Archive for April, 2009

In for the long haul

Saturday, April 25th, 2009

A few days ago one of our guild leaders pulled me aside and asked if I was going anywhere any time soon. I assured him that I had no plans to leave either WoW or our guild. I knew absolutely no one when I joined, but I’ve come to look forward to spending time with my new WoW friends. I thought he was just checking in because we had recently failed to hold on to an excellent new healing recruit as our raiding schedule stumbled before 3.1. I figured that he didn’t want to lose another healer.

Then he proceeds to tell me that the officers have decided to distribute the first 30 [Fragment of Val'anyr] to me. I should have seen that coming, I guess, but it was a nice surprise! A few days later Razorscale finally dropped our first fragment.

8D

8D

As I told this officer then, and other officers since, I recognize the implications of their choice. By funneling the first thirty fragments to one player they’re trying to get the raid to benefit from its effect as soon as possible. They’re investing in my ability to show up and receive the rest of the fragments. They’re trusting that, once we form the mace, I’ll continue to attend so that the raid continues to benefit. I don’t take this lightly.

At that point we didn’t know how Val’anyr was going to be itemized. It was a bit of a leap of faith to give it to a pally and hope that the stats worked out. Yesterday the internets found the stats for Val’anyr on the armory and vindicated our guild’s decision.

Unquestionably authentic screenshot.

Unquestionably authentic screenshot.

With the exception of a minor drop in haste, it’s an across-the-board upgrade from [The Turning Tide], which I’d consider best-in-slot for pally healers (and jerky mages).

Now we just have to accumulate the fragments and chuck them at Yoggy while leaving a watcher out of the fight. No big deal! I figure we’ll get this nailed long before the heat-death of the universe. Maybe 2015? In the mean time I won’t be rolling with other guildies on weapons. My current [Hammer of the Astral Plane] will do just fine until every one else has upgraded.

Best-in-slot Holy Paladin gear, Ulduar edition

Tuesday, April 21st, 2009

(This post has been updated a few times since it was first published. Gear has been added as it was discovered in harder loot tables. My gearing perspective evolved as I got experience with 25-man Ulduar which affected the items I included. More updates may be needed if more gear is discovered as the world sees more Algalon kills, but otherwise these lists should be stable. — Z, late June, ‘09)

First, thanks and credit for inspiring this post are due to Siha’s best-in-slot post for the Naxxramas era of Wrath. I found it when I first speced holy and it was a great resource.

Let’s review what “Best-in-slot” means for Holy Paladins. The notion of BiS derives from a simple model for which you can chose mathematically optimal pieces for each slot. This works great for optimizing a DPS rotation which has to burn down a giant health bar. It doesn’t work for coordinating a group of healers who have to avoid over-healing 25 little health bars. Whether or not a drop is an upgrade depends on your current gear and your raiding environment. Are you dropping Holy Light bombs on a few targets? Are you spraying Flash of Light around the raid? Is your guild aggressively stacking and putting you in some specific utility role? Are your elemental shammies and squishies passing on that fantastically itemized non-plate drop?

This post doesn’t list the best pieces that every holy paladin should have because each paladin will have different answers to those questions. This is a list of the pieces that holy paladins will have on their radar while making their way through Ulduar.

To keep the list reasonably small I have to leave some things out. This list only includes drops found in Ulduar. I’m only including exceptional non-plate items which don’t have comparable plate pieces. I’m not including any items with hit or spirit. I’m continuing my proud tradition of ignoring PvP entirely.

If you want to see the raw lists that I work from, including the above omissions, you can go straight to the source. I use a wowhead search with a weight scale that normalizes holy pally stats based the amount of each that you see in gems of similar quality. This ends up listing items sorted by the amount of item budget allocated to stats that holy paladins care about. It’s up to you to decide which of those stats are relatively more important to you.

I’ll tend to order the items in each list based on the gearing style of stacking int and crit while maintaining a comfortable level of haste. Again, upgrades are evaluated in the context of your raid.  There is no universal measure of relative upgrade value and my ordering should not be taken as such.

Finally, I thought it would be fun to try visualizing the different properties of the items in the list. We’ll use icons to indicate the armor level of items as well as which of the holy pally trinity (crit, haste, mp5) the items have, as follows:

  • Plate armor items
  • Mail armor items
  • Cloth armor items
  • Items with crit and haste, and thus no stinky MP5
  • Items with haste, MP5, but no crit
  • Items with crit, MP5, but no haste

Here we go!

Head

  1. [Conqueror's Aegis Headpiece] Thorim 25, 58
  2. [Ancient Iron Heaume] Iron Council 25
  3. [Valorous Aegis Headpiece] Mimiron 10
  4. [Faceguard of the Eyeless Horror] Yogg-Saron 10

Our head upgrades are well itemized and relatively easy to get. The tier head piece is an excellent use of emblems if you’re having trouble with squishy classes grabbing the conqueror tokens.

Neck

  1. [Pendant of the Shallow Grave] Thorim 10H
  2. [Charm of Meticulous Timing] XT 25H
  3. [Pendant of the Somber Witness] Algalon 10
  4. [Freya's Choker of Warding] Freya 25
  5. [Frozen Tear of Elune] 19
  6. [Pendant of Endless Despair] General 10

Our neck upgrades are all over the map. Most of us won’t see at least half of them. Those that remain aren’t that compelling when compared to [Cosmic Lights]. The pendant of the shallow grave just screams “holy paladin” — expect your pally healers to lobby hard for attempts at Thorim’s hard mode.

Shoulder

  1. [Pauldrons of the Combatant] Thorim 25H
  2. [Conqueror's Aegis Spaulders] Yogg-Saron 25
  3. [Razorscale Shoulderguards] Razorscale 25
  4. [Valorous Aegis Spaulders] Thorim 10
  5. [Pauldrons of Tempered Will] Ignis 10

We have strong options in the shoulder slot. The tier pieces are well itemized, though prying the 25-man token from Yogg’s many-tentacled grasp will not be easy. The pauldrons of tempered will are easy to get, have nice stats, and their generous stamina tries to make up for the lack of sockets.

Back

  1. [Drape of the Sullen Goddess] Freya 25H
  2. [Shroud of Alteration] Trash 25
  3. [Shawl of the Caretaker] Ignis 10
  4. [Drape of the Spellweaver] Trash 10
  5. [Cloak of the Dormant Blaze] Trash 10

Our cloak upgrades are such a mess that it’s a stretch to call them upgrades. One 25-man cloak outside of hard mode, and it has haste and MP5? The only cloak without MP5 drops from trash and is arguably a side-grade from the [Shroud of Luminosity], never mind the [Pennant Cloak]. Grats, casters, holy pallies will be passing on your cloaks in Ulduar.

Chest

  1. [Breastplate of the Devoted] XT 25H
  2. [Conqueror's Aegis Tunic] Hodir 25, 58
  3. [Chestguard of the Fallen God] Yogg-Saron 25
  4. [Breastplate of the Stoneshaper] XT 10H
  5. [Valorous Aegis Tunic] Yogg-Saron 10
  6. [Breastplate of the Afterlife] Razorscale 10

Let’s take a moment to appreciate the breastplate of the devoted. Most of us won’t see it, of course. The remaining significant pieces without MP5 aren’t exactly trivial to get to. Most of us will be throwing up our hands and just spending the emblems on the T8.5 piece.

Wrist

  1. [Bindings of Winter Gale] Hodir 25H
  2. [Horologist's Wristguards] XT 25
  3. [Unfaltering Armguards] Kologarn 25
  4. [Bracers of Righteous Reformation] Trash 10
  5. [Armbands of the Construct] XT 10

I like the symmetry of our wrist upgrades. Do you want haste or crit, from 10- or 25-man? One of each is on offer, though getting a trash drop will be a roll of the dice. The cloth bindings are just ridiculous. Be prepared to make a squishy enemy for life if you try to nab a pair.

Hands

  1. [Pharos Gloves] Algalon 25
  2. [Gauntlets of the Thunder God] Thorim 10H
  3. [Conqueror's Aegis Gloves] Mimiron 25, Emalon 25
  4. [Gloves of the Pythonic Guardian] Kologarn 25
  5. [Gauntlets of Serene Blessing] 28
  6. [Valorous Aegis Gloves] Emalon 10, Freya 10

Thorim’s hard mode just got that much more interesting, good grief. The rest are a few paces behind and don’t compare all that favourably with the strong itemization of T7. At least the pythonic guardian gloves have some crit.

Waist

  1. [Belt of the Fallen Wyrm] Razorscale 25
  2. [Plate Girdle of Righteousness] Blacksmithing BoE
  3. [Girdle of Unyielding Trust] 28
  4. [Belt of Clinging Hope] General 25
  5. [Cable of the Metrognome] Mimiron 10

Our waist upgrades are another sorry lot. If you see holy paladins with goofy blue belts against their pretty red tier dresses, you now know why. Many might well stick with their [Waistguard of Divine Grace]. The slots in the plate girdle will be nice, if you can afford it.

Legs

  1. [Conqueror's Aegis Greaves] Emalon 25, Freya 25
  2. [Frostplate Greaves] Hodir 25
  3. [Legguards of the Peaceful Covenant] 39
  4. [Valorous Aegis Greaves] Emalon 10, Hodir 10
  5. [Legplates of Flourishing Resolve] Freya 10

Our leg upgrades give us another opportunity to tweak our crit and haste balance with relatively easy to get pieces.

Feet

  1. [Treads of the False Oracle] Yogg-Saron 25H
  2. [Greaves of the Rockmender] Auriaya 25
  3. [Treads of Destiny] Blacksmithing BoE
  4. [Sabatons of the Iron Watcher] Kologarn 25

The stats on those treads are sufficiently amazing to endure the teasing that comes from healing in slippers. The greaves have crit and a nice socket which make them popular, but otherwise this slot can be used to balance haste and crit as needed.

Finger

  1. [Nebula Band] Algalon 10
  2. [Starshine Circle] Algalon Quest 25
  3. [Pyrelight Circle] Ignis 25
  4. [Fire Orchid Signet] Freya 10H
  5. [Starshine Signet] Algalon Quest 10
  6. [Ring of the Faithful Servant] Auriaya 25
  7. [Sanity's Bond] Yogg-Saron 25
  8. [Radiant Seal] Iron Council 25

Our ring upgrades are a little bonkers. Are there really no rings without hit or spirit in 10-man before hard mode freya or — seriously — Algalon? That can’t be right. The excellent Pyrelight Circle makes up for this by dropping from Ignis, which even pugs will have no trouble with. Expect to see lots of paladins who aren’t thrilled by MP5 hanging on to their [Signet of Manifested Pain] or [Inscribed Signet of the Kirin Tor].

Trinket

  1. [Pandora's Plea] Mimiron 25
  2. [Eye of the Broodmother] Razorscale 10
  3. [Meteorite Crystal] Algalon 10
  4. [Scale of Fates] Thorim 25
  5. [Sif's Remembrance] Thorim 10
  6. [Energy Siphon] Flame Leviathan 10

One hopes to collect most of these trinkets over time so that they can be swapped in and out to match the needs of specific fights. The eye of the broodmother deserves specific mention for being a great trinket that is available early in the Ulduar progression.

Main Hand

  1. [Val'anyr, Hammer of Ancient Kings] 30 + Yogg-Saron 25H
  2. [Aesuga, Hand of the Ardent Champion] General 10H
  3. [Constellus] Hodir 25H
  4. [Guiding Star] Razorscale 25
  5. [Pulse Baton] Mimiron 10

The excellence of Val’anyr and Aesuga are matched only by how difficult they are to get. Constellus is no slouch, but is also hiding off in hard mode. Many of us won’t exactly be lining up for the remaining accessible upgrades in Ulduar if it means losing crit from our [The Turning Tide] or even [Hammer of the Astral Plane] or [Life and Death].  But hey, if nothing else, we can all agree that it’s cool to see sockets weapons.

Off Hand (shield)

  1. [Wisdom's Hold] Thorim 25H
  2. [Ice Layered Barrier] Hodir 10H
  3. [Pulsing Spellshield] XT 10

At least the small number of caster shields simplifies our lives. the pulsing spellshield is a decent and very accessible upgrade for those of us who weren’t lucky enough to pick up [Voice of Reason]. If you were, however, you’re sitting on your hands until your guild can manage hard mode 25-man Thorim. Leave the ice layered barrier for our healing shammy colleagues.

Libram

  1. [Libram of the Resolute] Auriaya 25

And finally, an uninspired 15% upgrade from [Libram of Tolerance] to add to our collection. In fights where we can heal from melee range and receive near-infinite mana from Seal of Wisdom we can swap this in for our trusty old [Libram of Renewal].

Patch 3.1’s impact on Healadins

Tuesday, April 14th, 2009

Dual specs! Vanity fishing bobbers!  Creepy spontaneous cooking fire creation! Patch 3.1 is very exciting, indeed!

Classes and specs are changing significantly. I’m looking forward to hopping over to a delicious 3.x-era protection spec at a moment’s notice.

But my primary role in our raids is as a paladin healer. How will that be changing? Let’s take a look now that the 3.1 patch notes have been pushed to clients. Like all right-thinking people, I’ll be ignoring PvP.

•    Haste Rating: shamans, paladins, druids, and death knights now receive 30% more melee haste from Haste Rating.

Interesting.  This is the first time I noticed this in the patch notes.  Seal of Wisdom can be a fantastic source of mana regen when fights allow us to hug the boss’ hit box.  SoW’s proc-per-minute is rumoured to scale with haste.  Will this help us get the most out of its PPM limit?  Hmm.

•    Mana Regeneration: The amount of mana regeneration derived from intellect and spirit has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.

I still hear guildies wondering how the spirit nerf will hit paladins, so I’ll re-iterate this point.  We healadins are almost never outside the five second rule.  We get our mana regeneration in fights from Illumination and Divine Plea primarily, with situational abilities like Replenishment and Seal of Wisdom bringing up the rear.  We already had our mana regeneration addressed before 3.1 when Divine Plea’s healing penalty was increased.

•    Auras will now persist through death and affect a 40 yard radius.
•    Blessing of Kings is now trainable at level 20. Removed from talent trees.

\o/

•    Hand of Sacrifice: The damage transferred by this ability is now capped by the paladin’s health.

I’m having trouble getting too worked up about this.  It’s a reduction of a novelty ability rather than one of our fundamental mechanics.  Sure, it makes fights that are just on the edge of possible — like juggling cooldowns in Sarth 3D — that much harder.  But it’s not like we always have HoSac on cooldown, now do we?

•    Sacred Shield: This effect cannot be cast on more than one friendly target at a time.

Honestly, this is the change that I’m going to notice the most.  I liked the dynamic nature of throwing Sacred Shield around the raid.  I’ll admit that it was a bit much to use it to mitigate raid-wide damage in fights like Lotheb or during Malygos’ vortex and deep breaths.

•    Spiritual Attunement: Removed from trainers. It is now available deep in the Protection tree for 2 ranks at 5/10%.

It’s tempting to worry about losing this source of mana regen.  Do the numbers support that worry?  I don’t think so.  In my sampling of fights it only approached 10% of our mana regen when we were taking heavy raid-wide damage.  In normal fights it was down in the < 5% noise — alongside [Soul of the Dead], [Insightful Earthsiege Diamond], and all the mp5 on our gear.  We’ll have to be mindful of regen, as always, but it’s not the end of the world.

▪    Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to tier-10.

Dang.  It was nice to be able to chain cast fast Holy Lights when things got messy in a fight.  This makes us slightly less agile.  It pushes us towards having to be predictive casters.  It makes us care a little more about haste in our gear, I’d also argue.

▪    New Talent: Divinity: Increases healing done by and to you by 1/2/3/4/5% (tier-1).

Well, poo.  We used to have enough points left over after taking our core talents to be able to get into Pursuit of Justice.  Now we can’t really claim with a straight face that there’s nothing more important for us to spend those points on.  Complaining about a raw healing throughput buff because we can’t justify running slightly faster anymore?  Yeah, you read that right.

▪    Glyph of Holy Light: Can no longer critically strike and has had its range updated.

I’ll sure miss seeing those nice big crits fly around melee, I tell you what!  Though how much of the crits pushed up into overhealing?  It’ll be interesting to compare parses to see if the range increase ends up being more valuable.

▪    Beacon of Light: This spell no longer duplicates the heal on yourself if your target is currently immune to being healed due to being on a vehicle. It will simply not duplicate the heal. In addition, Divine Plea will only penalize the original heal instead of applying the penalty a second time on the duplicated heal.

Zing.  Beacon of Light can generate a lot of healing if we’re given the proper assignments. We’ll probably be keeping Divine Plea on cooldown in Ulduar, so this is great.

I think that covers the highlights.  Having not yet logged in to 3.1, I can say that I’m happy with the changes.  Let’s see if this rosy outlook survives our first few wipes in Ulduar-25!