Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

6 July 2010

Ad nauseum

Our raid leader described the new Wyrmrest Temple raid, Ruby Sanctum, as “Naxxramas difficulty with Icecrown heroic loot”. We all cheered and ran in. Then we spent the next two hours wiping.

The problems started in phase two. We’d consistently lose two or three dps to the cutter beams. Our dps must have the lowest IQ of all raiders because I don’t understand how you can fail to stay in the right place when the tank is rotating the boss for you. Hunters were the worst. And like true hunters, they always had an excuse ready.

At the phase three transition, someone always got smacked before the tank turned up. They only had one job, and they were constantly late for it.

And that was the point where it usually went tits up. The debuffs became a huge pain. Dps stopped watching them and didn’t move, and healers got sloppy with dispels (myself included, on shaman duty). With a good chunk of dps dead already, the remaining dps was invariably imbalanced. And again, this goes back to the their IQs, but really how hard is it to watch a big number at the top of your screen and stop casting for a bit if it goes the wrong way?

One thing of practical value I have to share from this catastrophe is that grid doesn’t seem to like the phase three debuffs. It displayed the phase one and two debuffs just fine, but then got sloppy. I didn’t even realise I wasn’t seeing them to start with. It was only after a few wipes when I and the other healers started swapping notes that we realised something was amiss. So we had to add the debuffs manually. That seemed to do the trick — not that it spurred the dps into moving any quicker when they got them.

Two hours of dying to a pink dragon is pretty demoralising. But then we disbanded and I got drafted into a 10-man heroic Saurfang attempt where I proceeded to get my ass handed to me for another two hours. We usually cocked up around the 40 per cent mark during an add phase — either a dps would die to the adds, or someone would die to a mark while we were busy trying to keep the dps alive. There’s just no coming back from a death in that fight.

I usually like fights like this: with two piece tier 10, all you have to do is riptide, faceheal x3 and keep earth shield up. It’s the bomb. But Saurfang is shaman kryptonite, especially on 10-man where you can’t even rely on a decent-sized melee group to soak up the chains. Ancestral awakening comes into its own, but it’s really no substitute for my face-shaped “I Win” chain heal button.

Four hours of dying and nothing to show for it except a huge hole in my bank balance. Sometimes, I really wonder if this game is a productive use of my time, you know?

21 September 2009

Yogg win

My guild got Yogg down in 10 man last night for the first time. I wasn't there, but I'm not too broken up about it. On all of my previous attempts, we hadn't even made it to phase three. Proudly, I've never gone mad, but I have been known to run away from the red beam. Why is it you always get linked just before you're feared?

Yogg, to an averagely skilled and experienced player like me, is tough. Phase two is hard to dps, harder still to heal. Which is very odd, because we had Anub'arak down in the second week of his release. Now I don't want to join in the chorus of complaints about the relative difficulty of content in Wrath, but c'mon. The colliseum is a higher tier of content. Can you imagine any guild farming Sunwell that couldn't kill Kael'thas convincingly?

I don't know whether Yogg is too hard or Anub'arak is too easy - but given that both these encounters have harder modes, I suspect it's a bit of both.

Either way, I'm rambling a bit now because the purpose of this post wasn't to add my voice to the chorus of elitist complainers but to share this staggeringly awesome Yogg strategy guide by Kae of the Dreambound druid blog. Words don't do it justice, you've got to go see for yourself.

28 August 2009

Holy v Discipline

Without meaning to, my last post seems to have hit a nerve. Who'd have thought there was such animosity between our healing brethren? I love a good cat fight so let's do it properly. Give me your reasons for going holy or going discipline. What do you bring to your raid, what are your key strengths, what are your weaknesses, and how do you overcome them? Basically, which one wins? It's the ultimate showdown, no more whispering behind each other's backs, pointing at that lolwell or scoffing at those holy nova twitches. Spirit of redemption - glorious embodiment of your faith or a great big flashing FAIL sign? Does the sight of a Tauren in a shield fill you with hope or give you the giggles? Let's get it all out in the open...

27 August 2009

Going holy

I've decided to switch my secondary spec to a holy raiding build, ditching my beloved discipline.

I really have grown quite attached to the pew pew of pennance and the site of raiders running round in my little hamster bubbles, and I think I will miss my shields terribly, especially in 5-mans. But I've healed enough on my resto shammy to know it's a crutch I can live without.

I still believe a discipline priest brings a lot to a raid, I just don't think my guild requires one, particularly from an offspec healer. There just aren't enough fights in current raid design to justify a single-target focus for me. With so many excellent main healers in our guild, I'm only ever going to be there to provide raid support, and flash heal spam just doesn't cut it.

I think I probably have enough offspec gear to make the switch now, although it's very low on haste and will probably need regemming. And I might have to plug a few gaps with some entry-level gear. I'm going to try Wynthea's holy build, which emphasises aoe healing, instant flash heals and powerful renews.

But I don't really know how you heal as holy, so would really appreciate your advice. How do you know from looking at grid where to drop your circle of healing, how do you keep track of all the procs and buffs in holy, how do you manage your mana, and how do you pump out big single target healing when it's needed?

Any hints and tips much appreciated!

4 August 2009

P Day

It's live. Go read. Breathe. Come back tomorrow, when I'll have gathered the will to respond.

Edit: you know what, it's not going to take me a day to write this. There's not that much to say. Give me a couple of hours to channel my fury into diatribe.

24 July 2009

A bridge too far

I haven't spent an awful lot of time in Ulduar yet. Partly, I don't like feeling inadequate when I see my dps hovering around mid-table or worse, and partly I feel guilty when I'm asked to heal. I'm not a good healer at the best of times; ask me to heal raid in disc and you may as well go stand in the fire.

But I've spent the last couple of nights storming the place on heroic. My guild has made most of its progress in 10-man, so this was essentially a progression run. We took Ignis out for the first time on Wednesday, and Assembly of Iron bit the dust last night. Second on damage btw, so I'm not completely useless :) Then we came to Kologarn.

You probably know the fight better than I do — very heal intensive but with no enrage. So I was asked to help with the healing. I knew the fight in theory, I'd even healed it a couple of times in normal mode. But I was totally unprepared for it on heroic.

I think we made eight attempts overall, including a heartbreaking wipe at two per cent. That attempt proved to be the exception, though, as we tended to wipe about half way in.

We had two big problems:
1. Bad timing. On several occasions, everything seemed to hit us at once — the arm dies just as it releases three battered healers and adds spawn right at the moment he yells oblivion etc. You know what I mean. Invariably, we'd loose a tank while trying to patch up the raid, or a couple of healers. The more you loose, the harder it gets.
2. We probably could have weathered the first problem if people hadn't kept dragging the eye beams through groups. We'd start in a pretty standard formation but it would break down rapidly as the fight progressed. And when they weren't running through the crowd with a big blue lazer on their arse, they were stood directly in it, completely oblivious.

This was the first time I've seriously contemplated respeccing holy. Spamming prayer of healing burnt through my mana like a dose of clap, while the time locked down on the prayer's long cast times meant I was often too slow to respond to damage elsewhere. I didn't spend nearly long enough popping bubbles. I can't help but wonder if holy's tools are better suited to this fight.

I'm sure with time we'll get Kologarn beat in the end, but last night he proved too much for us — the big dumb lump of rock.

Anyone recognise these problems? What did you do to get over them?

21 April 2009

Win

Thank you very much for your advice and encouragement. Maybe I'm not such a priestard after all :)

20 April 2009

Owning my mistakes

Time for some naval gazing after a disastrous attempt on the Instructor. This fight is much more appealing in theory than it is in practice. Lovely idea to give priests a novel role in a raid fight but if they wanted to tank, wouldn't they have rolled a mage? Hmm?

Razuvious should be easy.

Step 1. Mind control mob.
Step 2. Cast bone shield and taunt.
Step 3. Repeat step 2 every 40 seconds.

That looks easy, doesn't it? So what's my problem?

Mistake number 1 — not watching the channel time
This is my biggest problem. A minute feels like a lot, a minute is enough to lull me into a false sense of security. A minute is longer than my short-term memory. With the taunt switching every 20 seconds, even in ideal circumstances that means the cast will expire towards the end of only your second time tanking. And circumstances are never ideal. Damage from the knife will push back the channel, the spell will break early.

Solution: drop and recast after every switch. Even if this is overly cautious, it will minimise the risk of mind control breaking during my tank time, and that's a Good Thing.

Mistake number 2 — mistiming bone shields and taunts
Something else that should be much simpler than it is. Neither priest has voice, so we couldn't should out to each other. Trying to track cooldowns while watching the channel time and picking up dropped mind controls is easier said than done. The result? Razuvious either flattens a tank without his bone shield or runs after the dps when both taunts are on cooldown. I'm sure it's easy enough to do this without voice if you're practiced and have modest situational awareness, but I fail on both counts.

Solution: get voice. Strong preference for voice-enabled priests to tank.

Mistake number 3 — terrible positioning
Ok, the big guy is running amok and flattening the dps. Clearly something has gone wrong. He's bouncing around so fast I can't even catch up to him. And there are so many damn melee I can't even see him. But I'm going to fix this, I just have to get close enough to taunt and then... and then I run out of range and mind control breaks and it's all over.

Solution: assign positions for everything. All ranged here, all melee here. If he runs at you, suck it up. If he moves, stand still.

I have to say, this boss would be much easier if the taunt worked at range. You'd be able to position the tanks a couple of feet apart and it would be much easier to see when the switch occurs. Don't player class taunts work like that now?

Also, I hate being in melee. How do you see what you're doing? How do tanks cope when mobs break loose? Do people volunteer for this job?

On a personal note, it feels very, very shit to know your raid is wiping because you — and only you — can't get the hang of something. Tanks have a huge responsibility, and while some players respond well to the pressure, and have the reactions and the sharp mind to deal with changing circumstances, these aren't qualities that you nurture in the dps. My admiration and respect go to the players who choose this path.

I can't wait to get back to ranged.

Blizzard: never ever do this to me again.

7 April 2009

Note to self: get better

I hate Malygos. Or rather, I hate the minds that contrived to assemble so many irritating mechanics in one encounter. Just because everyone else can defeat him with no problems does not mean it is good design. So there.

Right from the start, the damn platform gives me motion sickness. It can't just be me. But I grit my teeth and prepare for phase one. It 'should' be easy, I know what needs to be done. But the sparks spawn well out of range, are hard to see, and impossible to manouver without a death knight. With all the time wasted running around trying to target the damn things, never stacking the buff, my dps is way too low. I vaguely think I need an 'Illhoof'-style spammable macro but one that checks for range too. Is that even possible?

Phase two feels a little gimmickey, but it's not so bad. I have just enough time to ramp up some damage in-between bubble hops. I even get to ride the disc things occasionally. I feel a bit like the green goblin.

Phase three is the paradigm of gimmicks, it makes other gimmicks look conventional. I can spam the fire spells, I even have an addon to track my combo points and dot stacks, but it's hard to move at the same time and even harder to keep enough focus in reserve for the shield. I fail, I die.

So I need to get better at two things:
  • Dealing efficiently with sparks with minimum interruption to my Malygos dps
  • Staying alive during phase three
Any advice?

23 March 2009

Simple Maexxna for the simple minded

I know most of you will roll your eyes and sigh, but I've just discovered how I can make Maexxna much, much easier. Those little spider adds drive me mad running in every direction, like extras in a disaster film, but if I watch the timers carefully I can start casting mind sear just before they burst out and run straight into my blamonge of death. It's very satisfying when it works.

It has taken me a long, long time to realise this. I am not proud, I am a slow learner, but I offer this humble discovery to any similarly dim-witted shadow priests who may stumble across these simple words.

What I need is an addon that screams "cast this spell now" in big pink flashing letters - preferably with a three-second delay to give me time to stare blindly at my keyboard and blow a global cooldown on the wrong spell. (Four seconds if I need to change targets or move at the same time.)

Until some enterprising individual comes up with one, are there any other easy fixes I should know about?

3 March 2009

Construct: the alternative bosses

Blob
Blob is the gelatinous guardian of the construct wing. The jelly of doom lurks beneath a grate in the second chamber where it ambushes unsuspecting solo adventurers as they skip back from a wipe or a failed Pipe attempt (see third boss).

Hit points: couple of thousand

Special moves:
  • Wobble. Stackable debuff that causes deep despair in the affected raider. Each stack increases the likelihood of tears. Persists through death.
  • Tunnel vision: aura that prevents raiders from realising they should all wait at the beginning and run back together.
Strategy: because of the effect of tunnel vision, Blob is incredibly difficult to fight. You will keep running and dying, picking up additional stacks of wobble, and may develop the urge to quit the raid. Don't give up. If you ignore him and don't react, Blob will eventually bore of you and leave you alone. This usually happens somewhere between the fourth and seventh ambush. Wobble wears off once you pass the grate safely. It's ok to cry.

Slimes
Slimes are the obsessive-compulsive spawn of Blob, driven by their neuroses to move endlessly in parallel lines across your only path to Pipe. This is a deceptively simply fight. Slimes are not capable of deviating from their tormented ritual, all you have to do is avoid them.

Hit points: n/a

Special moves:
  • Lag aura. Random instant cast aura of infinite range that freezes all internet traffic long enough to lure hapless raiders to certain doom.
  • Moron: curse of complacency that reduces intelligence by 110% and causes affected targets to bounce into the path of an oncoming slime.
Strategy: for this fight you need a paladin. They should bubble and run through all three lines of slime as quickly as possible. The raid should follow only when the paladin has cleared the third line, so she can resurrect everyone at the far side.

NB: Lag aura and moron may render this strategy ineffective.

Pipe
Pipe lies in wait at the top of the ramp from Grobbulus. The most fiendish of all bosses, Pipe can lay waste even to skilled groups without leaving his inanimate form. This is an environmental fight — Pipe himself, along with the platform approaching him, contains at least 17 violations of the health and safety code, including missing railings and floor markings. These won't in themselves kill you, but any one of them can send you plummeting into Blob's lair below, forcing you to repeat the first two bosses. If you can traverse this gauntlet of dangers, you will prevail.

Hit points: n/a

Special moves:
  • Liquid hazard. Places random pools of slippery liquid on the ground without one of those yellow warning signs. Causes players to slip off Pipe into Blob's lair.
  • Freeze frame: reduces frame rate of affected raiders to 1 and increases the spill rate of liquid hazards.
Strategy: there are two ways to approach this fight. If your guild includes an engineer, you can construct a rudimentary hand rail and mark our liquid hazards with flares. But for many guilds, this method is too slow. The alternative is to set your movement speed to walk, turn off all distractions — Vent chatter is especially dangerous — and creep forward, one tiny step at a time, making lots of painful adjustments to your trajectory to compensate for freeze frame. If you have a warlock, make sure they drop a wardrobe of summoning on the platform before they start, so you can summon people back to avoid a second Slimes run.

Coming soon: the Thaddius mini-boss, Jump.

18 December 2008

Revised statement on improved divine spirit

For the record, for those who didn't read my last post in its tedious entirety, I did point out that IDS doesn't stack and that it's the poorest form of raid buff in its class purely on spell power. I did say it will hit your personal dps to spec this way, and may not be worth it depending on your raid makeup.

Was I clear enough? With hindsight, probably not. I deliberately tried to keep an open mind about something I had no first-hand experience of. I didn't know how just how bad it was or how much of a compromise the spec would be. I just wanted to throw it out there as an option. Maybe I was a bit too ambivalent in my approach, but I could just have easily ruled it out with a haughty laugh and then been deluged by people who had done the number crunching and found it to be an excellent spec. Such is the life of a blogger :P

So I am indebted to Leigh for trying this spec out and reporting back. I hope he doesn't mind me quoting from his comment (you should go read the whole thing):

"On boss fights I found my DPS was down by about 300 or so on average, more on certain fights then others. Mana management was a big issue. I felt I couldn't go all out and nuke. Even with spirit tap proccing fairly regular it just wasn't enough..."

From the sounds of it, nobody with any talent or knowledge in shadowy ways thinks an IDS shadow build is a good idea, so don't do it. If you can't at least field a shaman with flametongue totem, go home. For the love of god, stop in discipline at meditation.

7 August 2008

J'accuse shadowfiend

In the Burning Crusade, priests were given an active form of mana regeneration in the shape of the shadowfiend. But who's bright idea was it to make it a pet? It's crabby, temperamental and downright unreliable. Of all the possible ways Blizzard could have conceived for priests to regain mana in combat, the shadowfiend is probably the clumsiest.

When you cast the spell the fiend pops up and start slapping your target. You gain in mana 2.5 times what it does in damage. It does melee in the form of shadow damage and will generally fit in 10 or 11 swings before it belches out an emphysemic wheeze and gives up the ghost.

A base hit will do about 100 damage. It can crit, it scales quite nicely with spell damage, and it benefits from debuffs on the target including misery and shadow weaving.

But it can also miss, be dodged, parried and partially resisted. Not to mention it can be squashed or burned, peel off and break nearby crowd control or else just sit there right next to you and wave its tentacles harmlessly in the air. And the scaling of shadowfiend is, in itself, an idiotic design directive that disadvantages lesser geared players.

To be fair, you just need to know when to use it. Get that right and you can probably hope to get a good chunk of your mana back in an average use, even though the variables involved make it an unpredictable spell in the best of circumstances.

My issue is more with the shadowfiend's... well... concept, for want of a better word. Why conceive it a pet? While shaman elementals last two minutes, a frost mage's water elemental lasts 45 seconds and a balance druid's treants last 30 seconds, our pet lasts only 15 seconds. It's not really much of a pet anyway. It can't be controlled and it's not around long enough to really have any presence or personality. It doesn't add to our dps like other pets, and can't tank anything.

And no wonder it doesn't compare favourably to other pets in the game — because it's not really a pet at all, it's a mana regen spell dressed up like a pet.

I'm sure somebody someone thought it would be 'fun' to make it a pet, instead of a bog-standard spell. But it would work so much better as another dot. Consider, as a parallel, the druid spell insect swarm — this too conceptually, conjures other creatures, but they don't exist as pets. Their damage can't be avoided in the conventional melee ways and the effect is at the complete control of the druid. A similar shadow effect could have easily been used to draw mana from the victim without the clumsiness of summoning a pet.

In fact, something along the lines of the Wrath beta 51-point talent dispersion would have been the obvious solution — a priest's equivalent of evocation that returns a flat percentage. Instead, we ended up with a supremely unreliable spell that can return anywhere from little or no mana, to upwards of 6000.

The question is: will we come to rely more on the shadowfiend in Wrath or less? If current beta changes carry through into live, mana regeneration will certainly be a very different creature. Chain potting will be off the table and vampiric touch will return a tear-jerking 60% less mana. But a whole host of other options will open up to us, including new talents and new best friends — go creep up to your ret paladins and survival hunters now. Even the duration of the humble shadowfiend could be extended, and it may well benefit from the caster's spell hit.

So who knows, we may come to rely less on the fiend in Northrend. It's still stoopid though.

27 June 2008

Fast targetting on Illhoof

OK, so tell me if I'm preeching to the choir here, but I had a revalation on Illhoof this week: a targetting macro.

You know the fight? At any one time, the dps needs to focus on three different targets. Firstly, Illhoof's pet Kil'rek. Once he's dead, you can focus fire on Illhoof himself. Kil'rek respawns repeatedly so you have to switch back and forth. Every so often, one of the party is shackled by demon chains and you have to drop everything to burn these down quick. Unless it's a mage that can ice block out of it. (Can rogues use cloak of shadows?)

Switching targets quickly is critical in this fight. But this is one time your trusty tab button just isn't going to cut it, because throughout the fight Illhoof summons imps. Dozens of imps. You'll probably have one dps on them full time, but even then they will spawn en mass until it's hard to even see Illhoof, let alone taget him. You need a macro.

I had a nice one that used modifiers, so you could hit it with shift to target Illhoof, ctrl for Kil'rek etc. I was pleased as punch and I published it in this entry. Then Larry Shatzer, Jr. posted an alternative in a comment, which you can read below, and I had to come back and update it. The following macro puts mine to shame and makes me wish I did more research for my posts. But aren't blogs fabulous? I now have the number one chariot of targeting macros, and here it is:

/cleartarget
/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof

What this does is target what you need to kill. Every time. Mash it for the whole fight and you will always have the right target. I'm still in awe. Thank you Larry.

One other word of advice for shadow priests out there — bring lots of pots and use them liberally. With the constant change of focus and the need for burst damage, this is a very mana intensive fight. It's tricky knowing when to use your shadowfiend but on balance I'd say you won't have time to use it twice, so my advice is to pot early, pot often and save the fiend until Illhoof is at about 30%. I'll be writing more on the shadowfiend later, when I get my thoughts in order.

6 June 2008

Spell rotation? What spell rotation?

Let's say you are a fire mage in Shadow Labs. Your party has arrived at Murmor, the leader has explained the fight and you have been assigned a pillar. You give your tank a few moments to gain agro and open up. You cast five scorches followed by a stream of fireballs. Every 30 seconds you scorch again. You may have to pause to avoid a sonic boom or slow down to temper your threat. But essentially you just carry on. The worst that could happen is the scorch debuff drops off and you have to start again. Life is blissfully uncomplicated.

Not so for the shadow priest. Shadow priests have to juggle an irritatingly complex range of spell durations, casting times and cooldowns in order to maximise our damage output. A resist, some lag or the need to move simply slow a mage down; they make a shadow priest want to scream.

In a typical fight opening, it will take you 4.5 seconds to apply your dots and debuffs — 1.5 seconds for vampiric embrace (global cooldown), 1.5 seconds for vampiric touch and 1.5 seconds for shadow word: pain.

Now you have to decide what spells to cast while they take their course. Your key priority is to ensure maximum uptime of your dots without overlap, so the duration of those spells will determine your next move. Vampiric touch lasts 15 seconds; shadow word: pain, if talented (and it should be), lasts 24. You need to start casting vampiric touch 1.5 seconds before it is due to expire, which gives you 12 seconds to play with.

The easiest thing to do in that time is cast four mind flays, which last 3 seconds each. Then you can reapply vampiric touch at exactly the right moment. You then have time for another three mind flays before having to reapply shadow word: pain. Back to mind flay ad nauseum. This is a very mana efficient spell rotation and will serve you well in long fights where threat is an issue or dps is not.

It sounds simple enough, right? But even juggling just these three spells is problematic. The number of mind flays you can cast in-between reapplying dots varies every time and sometimes they don't fit in the gap at all. It gets harder when you want to weave mind blast and shadow word: death into the mix too.

Your spell rotation becomes a matter of determining the length of time to your next dot application, factoring cooldowns and avoiding dot voids and overlaps. From this point forward you will need the mathematical powers of a savant.

Smart readers out there will already have spotted other sabats in my spell casting cogs. Lag can play havoc with efficient spellcasting, as can certain debuffs, the need to move frequently during a fight, or a pause to reduce threat.

So shadow priests have very little in the way of spell rotations. This is what keeps face melting so interesting, and what makes it a bit more varied and spontaneous than other magical dps. But it's also one reason why some shadow priests may be performing below their potential (me for starters).

The good news is Blizzard appears to be aware of our pain and looking at a few options for the expansion. In the meantime, all we can go on is priorities, a concept which the dwarf priest established so beautifully in a post a few months ago. If you really want to know which spell to cast, take a look at his flowchart.

And as you should have realised by now, you can't perform your function competently without a solid dot timer. Intuitively, I used dotimer. A cast bar mod will also come in handy — Quartz, part of the Ace framwork, incorporates timers and usefully shows me things like lag and adjusted cast times.

5 June 2008

Skullcrackers to Akil'Zon: ya got nuttin bruddah

The second boss of Zul'Aman, eagle lord Akil'Zon, fell to the unstoppable force of Skullcrackers last night — after a bit of a slow start...

It was our fourth or fifth attempt of the night. Most of us were new to the boss and getting used to the mechanics, so I think we're excused.

This is a fight in which the raid takes a lot of damage and the healers can be stretched very thin. Static charges, gusts of wind and swooping birds wreak havoc at random while electrical storms every minute can quickly kill anyone slow to react. Vampiric embrace can help — the bird attacks shouldn't be an issue for a shadow priest's group — but the damage is hard enough and constant enough to require some pretty nifty healing. Nobody can be allowed to fall below 50% health. I am constantly impressed by our healers.

We collapsed on the tank to get through the electrical storms, ensuring that we were all conveniently centred when the storms struck. It's a good method as it enables you to continue dps without threat issues. If there's a risk it's that a badly times static charge before or after the storm could wipe your group, so you have to be in quick and out quick.

My own performance over the night was patchy. I finished number two on the damage metres but my dot uptime was terrible and I'm sure a better player in my gear could have squeezed an extra 50 dps out of it. On trash it's not so bad because they go down so fast. For the mobs up to Nalorakk I was even managing a sustained 700+ dps. But once a fight goes on longer than, say, 30 seconds, I can easily tie myself up in knots over spell rotations. I have to get much better at watching my timers and much faster at plotting out my priority spells. I ought to write about spell rotations; us shadow priests really have it tough compared to other casters.

Anyhoo, the beaky troll dropped a healing necklace instead of the damn mace so my search for a decent weapon continues. But I am two badges closer to the blade of focus.

29 May 2008

Doing damage on the move

It's hard enough to stand still and dps as a shadow priest. Your dots have irregular durations, your nukes have irregular cooldowns, and your mind flay has a crappy range. Add the need to move constantly throughout an encounter and you can kiss goodbye to respectable damage. Fights like shadow labs' grandmaster vorpil and the mechanar's nethermancer sepethrea are a perennial headache.

The same thoughts keep crossing my mind while I'm running around in alarm and mashing my keyboard: I'm going to die; why does mind flay have such a crappy range; do other shadow priests struggle as much as me; I'm going to die; shit, I didn't mean to hit shadow word: death; I wish I'd rolled a lock; I'm going to die; shitshitshit.

If there's a secret to walking these encounters, I haven't found it. The best I can muster is a vague list of priorities to forget while spinning in panic.

First off, I know it's obvious but my number one priority is to stay alive. In a standard fight, that usually means managing agro while slapping the bad guy as hard as I can. I can rely on healers for the most part to take care of splash damage. Not so on mobility fights: they're not designed to be healed through; you have to move. So there's something else for me to think about besides what spell to cast next.

If I determine I am not in mortal peril, only then do I think about casting any spells. My spell rotation inevitably suffers. As a general rule of thumb I cast vampiric embrace and shadow word: pain while running, and slot in everything whenever I can. Vampiric touch is my first choice, then mind blast. Mind flay is often out of the question because of range. Only when I'm sure I'm safe and I have three seconds to spare do I even think about it.

Mana conservation goes out of the window. Even with vampiric touch up I'm not putting out a high enough dps for it to have much of an effect. On top of that, I shield, I fear, I heal, I bandage, I pot, I drop back into shadow, I spam mind blasts, I shield again, I overlap dots. Every other player is under the same pressure as me. While healers will do their best to keep me alive I can't rely on them. They may be under fire themselves, or else out of range or otherwise tied up.

Gear is a constant dilemma too: do I dress for survival or damage? I am a very fragile priestie in my standard raid gear and lack a pvp set like some. My fallback is resistance gear, as mobility fights generally involve a lot of magical damage. I've a few nice crafted fire and arcane resist items, but even stacking boe greens I can raise my stamina a few thousand and build up a hefty resistance to once school of magic at the expense of some damage. I've tried both ways but without much scientific method. My gut tells me to dress for survival if it's a new encounter or an inexperienced healer; go all out damage otherwise.

Is this a textbook strategy? I doubt it. When it comes to mobility fights, I get the feeling I'm missing an important piece of the jigsaw. They are things that deeply irritate me and I'm constantly looking for ways to get the better of them. If you have any ideas or strategies, please let me know.

7 May 2008

Managing threat

To play a shadow priest is to walk a tightrope between life and death. Well, it's not always a tight rope. Sometimes it's a very loose rope, and sometimes it's only tied at one end. So it would be more like a rope ladder, and you'd be clinging to it rather than walking. At any rate, to play a shadow priest is to spend a rather lot of your time contemplating all things rope-like in an attempt to balance your threat with that of the tank. Threat is the price of our Faustian bargain with the shadow and it is our constant companion.

In full flow and under optimal conditions you are a threat battery. It's an unavoidable part of playing a shadow priest and one which you'll need to master if you are to avoid getting squashed twenty seconds into every encounter. Admittedly, it's something I'm still working on...

What is threat?
The first part to mastering our threat is to understand it. Basically, threat is a measure of an NPC's aggression towards player characters. Under normal circumstances, NPCs keep a 'hate list' of people with threat towards them and attack the one at the top of the list. But they don't switch targets the instant one player's threat tops another. There is a buffer, or more accurately, two buffers, depending on how close you are to the mob. In melee range, the mob will switch target when one player's threat exceeds 110% of the threat of its current target; at range, the mob will switch target at 130% of threat.

We build threat through the actions we take while in combat, and we can conveniently lump threat into two types, so I can use some bullet points and break up this big chunk of text:

  • Damage threat — if you hit a mob, it will naturally be unhappy about it. One point of damage equals one point of threat. This threat applies only to the target of the attack. Just being in the vicinity of a mob does not cause threat — it simply places you on their threat table with a threat of zero.
  • Beneficial threat — threat caused by beneficial things, which most commonly means healing and mana regeneration. This is calculated at a rate of .5 threat for every point or health or mana returned. This threat is divided equally among all of the mobs that are aware of you. So if you heal a tank that is being attacked by 5 mobs for 100, you will generate 50 threat or 10 threat per mob. It's this amorphous threat that usually causes stray mobs to peel off and hunt you down.
Of course, there are many things which can affect these basic figures — talents and spells that can both reduce and increase the amount of threat you generate, special moves and abilities with bonus threat values, and NPCs with special moves that either alter or ignore the order of threat against them. We'll come onto these later. This is just the basic mechanic of threat. It's also worth pointing out at this stage that you can never have negative threat on a mob.

How do I generate threat?
So shadow priests face a triple whammy of threat from the damage, healing and mana regeneration we put out. Often, this is mitigated somewhat by the fact that over-healing generates no threat, nor does mana regeneration for non-mana users. Nonetheless, you will be generating considerably more threat per point of damage than any other class in your group — except, hopefully, the tank. This is especially true in fights with aoe damage, such as my nemesis Quagmirran in Slave Pens. In a worst-case scenario, with four other mana users in your party and all players taking splash damage, you will be generating threat before modifiers of:

damage done + (15% of damage done/2 x 5) + (5% of damage done/2 x 5) = 150% of damage done
(somebody please show me how to write that in a sensible equation)

On top of your standard dps spell rotation, also bear in mind the following things:

  • Mind flay apparently carries a threat 'bonus' — probably because of the snare effect — although I have been unable to discover how much.
  • Shadow word: death does no additional threat. However, in a threat-sensitive fight, if you heal the damage done by the spell's kickback through vampiric embrace it will clearly add to your agro. Similarly, the healing from prayer of healing, should you trigger it, counts towards your threat. It's sometimes better simply to remain at full health.
  • Power word: shield generates about half the threat of healing per point absorbed. Not that this shitty little bubble is going to make a difference in heroics. But if you can spare the mana, it will help mitigate the damage of pulling threat by giving your healers a slightly bigger cushion and minimising the gap your tank has to make up.
  • Power word: fortitude and prayer of fortitude will generate threat if cast in combat. I think it's roughly the equivalent of healing the amount of hit points the spells provide.
  • Mind control has a bonus threat value. Don't ask me how much it is. It's big though. It's like you kicked them in the nuts and called their mother a ho.
  • Spell resists don't apply threat, but they put you on the target's threat list. So if that mind soothe is resisted, your tank better be ready to jump into action.
Threat control
Threat management for all dps classes starts with the talent spec. Every raiding shadow priest should have three points in shadow affinity, reducing your threat by 25%. This isn't the best threat reduction talent in the game but it's better than nothing.

The next thing you should do is download a threat metre and keep it up to date. I recommend Omen (get the latest version from files.wowace.com). Threat metres give you a visual representation of threat in real-time and provide alerts when you reach preset thresholds. Preferably, all players in your group should be using the same metre; at the very least, you should ensure your tank is.

Know the encounter. Some fights are very threat-sensitive. Mobs may have abilities that wipe the threat table, deliberately target players who are second in threat, or not have threat tables at all. Get a more experienced player to explain the fight first or read up about it in advance on sites like wowwiki.

Play intelligently. First of all, give your tank a break and let them get a head start. Paladins are very good at top-loading threat so you shouldn't need to worry so much with them. Make sure you have an established kill order and follow it. Focusing fire on a single target helps the tank keep ahead of you on threat. If you go around dotting anything that moves you can't blame the tank if you wind up dead. Alter your spell rotation according to the encounter. Vampiric embrace is a spell you can often do without, and it will save you a considerable chunk of threat. Dropping mind blast and shadow word: death will reduce your spike damage and make your threat more predicable. And if aoe threat is an issue, dropping vampiric embrace will ensure that all your threat builds up on a single target, although you'll run out of mana pretty quickly if you go down this route.

You can also benefit from a couple of party buffs if grouped correctly. If you're lucky enough to group with a paladin, always ask for a blessing of salvation. This little gem reduces your threat by 30%. And a shaman can sometimes drop a tranquil air totem in threat-sensitive fights. This is a tricky one though because it affects the whole party in range, effectively cancelling out any threat-reduction gains if it falls on the tank too. In raids it's not so bad, because you probably won't be in the main tank group, but in 5-mans it's usually unworkable.

Finally, there's also a cloak enchant called subtlety which reduces your threat by 2%. The enchant is available from Thrallmar and Honour Hold and requires exalted reputation and the mats are not that bad. It's the only decent enchant for the slot anyway so you have no excuse not to get this.

If you do find yourself with too much agro, there's not an awful lot you can do about it. Clearly, the first thing to do is stop attacking, but with your dots still running this will be of limited value. Your main fallback is the rather controversial ability fade. The tooltip for this spell reads "discourages enemies from attacking you" which is misleading at best. What it actually does is reduce your threat on the tables of all mobs who are aware of you by a fixed amount; at rank 7 this means by up to 1500 (remembering you cannot have negative threat). This lasts a paltry ten seconds, after which time the 1500 threat is returned. To start with, there's no guarantee that fade will work — sometimes, you remain at the top of the threat list even after the reduction. And if you and your party don't deal with the situation within the time limit — either by killing the target or re-establishing proper threat — it could come straight back to you. The other problem with fade is what happens to the mob once you shake it off. It might turn back to the tank, but the healer could well be the next person on the threat list. That makes using it in tight spots a gamble that sometimes isn't worth taking. Either way, this is not a spell you should rely on for managing threat.

Certain items can also provide a temporary threat reduction, similar to fade. These are on-use effects and come with a cooldown of a few minutes each. The hypnotist's watch and spore-covered drape are two very easy items to get hold of, while the jewel of charismatic mystique drops from grandmaster vorpil in Shadow Labs. With no spell damage, they will gimp your dps but not by nearly as much as dying.

Finally, the shrouding potion will reduce your threat by about the same amount as fade, only permanantly. The potion is craftable by alchemists and the recipe is available from Sporeggar with exalted reputation. Unfortunately, it shares a cooldown with mana pots, making it less than desirable for the oft-thirsty shadow priest. (Thanks to Grayhammer for some of these tips.)

The last drastic recourse available to you for ditching threat is death. That's one sure way of wiping the threat table. Clearly, this is not a practical (or affordable) approach to maximising your contribution to the party on a regular basis. However, with the use of a soul stone or druid's combat res it is possible to deliberately go all out on damage knowing you will be given a clean slate after death.

29 April 2008

Zul'Aman mon!

I finally made it to Zul'Aman last night. All in all, it's a beautiful instance and a surprising relief to be in the open air after all those gloomy corridors in Karazhan. The bird song and frog chorus are a particularly nice touch. You know, the sounds in WoW don't usually make headlines but I'm often moved by some music or environmental effects as I potter around. There's a post in there somewhere. But I digress.

So we headed straight to the first boss, Nalorakk. The trash were enduring enough to give me a good run at them, and my dps was much better thank Kara. There's nothing worse than a mob that drops before you've even dotted it properly. I'm pushing about 600 dps at the moment, with just over 1000 spell damage. That's another tangent. I'm really unfocused today.

The last wave of trash before the boss was tough. It consists of two mounted bears and two shaman types. The bears both need tanking separately and hit hard enough to require dedicated healing. The dps were assigned to burn the shaman down first. Even with three superb healers in decent gear, the bears got lucky twice and downed a tank. We got them on the third attempt.

After that the boss himself seemed tame. It requires skill from the two tanks, who need to stay top of the threat table and juggle him as he switches forms, and it needs some good healers to keep the tanks alive. It's the ideal fight for a shadow priest, who can just stand there and mash buttons. That's just as well, because it's a reasonably long fight and mana-intensive for the healers. I blew my shadowfiend and two pots and still went out of mana at 1%. But he went down first time, much to the surprise of everyone I think. That's a first for our guild.

We called it a day after that, with homework to read up on the second boss. It's a mobility fight so not one I'm looking forward to, but it does dangle the delicious amani punisher as a possible reward.

22 April 2008

Anatomy of a Prince

Prince Malchezaar is the big demon thing stomping up and down the ramparts at the top of Karazhan. I met him for the first time last night. It was hate at first sight.

I'm not exactly breaking new ground here so you probably know the fight. If not, go and read about it here and come back.

This is not a friendly fight for shadow priests and it took me a few goes to get to grips with the mechanics. To get close enough to mind flay you have to stand in range of the shadow nova — not normally a big issue but it's enough to kill you if you have been enfeebled. So I had to run in and out of range fairly frequently, which completely threw off my rhythm. I should be grateful I'm not a rogue, but I couldn't help feeling envious of the other casters who just stood by the door happily nuking away.

I killed myself early on in the first two attempts by running into the aoe when enfeebled. Meanwhile everyone else in the group — world-weary old hands of this fight — were proffering useless advice in raid chat, like 'avoid the shadow novas when enfeebled'. Really? That hadn't occurred to me, thank you.

The problem here, as in most situations, is not knowing what to do — it's applying it to your actions. With ambiguous BigWigs alerts going off all over the place and all the elements of the fight completely new to you it can be fairly overwhelming to a first-timer.

Misinformation doesn't help either. There was some debate about the radius of the shadow nova — opinions ranged from 30-40 yards. Now I know it's 24 (thank you wowwiki) I can use the range on my mind flay as a fairly accurate gauge and only move a few paces either way. The timing of the shadow nova was in some doubt too. To be safe, I ran out of range before enfeeble struck, and only moved back into range when it expired but if it only goes off four seconds after enfeeble I can stay in casting range and only move if I get the debuff.

All this adds up to the fact that I was off my game last night, which is never a good feeling. And some nasty business over loot left a bitter taste in my mouth. Against all expectations, the Nathrezim Mindblade dropped. I clapped my hands in glee and whooped and prayed to the gods of entitlement to nudge it in my direction. But a lock rolled higher and whipped it away. Nothing wrong with that you might think, except he already had a gladiator's spellblade. A bit of crit and +4 damage? Meh. Compare that to my current weapon and you can see while I feel more than a little aggrieved. Is luck the best way to decide these things, or should need be the primary factor? You can guess what I think. I'm down 82 spell damage and you can guarantee it will never drop for me again. Tell me I'm wrong...