Monday, October 15, 2012


ELEGON 25 - Normal

I thought I would drop in with an update and a few tips for healing this fight. I am going to assume that you know a little bit about the fight.

Recommended Talents:

I chose these talents my self, but they are by no means the only ones. Eternal flame is overpowered in the extreme. With @>25% mastery, expect this to be your number two/three spell on this fight. Holy Avenger combined with Eternal flame is best for Energy charge phases.

Recommended Glyphs:

Recommended for the following reasons.
PoI. You are going to be using eternal flame like crazy. Heal your self at the same time.
Div. Mana. Plain and Simple.
DP. Controled Mana gain. Macro to AT if you are belf.


Fight Mechanics and You.

The ranged will stack at a particular point, usually on the very edge of the "bubble that makes you take stacks of damage."
PRO TIP: you can stand at the very edge of this, and jump to drop your stacks.

THIS IS GOOD. When the add comes up, drop Light's Hammer on your group, and pop one or more of your cooldowns. 1 at a time ensures one for every stack. I personally use AW and then DF. If your dps are relatively decent, you should have LH still up with plenty of time when TA blows up. Heals a bunch btw. Use LOH after this. Regens you back to 100%, and ensures its up at the end of the fight if you took Unbreakable spirit.

That takes care of TA one, whilst keeping your mana up pretty decently. TA 2 will come up shortly there after, pop your guardian, and when the add is out, alternate DL HR DL HR DL DL HR HR DL.
PRO TIP: Use AM/DA (devotion Aura) to reduce the damage in this phase. Helps quite a bit.
This ensures the stacking haste buff benefits you substantially. Depending on how fast you did this part, you should do just as much healing as the previous TA, and have roughly 60% mana. Pop your dp, and move into the Energy charge phase.


Energy charge mini phase.
During this phase much of the raid will be spread in specialized locations. (If you took holy prism, target the energy charge and heal easily with it and EF.GG) If you took LH like any other not retarded 25 man Holy Pally, you can drop that where it can both damage 2 charges as well as heal their dps ( works best on melee) drop it quick, switch your beacon to a rogue or other player that takes damage, pop Holy Avenger, and roll EF across half the raid with HS EF HR EF HR EF HS and so on. Does a lot of healing. Make sure to reset your stacks. You should be pretty low on mana right now, probably close to >20%. Move to your designated area, pop a focus potion, and DP. Do simple single charge hs lods to keep healing up here. Make sure to also melee the pillars for extra mana. If done correctly, you should have close to 75-80% mana. Regen phase this is. Repeat. When you run back in, do not drop LH right away. Keep regening mana. TA will come back up, repeat the previous. Don't fall in a hole.

Once you begin to reach the last phase, squirrel your cooldowns away on the second repeat. Don't use a cooldown, save it. Save all of your cooldowns during the second repeat. If you have to use one dont cry about it, just count on doing less healing.

During the third phase, you should have almost everything up or close to up.

At the very begining of the phase, roll ef and keep beacon on the tank. Spot heal for roughly 8-10 secs, and Drop LH, using both AW and DF. Maximum healing. HR the raid. When you reach 25% mana, drop LOH on someone, pop DP,  then DG, and goto town with Divine Light. GG :)

Monday, October 1, 2012

LEVEL 90 Spells :)

After hitting 90 and constantly running heroics, I have a few comments on the Holy Paladin tools available to us, as well as theory craft on the possible use of each.

Level 90 spells

Holy Prism
Extremely useful for heroics/10mans. The amount of healing it does in my heroic gear is roughly 25-30k, crits for up to 60k on multiple targets and over 110k on a single. Has a pretty long range, usefull when dropped directly on the tank to help trash pull. Useful on all heroic fights. I have it keybound in vuhdo as usable on hostile targets and friendly targets.
*** Watch your targets. Dont heal a rogue stealthed 20 yards away. It will pull everything around. I got into the habit of thinking of it as a holyshock-esque fire and forget. DO NOT do this.
It integrates nicely into the flow of an encounter. With adequate practice, expect it to come naturally and as great utility. Costs nothing = mana savings.
For doing dailies as a HPally, this is especially ingratiating. Pull 7-9 mobs for a quest, use it and Eternal Flame to heal your self whilst spamming denounce and holy shock. Most importantly, it does a metric shit-ton of damage. Utilized on myself, I was seeing this hit/crit on mobs for close to 30/60k with no buffs, and an aoe spell is incredible.



Light's Hammer
This spell is nice for 25mans. It does aoe healing (think effervescence, healing rain). In my current gear it hts for roughly 15-25k every 2 secs. The best things about this spell are:
  •   It has no target cap that I can see. On Sha of Anger with close to 40 people stacked, in my log all of them recieved equivalent healing. Not sure if intended, but that puts this spell as a perfect 25 man raid spell. With no target cap, the entire raid can stack inside of it. 
  • link it to Synapse Springs, because they have the same cooldown. Finding a way to macro synapase springs has been a pet peeve of mine. This solves the issue.
  • Also does damage. Its long cooldown makes it less effective for dailies, but useful in a raid. Extra damage on boss is extra damage on boss.


Execution Sentence ( Stay of Execution)
The tank healers friend. Used in conjuction with rolling eternal flame with holy avenger, you can use this, do decent aoe healing and massive tank healing through beacon additive. Using roughly 15% of my mana, popping divine favor, and using HR, I was able to EF 10 people easily, as well as Stay of Exec on the tank. My log showed 1.2 million healing done on the tank within roughly 10secs, and it continued at a reduced pace 120k~ + 4k Shield every 3 secs for about 18 secs. Will have to see performance in raids, but lets be serious, these are only preliminary testing numbers. With more time and gear, (and once we run into raids) Ill have solid logs and math showing if this is valid. A big part of this test will depend on the mastery scale. EF procs the mastery shields, with EF up on 8+ people, the mini shields add up. Ticking 50% through the beacon, *though the beacon heals do not proc mastery shields. 4-6k shields stacking every 3 seconds for 30seconds each, with heal lag for each target switch makes the hots equate to a quick steady upwards motion on the health bar of your beacon target. Added with SoE (stay of execution) Very effective tank healing. VERY. In this particular build I have had no problems healing any heroic.

Useful for a single target nuke as well. The overtime effect makes it a decent fire and forget spell all on its own. In my humble opinion, specialty builds only.


Eternal Flame vs SS.

This is a hot issue with me. Expect a blog post soon with the benefits of each, as well as my personal decision as well as the downfalls of each.

Monday, August 27, 2012

Ok, well it looks like the final holy paladin skill set for P5.0.4 is up. Lets take a look. :)

For all you people who havn't been paying attention, or who haven't been on the beta, lets look at whats changed.

No more auras FEELS BAD MAN
*** 5 holy power now ***
*** Intellect no longer increases max mana***

Spirit will now be gemmed. Best regen.

Remember the 9% haste from Judgements of the Pure? Its now reworked into Seal of insight, but more on that shortly.

Holy Radiance, no hots.

BoM, gives 5 mastery (not to be confused with mastery rating)

BoK, gives 5% to int strength and agi, no more resistance.

Aura Mastery reworked into Devotion aura, 20% less magic damage, as well as the anti silence and interrupt effects

Bacon of Light - big change is 15% from LoD and HR, remember LoD beacon heals? Now incidental and not worth intentional incurring. Hr goes through now, so aoe healing and decent tank healing.

SoL - 5% healing AND 10% cast speed buff. of course the 4% mana on melee hit.

GoAK - In addition to it's original abilitys, It now grants a stack 10% haste buff, up to 50% from direct heals. Stack it up 4 times and aoe heal.

LoD - Fire and forget. No longer do you have to aim this. Wonderful Q-O-L improvement. CoH for paladins. 30 yard range req.

Infusion of light no longer helps your Flash of light.

DAYBREAK - after casting HR, HS is an aoe heal on targets within 10 yards. Divided up of course. Holy power building with nice after effects.


Talents!
We've already gone through these, but a short rundown is worth it for reference. 










Of course, T1 is movement increasers, I see speed of light being much weaker than the other two, but meh.

T2, pvp.

T3, Healing. Eternal flame looks promising.

T4, Utility.
I see this changing for fights on a regular basis.

T5. Zealotry, HS spam or proccy heals.
Self explanatory. Seeing zealotry reworked or RNG being sought after here.

T6 N/a (patch day doesn't let you lvl to 90 no0b)






Friday, July 27, 2012

Upcoming MoP changes, Release date set

Fortunately for everyone for which the current tier of content has become stale, we now have a release date for Mists of Pandaria. The release date is September 25, 2012. Go preorder NAO!

You may have asked your self recently what the heck we have to expect in mists? As a paladin we have been used to being one button wonders back and wrath, and buffers in vanilla. More recently we have had the distinct pleasure of being as good at AOE healing as many other classes, and most DS bosses have made being a paladin an easy run to the top of the healing charts. More of the same in terms of healing folks, and some new stuff!

*Note, while some math may be available in here, and discussion is encouraged, the point of this blog is to discuss HOLY play. QQin about ret being broken is not applicable here, and while theory-crafting is a wonderful tool, it is not going to be the sole beneficiary of the discussion.



I will out line a few of the spells we will hopefully be getting. (Hope they don't change everything a million times.) As well as my opinions on their usefulness, and my probable choices.
According to wow-head, this is the current talent calculator.
http://mop.wowhead.com/mists-of-pandaria-talent-calculator#l

Talents


Tier 1 = LVL 15 = SPEED INCREASES????


Speed of Light = Increases your movement speed by 70% for 8 seconds.  3.5% base mana, 45sec cd. Instant.

Thoughts = Rogue sprint.

Long Arm of the Law = A successful Judgement increases your movement speed by 45% for 3 sec.

Thoughts = Ret thing. Honestly being able to close successfully is of doubtful use in my opinion. If you constant cast judgement you could maintain some decent uptime, cant see how it would be worth it. Lost GCD for heals suck.

Pursuit of Justice = You gain 10% movement speed at all times, plus an additional 10% movement speed for each current charge of Holy Power up to 3.

Thoughts = This seems like a large chunk of awesome to me. As a healer, we are going to constantly have holy power, and the ability to move faster all of the time is amazing. With *Boundless conviction, we could even bank 2 holy power for a movment speed proc for fight phases, whilst sure of having at least a 10% buff, if only from holy shock. Seems like the best bet for me. My first choice. CHA CHING.


Tier 2 = LVL 30 = WTF PVP?


Fist of Justice = Stuns the Target for 6 sec. Replaces Hammer of Justice. 3.5% base mana. 20yd range. 30sec cd. Instant.

Thoughts = Ugh. A better version of a spell we already have?

Repentance = Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids, and Undead. 10.5% of base mana. 30 yd range, 1.5 sec cast. 15 sec cd.

Thoughts = A few changes to this spell really jump out at me. First, it is now a cast. unhappy about that. 15 sec cd, exstatic about this. Not sure about this spell really. Curious if I should take it strictly for 5 man utility. My second choice. MEH.

Burden of Guilt = Your Judgement hits fill your target with doubt and remorse, reducing movement speed by 50% for 12 secs.

Thoughts = USELESS FOR HOLY. Seriously. What reason could I possibly have to slow down a mob in a raid environment? Maybe while leveling, but otherwise, seems to me to be another pvp talent.


Tier 3 = LVL 45 = OH LAWD CHOICES???


Selfless Healer = Your successful Judgements reduce the cast time and mana cost of your next flash of light by 35% per stack and improves its effectiveness by 35% per stack when used to heal others. Stacks up to 3 times.

Thoughts = Hmm. Judgement has a 6sec cd.  So assuming that you Judge on every cooldown you could have this up to full for use every 20~ secs. 105% faster cast and reduced mana? = Instant. Free. 105% more effective on all targets but yourself? Curious. Essentially, Judgeing on cooldown gives you a free instant big heal every 30 secs. Seems worthwhile but....

Eternal Flame = Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 4031 to 4490 (+ 37.7% of Spell power) and an additional 1393 (+ 16% of spell power) every 3 secs for 30 sec. Healing increased per charge of Holy Power. Replaces WOG. 1 Holy Power. 40 yd range. Instant.

Thoughts = Interesting. VERY INTERESTING. Looks like they got tired of no one taking the wog glyph. First lets take a look at WOG.
  • Word of Glory = Consumes up to 3 Holy Power to heal a friendly target for 3694 to 4115 (+ 37.7% of sp) per charge of Holy Power.
Hm. It looks like a slight buff to a very good spell already. PLUS A HOT every 3 secs for 30secs. Sounds amazing to me. I see this as a very good choice. It basically gives pallies decent hots. Nice! Choosing this one personally.

Sacred Shield = Protects the target with a shield of Holy Light for 30 sec. The shield absorbs up to (30 + 1.17* holy spell power) damage ever 6 secs. Can be active only on one target at a time. 40 yd range. 6 sec cd. Instant.

Thoughts = SS is back huh. I see this talent as being about as useful as it was back in ulduar. Sure on some progression or gimmick fights, This maybe useful, but lets break out some simple math. It lasts for 30secs. k. Absorbs damage every 6 seconds. Optimally, you could somehow get 5 shields out of this, but probably impossible. Every 6 seconds this will be able to absorb damage. IT WILL STILL COUNTDOWN even if it doesn't.  You cant guarantee that your recipient will take damage exactly on the mark. so optimally, you can expect to get 2 or 3 procs out of this shield if put on a tank, and less if on any other player. However knowledge is power. I can see this being useful in select instances, multimob tanking to be exact. I don't see this as more useful than a buff to a primary heal. Sorry bliz, I didn't like ss then, and I dont now.


Tier 4 = LVL 60 = MORE HANDS.


Hand of Purity = Places a Hand on the friendly target, reducing the damage of harmful periodic effects by 70% for 6 secs. Players may only have one hand on them per Paladin at any one time. 7% base mana. 40 yd range. 30 sec cd. Instant.

Thoughts = The best thing about this spell is its cd. Optimally you are looking at 20% uptime if you choose to maintain maximum. I can see it being usefull in raids where impale buffs stack up that do periodic damage. COULD be amazing. But as of when patch 5.0 drops, sort of lack luster. On the offside, there is a decided advantage against warlocks and spriests in pvp.

Unbreakable Spirit = When your Divine Shield, Divine Protection of Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction.

Thoughts = Wow. Amazing. Essentially a 50% reduction on all of your awesome CDs. The 50% reduction to loh almost alone makes it worth it, but bubble and DP????? But wait... you... I remember you...

Clemency = You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice and Hand of Salvation twice each before incurring their cooldowns.

Thoughts = At first I was like meh, but then I was like holy double casts batman. Imagine if you will, ultraxion heroic. two people are staying out. oh really? lets just bubble and HOS THEM BOTH. Oh the tank just died? lets bop 2 CLOTHIES. oh YOU JUST SPELL-STOLE FREEDOM??? LETS CAST IT AGAIN. 2 people high on the threat meters? Lets salv them both, oh wait you have the salv glyph? lets fade 2 people who just pulled threat. This talent introduces alot of stragtegy and increases the raid utility of a paladin by 100%. Effectively allowing you to Sac twice in a row, this is most useful. Tough choice on this tier, however I find myself leaning toward clemency.


Tier 5 = LVL 75 = HOLY of HOLIES


Holy Avenger = Abilities that generate Holy Power will generate 3 charges of Holy Power for the next 15 secs. 2min cd. Instant.

Thoughts = Essentially zealotry, this could be amazing. I see this as a cooldown of paramount importance. Looking at the other choices this tier, this pretty much makes of capable of free heal spam. holy radiance, wait 3 hp, lod. Holy shock wog/lod. I have always imagined zealotry for holy, and they come through. I love this.

Sanctified Wrath = Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.

  • Holy = Reduces the cooldown of Holy Shock by 50%
  • Prot. Reduces the cooldown of Judgment by 50%
  • Ret. Reduces the cooldown of Hammer of Wrath by 50%

Thoughts = First off, this makes Avenging Wrath 30 secs long. Nice. Then it changes the cd of Holy Shock to 3 seconds. Effectively screwing everything up. Normally when you cast AW you want to use big heals, or high aoe heals during a burst portion of the fight. Throwing more HS in there means 10 gcd are going to be used to generate holy power. leaving 20 secs of other healing with only 2 secs in between each shock.  Do Not want.

Divine Purpose = Abilities that cost Holy Power have a 20% chance to cause the Divine Purpose effect. 

  • Divine Purpose - Your next Holy Power ability will consume no Holy Power and cast as if 3 Holy Power were consumed.

Thoughts = Now Eternal Glory as it is on WoG is nice, dont get me wrong. But that is ONE spell that you can occasionally double cast. Introducing the RNG of what makes ret such a pain to holy is already a terrible idea. Positive, it can give you tons more free heals, but on the flipside, doing so makes your healing subject to the whimsy of the gods. Aparently today the god of light of dawn smiles on me effectively letting me spam it for like 8 gcds. Oh today nothing smiles. Nothing procd the whole fight.


Tier 6 = LVL 90 = HOLY %&(@


Holy Prism = Sends a beam of light toward a target, turning them into a prism for holy energy.

  • If an enemy is the prism, they take 11172 to 13654 (+ 109.8% of Spell-power) Holy damage and radiate 7537 to 9211 (+ 74% of Spell-power) healing to 5 nearby allies within 15 yards.
  • If an ally is the prism, they are healed for 10055 to 12288 (+ 98.8% of spell-power) and radiate 8374 to 10234 (+82.3% of spell-power) holy damage to 5 nearby enemies within 15 yards. 5.4% base mana.

    40 yd range. Instant. 20 sec cd.

Thoughts = So essentially this is either a single target heal, or an aoe heal around an enemy. I do not know if I like that at all. So you shoot this beam thingie at a friend, heals him for a moderate amount. If you shoot it at a boss or mob, the mob takes damage (not really a major concern) and Heals 5 people around him for slightly less each than if done singly. Not sure if I can count on this. Seems to me to be strange. The cooldown is nice, but every 20 secs throwing this at the boss could be doable. like a beefcake holy light on 5 melee around the enemy.

Light's Hammer = Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (16sec.5) sec.

  •  Arcing Light - Deals 2513 to 3071 (+24.7% of sp) holy damage to enimies within the area and 2513 to 3071 (+ 24.7% of sp) healing to allies within the area every 2 sec. 30yd range 1 min cd.

Thoughts = Seems a decent aoe hot heal. Its the original holy radiance. Seems easy to understand. Wonder if it activates on target, or if you have to aim it like healing rain.

Execution Sentence = A hammer slowly falls from the sky, causing holy spell power *4566/1000+26.72716306*375 damage over 10 secs. This damage is dealt slowly at first and increases over time culminating in a final burst of damage.

  • Stay of Execution = If used on friendly targets, the falling hammer heals the target for holy spell power*4109/1000+26.72716306*375 Healing over 10 secs. This healing is dealt slowly at first and increases overtime, culinating in a final burst of healing.

    Instant. 1 min cd.


Thoughts = Ug. Tank healing hot. Could be nice during periods of intense damage on the tank. Holy math batman.

Tier 6 conclusion. None of these spells really seems to jump out at me as a clearly superior choice. Each of them have utility at a different time. I would likely choose Light's hammer, and a pally healing rain would be nice.


That is today's edition of Pally stuff.

My horse is amazing.





Thursday, July 26, 2012

How to GG Spine Heroic

As DS winds down to a close, I figured I would start this blog as a way to dump some of the knowledge and experience I have gained throughout the 5+ years that I have been playing World of Warcraft. I try to excel at each encounter and figured that a quick run through of the bosses where I exceed the mob would be nice.

Heroic Spine:

Very simple actually. With an acomplished raid group much of this simply depends on you. With the BoL glyph, you will find that being able to switch beacons makes your mana, though a major concern, no so much of an issue as you would believe.


  1. DO NOT BEACON YOURSELF.
    Even if you have the Searing Plasma debuff, beaconing yourself is an HPS loss. And on spine, especially if you attempt without the buff, HPS loss is SRS BUSINESS.
    Reasoning is as follows:
    Doing this is retarded. If you have even a single point into Protector of the Innocent, it is an hps loss. Actually, having searing plasma on your self and 2 others, and spamming holy light on the non beacon is an easy way to regen mana.
    -
  2. GoAK IS AN INCREDIBLE TOOL.
    During progression attempts on spine H, you may find that the searing plasma buff has gone... AMG OUT OF CONTROL. Pop Guardian and spam divine light whilst switching beacon. You just singlehandedly saved the raid, at the cost of 5 divine lights, easily 1million healing in just 10 secs, and if they are stacked up for nuclear blast from the hideous amalg, doing this almost nets you 2million.
    -
  3. At the third plate, CHANGE YOUR BEACON TO THE OFFTANK.
    Simply put, because the healing on this tank is going to become INTENSE. Much of the paladin's utility lies in the fact that we do most things ok, but the one thing in which we break from the pack is Tank healing, even now.
    The off-tank will have so many bloods on him that his health bar will literally zig zag up and down with all of the healers pouring all they can spare into him.With your beacon full time on him now, this eases the burden that you all have to carry, freeing up mana to deal with the Searing plasma.
    -
  4. DO A BARREL ROLE. (pun intended)
    By the time the raid is about to roll deathwing, you will notice that everyone is stacking up... TIME TO UNLEASH THE KRAKEN. Unload holy radiance with a single cooldown, either AW or DF. One only, so you will have the other up for the Nuclear Blast on the amalg. AS THIS IS HAPPENING, switch your beacon to the most recent Searing plasma victim. Opening up holy raidiance 3 times the LoD will pop the SP as well as doing a lot of healing in the approx 8-13 secs you are stacked up. Doing this correctly SAVES TIME AND LIVES.
    -
  5. REFORGE TO A CRIT HEAVY BUILD
    Crits on this fight are so valuable that I can hardly describe it. With decent gear and a few buffs, you will find that hitting 30% crit is easy as pie. 30% crit on divine light on searing plasma, or holy raidiance whilst stacked up, makes this fight significantly easier. As an unintended side effect, reforging away from haste will make your mana pool seem bigger, if only because you cast less spells in a given amount of time.
    -
  6. Be AWARE OF YOUR POSISTION IN THE RAID
    This is one of the most difficult things to master. How well you do this directly affect LoD and HR, therefore translating to awesomeness potential. There are so many spell effects and shit on the ground in this fight, that I find it difficult to see my self sometimes, not to mention if you are to far back, and move your camera in just the WRONG way you will initiate player humping, with the camera zooming in and out super fast. There are a few addons as well as nameplate and scrolling battle text that can help with this.

    • Vuh'do
      This is a grid type addon, with lots of options, but my favorite being that you can setup a cluster finder, that does a check every 30ms(adjustable I set mine to 20) to see how many players are in range (adjustable (set to 6yards for HR)) of eachplayer. In essence it takes all the guess work out of holy radiance.
    • Sexy Map/Hud Map
      Imagine if you will, amid the shit storm a-brewin all around, you notice a clean, stark circle with cardinal points, and the dot (like on your minimap) of every other player (colored according to class) arrayed inside. O WAIT ITS A MINI MAP ADD-ON. Both of these addons have the option to overlay an transparent minimap over the battlefield, allowing to see just where everyone is. Makes finding the dipshit who ran in the middle of nowhere easier as well. Sexy map is verysimple, usually best for finding nodes and things, but I use it in raids. Hud-map is much better with overlays for pings and markers (yeah the star and square things) but it seems to work when it wants to. Being updated sporadically.
My horse is amazing.