of love to the guilds Cadenza (25m progression), Conquest (25m moderate progression) and Team Sport (10m casual) whose “damage taken” log section I borrowed to see where different types of guilds were getting smacked hard.

Holy Pally 4eva Continued: 5.2 Excellent Gear List

March 5, 2013

EDIT: Fixed a few pieces now that 5.2 is out. List should be slightly more accurate.

Yay, it’s almost time for 5.2! (Or not yay – I could have used a few more weeks of Tier 14)

And even though I’m sure there are computer generated gear lists out there that could save me time, I compiled, BY HAND, a gear list for myself. Note the emphasis on the by hand part. My hand makes mistakes sometimes, so if the order is screwed up, or there’s a wonky link, I deeply apologize. I did double check the list before I posted, but every now and again, I miss things. If you point out a mistake, it will be my immense pleasure to fix it.

Note that I’m also writing this with PTR data so the databases are a little buggy and not all the items listed have known sources. I have full intentions of updating this once 5.2 is live for a bit, but we all know how I am with updating posts.

Stat Priority

I went with a loose stat priority of Spirit >/= Intellect > Mastery > Haste >/= Crit, assuming that 5.2 doesn’t dramatically change our playstyle. Nothing from the patch notes suggests a Holy Paladin stat revamp, but I have been surprised before.

Since healing isn’t black and white, the order of gear on the list isn’t the uber ultimate truth. Quite often, choosing the order I was going to put them in was a question of deciding between 10 extra Intellect in exchange for, oh, I dunno, 20 Mastery. Trinkets are particularly bad since 1)they’re so situational, and 2)there hasn’t been a ton of testing on them yet.

Tier 15

I’m not too sure what I think of the bonuses. Extra healing on Daybreak is interesting – I really enjoy playing with Daybreak during raids – but its actual effective healing isn’t that exciting. I don’t know how much effect buffing it will have. I’m also looking forward to trying out the 4 piece. Honestly, I don’t really miss the big Beacon transfers from days past, but extra transfers from Eternal Flame ticks (I’m an incorrigible Eternal Flame blanketer) and/or more flexibility when simultaneously healing two tanks could have some fun effects on healing assignments.

If aiming for the 4 piece, I would suggest going with the Helm, Shoulders, Legs and Gloves. I don’t like the itemization the Chest, not one bit. Other options would be the Gloves (Iceshatter Gauntlets are sexy. If I only I knew where they come from.) or the pants (Matter-Swapped Legplates are nice.).

More About This List

I should probably mention that I only listed gear with an ilevel of 522. The Raid Finder/Heroic/Thunderforged gear was mocking me so I ignored it. I figured listing normal mode gear should be enough to steer us all in the right direction. If normal mode gear drops off a specific boss, guess what boss the Raid Finder and Heroic versions drop from! As for gear below 522, I wasn’t overly interested in it and thus left it out. The only item that stood out to me was Dragonmaw, Reborn (available for Blacksmithing), an option for those who didn’t get lucky with Sha Touched weapons in LFR.

And with that, please enjoy the following copy-and-pasting headache.

Head

1- Lightning Emperor’s Headguard (Tier 15 – Twin Consorts – 11th Boss)
2- Crown of Potentiated Birth (Ji-Kun – 6th Boss)
3- Haunted Steel Headcover (Blacksmithing)

Neck

1- Necklace of the Terra-Cotta Mender (Throne of Thunder Drop)
2- Horridon’s Tusk Fragment (Horridon – 2nd Boss)
3- Soul Prism of Lei-Shen (Lei-Shen – 12th Boss)
4- Choker of Stygimolochy (Oondasta – World Boss)
5- Passionfire Choker (Twin Consort – 11th Boss)
6- Mender’s Battletags (Shadow Pan Assault Rep – Neutral)

Shoulders

1- Lightning Emperor’s Mantle (Tier 15 – Iron Qon – 10th Boss)
2- Spaulders of Primordial Growth (Primordius – 8th Boss)
3- Shoulderguards of Potentiation (Shado Pan Assault Rep – Exalted)
4- Reconstructed Holy Shoulderplates (Durumu – 7th Boss)

Back/Cloak

1- Drape of Booming Nights (Jin’rokh the Breaker – 1rst Boss)
2- Dreamweaver Drape (Shado Pan Assault Rep – Honored)
3- Constantly Accelerating Cloak (Dark Animus – 9th Boss)
4- Shimmershell Cape (Tortos – 4th Boss)
5- Deadly Glare Cape (Unknown – probably Throne of Thunder Zone Drop)

Chest

1- Scorched Spiritfire Drape (Oondasta – World Boss)
2- Hauberk of Gleaming Fire (Shado Pan Assault Rep – Revered)
3- Lei-Shen’s Grounded Carapace (Lei Shen – 12th Boss)
4- Ionized Yojamban Carapace (Jin’rokh the Breaker – 1rst Boss)
5- Lightning Emperor’s Breastplate (Tier 15 – Dark Animus)

Bracers

1- Softscar Armplates (Shado Pan Assault Rep – Friendly)
2- Bonemender Bracers (Primordius – 8th Boss)
3- Armplates of the Vanquished Abomination (Horridon – 2nd Boss)

Gloves

1- Iceshatter Gauntlets (Durumu – 7th Boss)
2- Lightning Emperor’s Gloves (Tier 15- Council of Elders, also Nalak – World Boss)
3- Tortos’ Shellseizers (Tortos – 4th Boss)
4- Touch of Soothing Mists (Shado Pan Assault – Honored)
5- Skullsmashing Gauntlets (Oondasta – World Boss)

Belt

1- Waistplate of Channeled Mending (Shado Pan Assault – Revered)
2- Refreshing Abalone Girdle (Tortos – 4th Boss)
3- Waistband of Furious Stomping (Oondasta – World Boss)
4- Abandoned Zandalari Greatbelt (Throne of Thunder Drop)

Pants

1- Matter-Swapped Legplates (Dark Animus – 9th Boss)
2- Lightning Emperor’s Greaves (Tier 15- Ji-Kun – 6th Boss, also Nalak – World Boss)
3- Legguards of Renewal (Shado Pan Assault – Honored)
4- Legplates of Reemergence (Durumu – 7th Boss)

Boots

1- Ice-Scored Treads (Megaera – 5th Boss)
2- Haunted Steel Greaves (Blacksmithing)
3- Vaultwalker Sabatons (Throne of Thunder Drop)

Ring

1- Petrified Eye of the Basilisk (Horridon – 2nd Boss)
2- Durumu’s Captive Eyeball (Durumu – 7th Boss)
3- Ring of Shamuru (Oondasta – World Boss)
4- Ring of the Shado-Pan Assault (Shado Pan Assault Rep – Friendly)
5- Ro’shak’s Remembrance (Iron Qon – 10th Boss)
6- Eye of Oondasta (Oondasta – World Boss)
7- Signet of the Shado-Pan Assault (Shado Pan Assault Rep – Friendly)

Trinket

EDIT: There has been some analysis done on the trinkets. At the time of this update I haven’t read into details, but check out Therya’s 5.2 Healing Trinket Compendium.

Intellect with mana regen:
1- Horridon’s Last Gasp (Horridon – 2nd Boss)
2- Soothing Talisman of the Shado-Pan Assault (Shado Pan Assault Rep – Friendly)

Which of these two is better will depend on the internal cooldown on Horridon’s Last Gasp (see Cianxo’s comment on the Wowhead page). Either way, the raiding trinket has an advantage over the rep trinket in that it procs on its own and doesn’t require you to remember to hit it whenever it’s up. (Probably not an issue for advanced players, but often problematic for new healers.)

Spirit with damage mitigation:
1- Stolen Relic of Zuldazar (Primordius – 8th Boss)
2- Inscribed Bag of Hydra-Spawn (Megaera – 5th Boss)

At first glance, the Relic seems leagues ahead of the Bag (28018 damage, really?) but, again, it’ll depend on how often the Bag and the Blessing of Zuldazar each proc. It’ll also depend on whether the Bag only procs on single-target direct heals or on all heals, including Eternal Flame ticks and AoE heals.

Straight throughput:
1- Lightning-Imbued Chalice (Lei-Shen – 12th Boss)

While I probably wouldn’t use this as my first choice on mana-intensive progression fights, I’m really excited to play around with it during farm raids or in LFR.

Weapon

1- Torall, Rod of the Shattered Throne (Lei-Shen – 12th Boss)
2- Soulblade of the Breaking Storm (Jin’rokh the Breaker – 1rst Boss)
3- Jerthud, Graceful Hand of the Savior (Jin’rokh the Breaker – 1rst Boss)

5.2 also introduces an alternative to a One-Hand Weapon and Shield with the 2-Hand Caster Mace, Invocation of the Dawn. The lack of Spirit makes me cringe, especially with Shield of Twinned Despair being so sexy (though like all holy pally shields, it probably doesn’t really exist). But! On the bright side, if you do want to give the 2-Hander a try, you’ll only have Druids and Shaman to compete with.

Shield

1- Shield of Twinned Despair (Twin Consort – 11th Boss)
2- Tortos’ Discarded Shell (Tortos – 4th Boss)

If you like stealing candy from children and making your non-shield wearing co-healers (and casting clothie raidmates) sad, Orb of Arcing Lightning, a random Throne of Thunder drop, is a passable offhand, and Lei-Shen’s Orb of Command (Lei-Shen – 12th Boss) can do if you’re desperate. Or if you really hate your co-healers (and casting clothie raidmates).

Preparing a Fight with World of Logs

January 28, 2013

When I want to really prepare for a fight, I don’t watch dozens of videos, I don’t compare various guides. Nope. When I want to go above and beyond to prepare for a fight, I go to World of Logs.

It can be more time consuming, but the depth of information is priceless. Plus, for those of us who need to apply knowledge in order to learn (if you were the kid who taught themselves math in high school by doing the exercises before reading the theory, WoL fight preparation is for you!), I find it’s the only way to get a solid idea of the fight before the pull.

Since I’ve been studying WoL a lot lately (and spamming posting my findings on my guild forums), I figured I’d share my approach, in case some of you would like to give this method a try.

Note that my strategy for tackling logs varies a bit from fight to fight depending on whether I want to observe general damage patterns, tank healing strategy or boss mechanics. It also depends on how much I already of the fight (learning the heroic version vs a completely new fight).

Together, you and I are going to prepare for Heroic Imperial Vizier Zor’lok.

1- Decide what we’re looking for

If you don’t know what you’re looking for, you won’t find it!

Let’s figure out our needs:

1) We (I) already know this fight on normal so we’re not too concerned about mechanics.
2) We know that this is a “heal through Force and Verve and don’t get hit by disks” fight so we’re not too interested in general healing strategies.
3) We do, however, want to get an idea of the overall damage patterns so we can choose our glyphs, talents and plan our cooldowns.

Now that we’ve figured out what we’re looking for, we’ll know not to waste time on individual healer spell breakdowns or incoming tank damage logs.

Instead, we’ll probably spend a lot of time looking at the “Total Damage Taken” graph and matching the spikes with the boss abilities from the Log Browser. We’ll probably also look at the “Deaths Overview” page to see what attacks tend to kill players. We might also want to compare a tank and a non-tank’s Damage Taken graphs with the Total Damage Taken graph.

If this is gibberish to you, don’t worry, I’ll explain it all in time.

2- Collect some background information

It does help to review a strat guide to get an idea of spell names (and general mechanics if this is a completely new fight) before perusing the logs. Even if you can’t understand general strat guides (I usually don’t), keep them opened in tabs for references.

Let’s open the Icy Veins strat and Pardeux’ strat.

3- Find some Logs

findinglogs

To find logs, select the fight (1), the size/difficulty (2) then the link to the kills (3).

To get a decent idea of what you’ll be facing, you’ll want to pick the logs of:

1) A recent kill (patches and hotfixes constantly change fights).
2) A kill in your language (it’s a lot of extra work to decode a foreign spell names).
3) A kill from a guild with comparable dps/healing strength.

findingguild

There are 106 pages of Vizier kills and I know my guild struggles a bit with dps performance, so I’m going straight to my URL bar (1) and to enter page 101 (if you’re not sure of the URL, go to the very bottom of the page and click on the “next” link on the far left. That will bring you to page 2. Then go back to your URL and replace “2” with “101”.)

The “US Guild!” logs seem perfect – fairly recent, in my language and probably in my guild’s dps range.

I’m going to choose logs from another guild in the same range as well for comparison purposes. I’m also going to pull up logs of a recent kill by a top notch guild (in the first 10 pages of the kills list) so I can see how the fight looks when executed perfectly.

4- Note the Length of the Fight

Our “comparable” fights:

fightlength1
fightlength2

And our “top notch” fight:

fightlength3

Building our strat: Knowing the fight varies between 7 and 10.5 minutes is important for cooldown planning. Because the fights are long, we know we can use our “long” cooldowns like Guardian of Ancient Kings twice, and our “medium” cooldowns like Avenging Wrath or Divine Favor at least twice, preferably 3 times.

5- Look at Damage Taken

findingdmgtaken

If you choose Damage Taken from the dropdown bar, you’ll get a graph with a lot of lines. Scroll down to the list below the graphs and uncheck every box. You’ll end up with graphs like this:

dmgtaken1
dmgtaken2
dmgtaken3

The first two are our comparable guilds, the last is the top notch guild.

These graphs make me giddy because they are very much alike. Which means the damage patterns will look like this: spiky at first, then a lull with possible minor spikes, then several intense spikes for the last ~1/3 of the fight.

See the 5 buttons on the top right corner, just under “Total”? You can play with those to check who died to what and when, verify when adds die (not shown in the images I posted, but there are 2 adds in the fight) and show/hide heroism (heroism is shown in the images as the large blue bar).

Building our strat: This fits perfectly with our cooldowns! We’ll pop Guardian of the Ancient Kings and another cooldown for the first major spike. We can use other cooldowns if there are spikes during the “lull” phase, and all cooldowns should be ready for use by the time the final spiky phase comes along. As well, spikes mean we’ll probably want to spec into Holy Avenger for the yummy burst healing.

6- Match up Damage Spikes to Boss Abilities

findinglogbrowser

Open the log browser.

logquery

Once you’re in the log browser, remove the current query (1) (I’m not sure why “Show all events” comes up by default. It did take me a long time to figure out how to use the log browser because of that.) then hit “Add Query” (2). Once you’ve entered your query, hit “Run” (3).

addquery

When you hit “Add Query”, the “Add Query” window pops up. The log browser only shows a limited number of lines so you have to be specific in what you’re looking for. It does take a little practice to become good at finding what you’re looking for but once you figure it out, it’s simple.

For this analysis, I want to look at spells cast (1) by the Source Imperial Vizier Zor’lok (2) (note: spelling is important when using the log browser). Then I hit save.

zorlokcasts

After running the query, the log shows all of Zor’lok’s casts.

The rest is just matching up the spells to the Damage Taken graph. Note that there is often a 5-15 second difference between the timestamps on the log browser and the timestamps on the graph, which can be frustrating and confusing.

We can conclude that all the first minor spike is probably Pheromones of Zeal damage (I would guess comparable guild #2 started the fight on the first platform, hence why they only have one spike at the beginning while the other guilds have 2 spikes), the second is Force and Verve, small spikes in between are people getting hit during Attenuation, medium spikes are likely Converts and the major spikes at the end are Force and Verve during the final phase.

Building our strat: Force and Verve is going to hurt a lot, so we should be ready with our cooldowns as soon as he starts casting it. We also know that Force and Verve and Attenuation are physical damage so Devotion Aura will be useless against them (Devo Aura might be helpful would be during the transition between platforms or MAYBE during Convert, since those are the only times any Magic damage will be going out). Hand of Protection, however, might be nice making Clemency an interesting talent choice. We should glyph Divine Protection, and we could combine it with Unbreakable Spirit instead of choosing Clemency as well. Because Force and Verve is AoE damage while we’re grouped up, Light’s Hammer is a good talent choice too. Holy Prism may also be an option, though I’m feeling more Light’s Hammer.

7- Peak at the Deaths Overview

deathsoverview

The deathlog is probably my favorite part of logs because it shows you who dies to what and when. During post-raid analysis it quickly tells you who’s dying to avoidable damage. In a pre-raid analysis, it tells you which abilities to be ready for, and helps you differentiate deadly abilities from abilities that just hurt a lot.

In this kill, 10 players died to Attenuation, 10 died to Force and Verve and one tank died to normal melee damage.

Building our strat: This just re-enforces what we already know: Force and Verve is going to hurt (so all CDs, talents and Glyphs toward burst healing and reducing physical damage), and we should concentrate extra hard during Attenuation.

Conclusion!

There you have it! We’re set for Imperial Vizier Zor’lok!

And for your enjoyment, attached is a copy of what I posted on our guild forums. (more…)


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