Posts Tagged ‘healing’

Holy Paladin Raiding 101, ca. 3.3.3

Saturday, March 27th, 2010

Over the past few days I’ve found myself chatting with holy pallies in vent. We’ve talked about reasonably big-picture changes they could be making to improve their healing. I thought it’d be fun to write down the lessons I found myself repeating in each conversation.

Here’s the general idea: if you’re not already hugely comfortable with paladin healing and are kind of lost on where to begin, give these suggestions a try. There’s an decent chance that you’ll do very well.

It should be obvious, I hope, that this isn’t the only way to heal as a paladin.  If you know what you’re doing and you’re doing something different, hey great, keep up the good work.  This post isn’t for you.

This post is trying to give people who are lost a direction to head in.

Before the raid

Before the pull

  • Discuss your healing assignment with the healers.  You’ll be most productive if you can beacon someone taking a lot of damage while spamming heals around the raid.
  • Discuss whether you’ll be judging light or wisdom with the other paladins.  Light is a good choice when you have 5 points in Divinity, but chances are it won’t matter if there are a few protection and retribution paladins keeping both up with their rotations.
  • Discuss your beacon/SS targets with the other holy paladins. It’s bad news to have more holy paladins than significant targets of damage to beacon.
  • Talk to your tanks about healing with Righteous Fury up. The damage reduction from Improved Righteous Fury can help.

During the fight

  • Always Be Casting. If everyone’s at full health realize that someone won’t be by the time your next cast finishes. Aim for them, and realize that your next heal is also on the way to your beaconed tank.
  • Don’t just spam Holy Light. Cast it at least every 15 seconds to keep Light’s Grace up. Cast it when your target or beacon is at a significant deficit. Cast it to hit a group with the glyph heals. But do not underestimate the speed and mana efficiency of Flash of Light. It’s often very powerful to cast it around the raid.
  • Use Holy Shock while moving, but also if someone is almost dead. Appreciate the value of landing an instant heal on someone who may not have another second to live. It’s your fastest heal. Don’t let it go unused.
  • Never let Judgements of the Pure fall off. Ever. Read that twice. Write it on your hand. This is the most common problem I see. Judge at least once a minute. Judgements proc SoW, though, so consider judging as often as possible.
  • Keep your Beacon of Light and Sacred Shield up at all times. Make sure you have a strong indicator of when they fall off or you’ll miss it. I use GridStatusHots. The FoL HoT is often worth keeping up.
  • Heal while autoattacking at melee range, as long as it’s safe to do so. This gives all your instants (beacon, SS, judgments, shock, DP, etc) the ability to make room for auto attack hits which can proc Seal of Wisdom. Mastering SoW regen reduces the pressure to gimp your healing with DP and lets you spend more of your gear budget on throughput (crit and haste) instead of MP5.
  • Time your Divine Plea carefully, but do use it. Know the fights and pick times when the next 15 seconds are relatively calm. Don’t over-estimate the risk. Outside of hard modes you’re almost certainly fine, just step up healing during it.
  • Don’t save your wimpy cooldowns for a time that never comes. I use a holy shock macro that tries to cast Divine Favor before every shock. I have FoL and HL macros that try to use both trinket slots.
  • Do save your major cooldowns for emergencies or fight mechanics. Divine Illumination, especially with the T10 2pc bonus, Avenging Wrath, Divine Shield+Divine Sacrifice+Divine Guardian, and Lay on Hands+Improved Lay on Hands can all mean the difference between a wipe and a kill. Think about the fight before the pull and predict where trouble might occur.
  • Use Aura Mastery to buff resistance auras. Know which fights have instants where the raid takes a lot of frost, fire, or shadow damage. Festergut’s Pungent Blight, with three stacks of Inhaled Blight, is a prime example of this.

I think that covers the most important stuff. There’s a lot of depth that’s glossed over here, but those are the big moving pieces. The Holy Paladin Compendium over at Elitist Jerks is a good place to start if you want to start digging into the details.

Holy Paladins vs. The Lich King

Monday, February 22nd, 2010

Last night our 10-man crew got our first Lich King kill.

lk-10m-regular-kill

It took us probably around six hours of solid, focused practice. Every few hours we’d slide into a comfortable rhythm with another phase and perfect the next transition. We managed our server-first kill (without [Val'anyr, Hammer of Ancient Kings] or heroic 25-man gear, we’ll have you know!) on the second pull on our third night of serious attempts.

I thought it’d be fun to go over the highlights of healing this fight as a Holy Paladin while the experience was still fresh in my memory.

Overview

There are four distinct modes of the fight. It’s cut up into three main phases with two transition phases between them. The first phase isn’t so bad and will feel comfortable after you’ve learned it. The second phase is the meat of the fight. Even after learning its rhythm you still must pay close attention. The third phase still feels chaotic to me, but we didn’t get much time to practice it. We managed to push through it to the kill after a handful of clean transitions from phase two.

I won’t cover every single detail of the encounter. The following links do a far better job of that. I’ll focus on the aspects of healing the fight as a holy paladin.

Background Reading

Phase 1

Mechanics

  • Necrotic Plague — Cleansing this is the only new trick to learn in this phase. Watch the timers and call out when it is about to go out and then who it lands on. Once that person is in range of the adds you’ll want to cleanse it. You only have 5 seconds so be careful with long casts as it approaches.
  • Plague Siphon — The longer this phase lasts the more stacks the LK will get. Hopefully the LK tank won’t exhaust their cooldowns before the phase ends. Be ready to pop cooldowns and land heavy heals if the stacks get too high.
  • Infest — Sadly, The LK regularly casts this on the raid in all of the three major phases. Ideally you’ll bring a discipline priest to roll Power Word: Shield on the raid. More often than not the shields will absorb enough to stop everyone from dropping below 90%. If something keeps that from happening, though, be ready to throw heavy heals on those with the DoT before it gets out of control.

While this is going on the MT will be taking decent damage. The OT might take significant damage if they get a few horrors up and some number of them enrage. Be ready for it, though you won’t have much time to react.

Cheat Sheet

  1. Heal from melee on the LK
  2. Keep beacon heals flowing between the tanks
  3. Watch for spikes from LK’s stacks or from enraged horrors
  4. Cleanse the plague the moment its target is closest to adds
  5. Watch for the add tank to catch the plague from dying adds
  6. Run to the add tank if you get the plague yourself
  7. When the LK runs to the center, run to the outer edge of the platform

First Transition

Mechanics

  • Pain and Suffering — This is the majority of the damage taken in this phase. In practice, raiders will not be evenly spread out and the DoTs will stack. Be ready to quickly throw moderate heals around the raid.
  • Raging Spirit — Raging Spirits will be summoned on raiders throughout this phase. They’ll most likely be running to tanks as their adds are spawned, but it doesn’t always work out. Be ready to top them up if the adds hit them a few times. Bubbling casters can’t hurt. Be ready to run to a tank yourself. Finally, the adds have a nasty frontal cone attack which silences.
  • Soul Shriek — The adds use this liberally. Stay the heck away from them. Be ready to cleanse the silence immediately, including tanks. It can stop them from taunting the newly spawned adds.
  • Summon Ice Sphere — It’s likely that DPS will worry about killing the spheres, but they’re worth mentioning. Some strats talk about having healers take care of the spheres so DPS can focus on the adds. The spheres have very little health. If you get a chance, a well-timed Hammer of Wrath or 40-yard judgement could be well worth it. At the very least have name plates up so you can call out of the spheres get too close to the raid.

As the transition starts the add tank will still have some adds with the plague left over from phase one. Keep them healed up until their adds are dead and you can finally cleanse the plague off of them. Everyone will stay away from them until that happens.

From that point on, pick a nice spot away from the action and spam heals as the tanks and DPS deal with raging spirits.

When you see the LK cast Quake — you’ve had him as your focus target, right? — tons of blue cracks will appear on the platform. That’s your sign to run back to the center of the platform.

As you run in there are two big snags to watch out for. It’s likely that a raging spirit will be up. First, don’t run in front of its silence. Tanks will likely run in towards the edge while everyone else hugs the center. Second, watch out for lingering spheres. It’s surprisingly easy to overlook them. Keep name plates up and make a conscious effort to watch out for them. If you get too close they’ll explode and send you flying, oh, half way back to Outland. It’s funny the first few times.

Cheat Sheet

  1. Pick an empty spot right up against the edge of the outer rim of the platform
  2. Cleanse the plague off the add tank as the last add dies
  3. Beacon/SS/FoLHoT the tank who will be catching most of the adds
  4. Be ready for significant damage from stacks of the DoT
  5. Boogie to the nearest tank if an add is spawned under you
  6. Stay the heck away from the raging spirits’ silence
  7. Watch for spheres and nuke ‘em only if you have downtime
  8. Run back to the center when you see blue cracks, avoiding spheres and raging spirits

Phase 2

Mechanics

  • Summon Val’kyr — Absolute requirement #1: be as close to the center as possible when each newly summoned Val’Kyr swoops down. In practice, this means running to the center immediately as the phase starts. From then on, only leave the center to spread out for a defile when a Val’kyr is out or on cooldown. In an emergency you might be asked to stun an escaping Val’kyr with Hammer of Justice or Holy Wrath, but that’s better left to DPS with longer stuns.
  • Defile — Absolute requirement #2: Never, ever, be in a defile. Spread out as it comes off cooldown. Run away from its target during its very short 1.5 second cast. Give existing pools a lot of room, they’re bigger than they look. Maybe pop Aura Mastery with Shadow Resistance Aura and hope for a full resist — the pools don’t grow unless they deal damage.
  • Soul Reaper — Work with your tanks to avoid deaths. We let the tanks use cooldowns and we healed hard as it expired. We only taunted and traded tanks as they ran out of cooldowns. This can hit while you’re all scattering to avoid Defile, so keep an eye on where the tank is.
  • Infest — Infest continues to irritate in phase 2.

This phase will seem terrifying the first few times. Eventually you fall into a rhythm of collapsing to maximize the distance the Val’kyr will have to travel and then expanding to keep Defile away from everyone. You’ll get good enough to drop Defile pools right on the edge of the platform. It just takes practice watching the timers and coordinating over vent.

Things can get hairy if a healer is picked up by the Val’kyr. It can be particularly unsettling to have your discipline priest grabbed, leaving you to deal with Infest while everyone runs all over the platform.

As he hits 40% everyone has to get to the outer rim of the platform again, but it’s still gone from the quake during the last transition. It is reformed after the raid is forced to eat a few ticks of Remorseless Winter. Aura Mastery with Frost Resist Aura can take some of the bite out of those ticks.

Cheat Sheet

  1. Get in a few SoW procs off the LK while everyone is grouped up for an incoming Val’Kyr
  2. Spread out a bit the moment the Val’Kyr picks someone up
  3. Haul to the edge as the LK starts casting Defile, maybe pop Aura Mastery with shadow res
  4. Move Beacon/SS around as the tanks taunt, be ready for cooldowns for Soul Reaper if needed
  5. Go into overdrive if a healer gets picked up
  6. Lather, rinse, and repeat for what seems like an eternity
  7. Run to the edge for another transition at 40%, maybe popping Aura Mastery with frost res

Second Transition

Second verse, same as the first! But more. There are more spirits and ice spheres spawned at a time. It wasn’t enough to force me to blow cooldowns. Just stay focused.

Phase 3

Mechanics

  • Vile Spirits — Instead of a Val’Kyr, we now have a bunch of little exploding adds to deal with. Tanks and DPS will hatch cunning schemes to deal with them. We just have to know to stay away from their targets and heal hard as they explode. Their targets will have aggro and so will show up in healing addons. Be ready to coordinate all healing cooldowns with the raid, especially Divine Sacrifice and Aura Mastery with Shadow Resistance Aura.
  • Defile — Defile is still here, but at least now we’re trying to spread out for the summoned adds instead of initially grouping up.
  • Harvest Soul — Heal hard the moment it shows up on the radar. You only have a couple of GCDs before most raiders will die so do not hesitate.
  • Terenas Menethil — If you survive Harvest Soul you’ll have to heal Terenas. Be sure to cleanse Soul Rip.
  • Infest — Boy, this never gets old!

There will be a lot of motion in this phase. Try to choose a place where you can be at a safe distance from people while healing hard. The more you move the more the raid is at risk. Don’t spare cooldowns. It’s possible to have Heroism up for a second time around now, it’ll help you light up the raid.

Stay focused and push hard even if you lose people. As you can see in our video, we goofed up quite a bit in the third phase and still had enough raiders up to manage a kill. Don’t give up until everyone is down. At 10% you win. And for heaven’s sake, don’t release.

Cheat Sheet

  1. Move Beacon/SS around as the tanks manage Soul Reaper
  2. Heal hard and immediately when Harvest Soul goes up
  3. Spread out for Defile and to minimize raiders hit by exploding spirits
  4. Try to watch for raiders with spirit aggro and precast heals around them
  5. Blow all cooldowns, there’s nothing left to save them for
  6. Coordinate raid-wide survival cooldowns as spirits descend
  7. Blow throughput and haste cooldowns if another healer is pulled in to Frostmourne
  8. Heal Terenas, cleansing Soul Rip, if you get pulled into Frostmourne

Magical Mystery Phase

Do not release!

Profit!

In Closing

What do we get for our trouble? The Lich King only has weapons in his loot table. For our tank and DPS specs we have [Troggbane, Axe of the Frostborne King] and [Warmace of Menethil]. For Holy, though, we have [Valius, Gavel of the Lightbringer]. In addition to having satisfying lore, Uther’s pointy mace only shares a model with its 25-man cousin: [Royal Scepter of Terenas II]. Guess who lucked out on our first kill?

zabery-valius

I think Blizzard did well with this encounter, like they did with Algalon. It’s rewarding because it’s difficult.  After all, we show up for the challenge, right?

Good luck out there!

Healing Herald of the Titans as a Holy Paladin

Monday, November 9th, 2009

About two months ago our 10-man group got the server-first Herald of the Titans achievement,  much to our surprise.  We managed to get it on the last pull of our fourth hour of attempts.  We were less than a minute away from wiping the raid as the hour-long timer expired.

herald-achievement

As part of my effort to return to blog posting, let’s look at healing this as a holy paladin.  Here are my recollections of the fight, two months later.

alg-door-thumbBring a strong healing team.

This sounds silly, but I can’t stress it enough.  The tanks will be taking extreme incoming damage.  You won’t be able to keep them up by yourself by spamming Holy Light.  You won’t have spare cooldowns to top up the raid between spikes of tank damage.  We got it done by bringing my holy pally, a shaman who was speced mostly for tank healing, and a resto druid.

Gear up.

The achievement is a bit gimmicky, to be honest.  There’s no way we could have done this with gear that is actually only available from 10-man content.  Almost all of us had ilevel 226 gear from regular 25-man Ulduar in almost every slot.  Even with that, it’s still a challenging fight and you’ll be cutting it very close.  Every little bit of oomph you can bet by bringing your gear up to the limit will be needed.  Here’s a link to a wowhead search that is a decent starting point..

Heal from melee.

You’ll be chewing through mana as you throw Holy Light around the raid.  I found it most comfortable to heal from melee for the huge regen from Seal of Wisdom procs.  You need to watch out for Cosmic Smash targeting melee near you, but you don’t have to worry about gimping your healing with Divine Plea.  Be very careful getting into position, though.  When you pop out of the black holes don’t go running all the way back to Algalon in one go.  Stagger running with Holy Light casts.

Be very careful with the tank switches.

The tanks will be taunting off each other as they reach a given number of stacks of Phase Punch.  Do everything you can to see this coming.  Use DBM to get timer bars for each application, use Grid and GridStatusRaidDebuff to see the stacks, and have your tanks call out on vent.  The taunting tank will need to have heals incoming before they taunt.  I found it most comfortable to throw up Sacred Shield on the new tank a few seconds before the taunt, start spamming Holy Light on the new tank, and only move Beacon of Light over once the new tank has aggro and the other healers have buffed them up and started hots.

Use a variant of the 52/17/2 “bubble” holy/prot spec.

You’ll be healing from melee so you’ll have nearly infinite mana.  The regen from the crit talents in the retribution tree aren’t very useful in this fight, and even less so now that Illumination’s regen has been cut in half.  The duration and absorption buffs to Sacred Shield from 2/2 in Divine Guardian, however, are enormous in this fight.  The damage reduction from 3/3 in Improved Righteous Fury is also very valuable.

Embrace Sacred Shield’s absorption.

Don’t be fooled by Sacred Shield’s relatively low position in the list of healing you do with each of your spells.  Look at some parses and calculate how much of the tank’s incoming damage it absorbs in a fight.  It can be on the order of 5%.  Think of it as a tank survival cooldown that is always up.  Since we have so much regen from seal of wisdom, we can use trinkets and consumables that give spell power and buff the absorption even further.  Get the T8 4pc bonus if at all possible, it’s just incredible.

Target melee to make the most of the Holy Light glyph.

The tank will be catching the stream of holy lights from beacon. Our goal is to target the holy light cast at a raid member with the lowest health who has the greatest number of people near them.  This maximizes the splash healing from the [Glyph of Holy Light].  If you can, ask a melee class to always try to be within 8 yards of the tank so that the tank can catch the glyph’s splash healing.  This is especially useful after the raid’s health is cut in half as a Collapsing Star dies.

Aura Mastery is worth the cooldown.

The raid has two significant sources of damage which can be resisted by our auras: shadow damage from dying Collapsing Stars and fire damage from Cosmic Smashes.  Either resistance should be buffed by Aura Mastery every time it’s up just before the incoming damage.  In our case we found it most beneficial for our shadow priest to use Prayer of Shadow Protection while I ran Fire Resistance Aura.  The cosmic smashes were easier to predict than coordinating with the DPS who were killing the stars.

Use Divine Sacrifice to iron out difficulties.

In a perfect world, we’d pop Divine Shield and Divine Sacrifice such that the latter’s duration covered the most incoming damage.  That’d mean just as Collapsing Stars die or as Cosmic Smash hits near melee.  Those tend to happen when the raid is in a comfortable rhythm, though.  After a few wipes you’ll have a feel for when you tend to lose people.  Pop divine sacrifice then.  Maybe it’s on tank switching, maybe it’s bad luck as a star dies just as a cosmic smash lands, or maybe it’s while people are getting back into position after being phased.  Whatever it is, use Divine Sacrifice to give the raid a little more breathing room when it has the most trouble.

alg-chest-thumb

Enjoy it!

This is my favourite fight in WoW. We’ve pulled it a ridiculous number of times and I still get excited as the initial effect kicks in. Have a blast with this, it’s fantastic content.

Finally, a personal note. There are very few things in WoW that I’m not embarrassed to be proud of. Getting this achievement with our 10-man group is one of them. Dusty and Jace have said it before me, but I’ll say it again: you guys rock.