Altadin
21Apr/096

Highs and lows

Work is kicking my tail this week (/whimper), so as much as I would love to make an appropriately epic "First Impressions of Ulduar"-style post, all I really have time for are a few quick thoughts about Week One. 

For me, it was all about highs and lows ...

Highs

Over the course of three days, my 10-man raid cleared Ulduar through Mimiron, leaving only General Vezax and Yogg-Saron undefeated.  I had so. much. fun!  Especially with Mimiron, a wonderfully chaotic fight that reminds me a little bit of the Lady Vashj encounter in SSC.  I also really enjoyed solo-healing Thorim's gauntlet — a challenge for a resto shaman, because while versatile we are, mobile we are not. 

By the way, Supremus has nothing on Freya when it comes to trash.  I will never look at flowers in quite the same way again!  There is definitely some sort of phototropic effect going on, too, because those menacing little cutlings are absolutely drawn to Chain Heal.

Also, Mimiron's trash is actually named Trash, which totally awesome (not just awesome, but totally awesome!) in my book.

Speaking of books, check out our Mimiron-10 killshot:

Can you find the shamans in this picture?

Yes, that's right!  While the rest of the server was frantically grinding Books of Glyph Mastery, I was farming for — and then crafting — Rituals of the New Moon for my entire 10-man raid. 

Can you pick out the real shamans in this picture?  (Hint: I'm the cute one.)

Lows

My 25-man raid was crit by an unlucky combination of server downtime, Naxx-induced laziness and Real Life®, and only managed to down two new bosses: Flame Leviathan was a two-shot, and Razorscale took a bit more effort but ultimately went down (and dropped a very nice healing mace in the process).

Saturday's Deconstructor attempts were thoroughly disappointing.  XT-002's very simple, Solarian-type mechanic got the better of us — over and over and over again.  To be fair, we were missing several of our core raiders (nerf finals!), and running a 24-man group that included a handful of undergeared fill-ins from our Friends & Family rank.  We ended up calling the raid when our fury warrior's game card ran in the middle of wipe recovery (sigh) and our healadin's finance came home, armed with wedding plans (double sigh). 

Oh, well.  I'm willing to write Saturday off as a practice round (spring training, as it were).  We're heading back into Ulduar-25 tonight with our core raid intact, and I'm hoping to see some significant progress.  If not, I'll have to look at making some changes to bring my 25-man raid up to the admittedly higher standard set by my 10-man team — but that's something to worry about another time. 

Work is summoning me, and I don't dare decline. ;.;

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8Apr/0910

How we defeated Sartharion-10 with three drakes

First, please understand that this isn't intended to be a comprehensive guide to the fight.  This is why I don't write guides is a blog tag for a reason!

No, my intention here is simply to share how we defeated the single-hardest encounter in the game, and hopefully provide some insight into our strategy, thought processes and basic positioning to other groups looking to attempt it.

For the purposes of this discussion, I'm going to assume that anyone reading it is already familiar with the basics.  If not, WoWWiki is an excellent resource.  (Go!  Check it out.  I'll wait.)

Okay, then.  Very briefly:

  • Sartharion is a typical dragon, in that he cleaves, breathes fire and tail swipes.  He has to be tanked throughout the encounter and will summon three Twilight Drakes at timed intervals.
  • The Twilight Drakes are Tenebron, Shadron and Vesperon.  Like Sartharion, the Twilight Drakes drakes also have a breath attack, although theirs deal shadow damage rather than fire.  In addition, each drake (1) opens a portal to another realm and (2) has an aura that will remain active on the entire raid for as long as the drake is alive.
  • Tenebron lands first, a mere 30 seconds into the fight, at the far west end of the island.  Her aura, the creatively-named Power of Tenebron, increases the amount of shadow damage taken by the raid by 100%.  She spawns eggs in the portal realm that hatch into Twilight Whelps, which must be picked up by the add tank.  Otherwise, Tenebron's portal can be safely ignored.
  • Shadron lands 60 seconds seconds into the fight, towards the south end of the island.  His aura increases the amount of fire damage taken by the raid by 100%.  He also spawns an acolyte in the portal realm, who increases fire damage done by Sartharion by 50% and renders Sartharion immune to all damage.  For this reason, Shadron's acolyte is the only one we bother to kill.
  • Vesperon lands 75 seconds into the fight, towards the north end of the island.  His aura reduces everyone's maximum health by 25%.  Like Shadron, Vesperon spawns an acolyte in the portal realm.  While his acolyte is active, Vesperon gains the Twilight Torment effect, which increases fire and shadow damage taken by 75% and reflects a percentage of all non-periodic damage done to Vesperon back onto the raid.
  • In addition to Sartharion and the Twilight Drakes, there are several AoE effects to contend with: (1) a lava wave that sweeps across the island, and must be avoided; (2) lava strikes that target individual players, deal painful splash damage and spawn fire elementals; (3) the fire elementals themselves, which will become enraged if struck by a lava wave; and (4) void fissures summoned by the Twilight Drakes.
  • When all three drakes are alive, Sartharion's breath and most AoE effects can one-shot the raid.  Cooldowns like Divine Guardian and Guardian Spirit are absolutely required to save a tank from a one-shot breath.

If it sounds like a lot to deal with at once — it is!  Once upon a time, a resto shaman of my acquaintance described the Illidari Council as the "Superbowl of Not Standing in Bad®" ...

Ha!  How naive and innocent we were back then!

Group Composition

We experimented with several different group compositions.  In the end, this was the winning combination:

Main Tank: Death Knight
Drake Tank: Feral Druid
Add Tank: Protection Warrior
MT Healer: Holy Paladin
Raid Healers: Holy Priest, Restoration Shaman
DPS: Elemental Shaman, Fire Mage, Mutilate Rogue, Shadow Priest

As you can see, it's a fairly straightforward, three tank/three healer/four DPS set-up.

As Ashellia noted, many of the strategies you'll find online recommend bootstrapping a hybrid to fill the role of two characters.  For several attempts, we tried having a healadin tank the fire elementals and Twilight Whelps by using Consecrate and Righteous Fury plus Flash of Light to keep himself up and hold healing aggro.  The idea was to replace our add tank with a fifth DPS class — preferably an unholy death knight, balance druid or affliction warlock for the +13% buff to magical damage.  Unfortunately, this put us at the fickle mercy of the RNG: if we caught a bad string of void zones or lava waves, then our multitasking paladin would be forced to concentrate more on dodging The Bad® and less on healing.  Lacking the mitigation and/or avoidance of a real tank, he would inevitably succumb and loose adds on the raid.

Switching to a three tank/three healer combination put considerable pressure on our DPS, but also gave us much better control over the fight and the fifteen hundred things (I'm not exaggerating: there really are that many — I counted!) that can go wrong.

A few things worth mentioning about this particular composition:

  • Death knights have more panic buttons available to them than any of the other three tanking classes.  Using a death knight tank meant that we only had to coordinate two other cooldowns to survive what we came to refer to as Sartharion's "one-shot breath phase."
  • Protection warriors make excellent add tanks!  It seems to me that many, many warriors are still locked into the old TBC mindset (i.e., that warriors are single-target tanks — period, dot — and paladins are the superior AoE tanks).  This is no longer the case.  Don't believe me?  Ask Spinks!
  • Our priest was Discipline for our first few (dozen...) attempts.  At first blush, Grace and Pain Suppression seemed too good to pass up.  But we eventually came to realize that a combination of one single-target healer and two AoE healers was vastly superior to two single-target healers and one AoE healer, and so our priest donned wings for the occasion.
  • Two shamans = two Bloodlusts!  This meant we had a Bloodlust available for every learning attempt.
  • A rogue was the lone melee DPS in our caster-heavy raid.  (/tar Ignus /lick).  Not only was he expected to DPS the drakes and tank Shadron's acolyte during portal phases, but he was also tasked with tranquilizing enraged fire elementals.  The add tank pulled them to the rogue, and the rogue used anesthetic wound poison and Fan of Knives to great effect.
  • (The downside of calling for fan of Fan of Knives is that it inspires the raid to make awful FoK puns all night.  Be warned.)
  • Finally, having only four DPS meant that we had to eke every last bit of damage out of them.  To this end, our holy priest dusted off his Smite button and our bear tank learned how to dance!  (More on that, later...)

Safe Spots & Basic Positioning

3D

Our Death Knight tanked Sartharion in the southeast corner of the island, alternating between the two "safe spots" marked (roughly!) in yellow.  His healer, a paladin, moved with him — running through Sarth to the easternmost tip of the island for waves originating from the north.  (I highly recommend running through Sarth rather than around him, as less movement = more healing, especially for an MT healer without instant casts.  Just be sure to stay closer to his forelegs than his hindlegs to avoid an untimely tail swipe.)

Meanwhile — and this is one of the keys to our success, because it maximized DPS time — our drake tank moved between three tanking postions, from (1) the western edge of the island, where Tenebron landed 30 seconds into the fight, to (2) the southwest corner, a south- wave safe zone, to (3) the center of the island's southern border, a north wave safe-zone as well as Shadron's landing point.

While Tenebron and Shadron were active, the raid spread out throughout the island's central band, in the north-wave safe zone.  For south waves, we ran west (away from the instance entrance).  The drake tank and melee DPS shifted west well.  Meanwhile, the Sarth tank and his healer alternated between the two eastern safe zones (closer to the instance entrance.)

Positions (more or less)

The challenge with this positioning was that it frequently put the MT and MH out of range of the rest of the raid.  For this reason alone, it was absolutely critical that the healers trust each other to cover their respective assignments.  (I was going to elaborate on this point, but Bellwether published an excellent post on the subject this morning, so I'm going to direct you to her instead.)

Finally, once Tenebron and Shadron went down, the entire raid shifted east and alternated between the same safe zones as the MT and MH.

A Walk-Through

We started each attempt with our death knight on foot, and the rest of the raid mounted — or ghost wolf'd, for the sheer novelty of it. <insert wolfish grin here>

The death knight pulled Sartharion into position, closely followed by his healer.  At the same time, the raid road around Sarth (mindful of his tailswipe!) to the center of the island, a north-wave safe zone.  Although we weren't concerned about damaging Sartharion at this point, the drake and add tanks and lone rogue had 15-20 seconds to generate rage or combo points before Tenebron landed.

Twenty seconds into the fight, our raid leader called "Positions for Tenebron!" over Vent.  This was the cue for our drake tank and melee DPS to peel off of Sartharion and dash/sprint to the western edge of the island in preparation for Tenebron's landing.

Because he was already in position, our drake tank was able to pick up Tenebron the moment he became targetable and move her around the southwest corner of the island.  This in turn allowed DPS to unleash on her almost immediately, especially if we were lucky enough to catch a south wave.

We typically blew our Bloodlust at this point, with a goal of bursting Tenebron down before she could open a second portal and thus spawn a second wave of Twilight whelps.  Since raid damage relatively light this early in the fight, our holy priest was able to DPS (lolsmite?) until Shadron landed.

... I might've cast a Lightning Bolt or two, myself.  Don't tell my raid leader.  >.>

In preparation for Shadron's arrival, the drake tank moved Tenebron along the southern edge of the island, towards that central band/north-wave safe zone.  He tanked Shadron here when he landed, and fifteen seconds later pulled Vesperon to this location as well.  (In the 25-man version of OS, our drake tank typically drags Shadron to Vesperon's landing point and tanks both drakes on the north end of the island, but this strategy caused range issues for our healers in OS-10 so we abandoned it after a few attempts.)   The drakes were tanked on the southern edge of the island for the rest of the fight.

As soon as Tenebron went down, DPS switched to adds and AoE'd them down— providing some much welcome relief to our warrior tank, who by this point was holding at least one wave of Twilight whelps and all of the fire elementals spawned thus fars.

With the whelps slain and fire elementals back under control, DPS focused Shadron.

After Shadron died, DPS and one healer entered the portal realm to kill Shadron's acolyte, as Sartharion is immune to damage whenever Shadron's acolyte is active.  We ignored Vesperon's acolyte (we learned after one particularly heartbreaking wipe that killing both acolytes extends the fight unnecessarily and causes undue strain on healer mana), and simply exited the portal after Shadron's acolyte went down.

Since Vesperon's acolyte was alive (and ranting impotently) in the portal realm, the Twilight Torment remained active as DPS began the slow, controlled burn on Vesperon — backing off any time they dipped below 40% health.  By this point, the fight had long-since become a blur to me; between frantically dodging void fissures and lava waves, not to mention healing through constant AoE and reflective damage, I didn't even notice Vesperon die until I heard Keaton's perpetually calm voice reminding us not to panic, because this is the fight we've done a hundred times before.

With all three of the Twilight drakes down for the count, our bear tank taunted Sartharion and took over as MT and our death knight switched over to DPS.  At this point, the fight became the simple tank 'n' spank ('n dodge The Bad®!) that we all know so well.  The only difference was that we did it while holding our breaths, because victory was seconds away ... and history tells us that's usually when something goes disastrously wrong!

Fortunately — this time — it didn't.

Tips

Some final comments and tips from our experience:

  • Don't worry about DPSing Sartharion in the 30 second window before Tenebron lands.  First, it isn't necessary.  Second, your MT will probably be in stamina gear, and won't have the hit or the swift threat generation you're accustomed to this early into the fight.  Feral druids, warriors and rogues can take a swipe or two (no pun intended!) at Sarth to build rage or combo points, but everyone else should use this time to get situated: drop your totems or Demonic Circle, familiarize yourself with the safe zones, cast a Riptide on the MT to proc Tidal Waves, etc.
  • The drake tank and melee DPS should already be in position when Tenebron lands.
  • If raid DPS is a little low (and ours was, with only "four" real DPS and a Smite-spamming priest), use Bloodlust/Heroism to burst Tenebron down as quickly as possible.  If he lives long enough to summon a second wave of Twilight whelps, then your add tank can become overwhelmed.
  • Coordinate your tank-saving cooldowns before the fight, and have someone call for each cooldown in a pre-determined order.  If you're in the cooldown rotation, this is your #1 priority; with all three drakes in play, Sartharion can and will one-shot the tank.  Communication is key, not only to ensure that no one misses a cooldown, but to cover other raid roles as well.  (For example, when it was our holy priest's turn to use his cooldown, our elemental shaman assisted with raid heals.)
  • You don't need a plate DPS class to tank Shadron's acolyte in the portal realm.  Our rogue did it, and was very easy to heal.
  • Have someone who isn't in the portal realm call lava waves on Vent.  If a lava wave is active or imminent, wait until it passes to exit the portal.
  • Play to your strengths. Don't feel trapped by someone else's strategy; assess your strengths — and weaknesses — and adjust accordingly.
  • Don't get discouraged! This is the hardest fight in the game, and you're meant to wipe on it ... a lot.  It took us close to 20 hours of attempts over the course of several weeks to learn.  Progress can be agonizingly slow and is often difficult to measure, especially because there are so many random elements to overcome.  It isn't unusual to down two and half drakes in one solid attempt... and then wipe in the first thirty seconds of the next one because your drake tank found himself trapped between a void fissures and a lava wave or your holy priest ate two successive lava strikes.  As frustrating as this encounter can be, it is the cumulative challenge of all these rage-inducing elements that makes the eventual victory worthwhile.  Believe me, triumph is sweet ... and it tastes like dragon.
1Apr/096

Finally!

Of the Nightfall!

30Mar/095

The Undying still isn't fun … but I never have to do it again!

As of last night, I am officially Liluye the Undying.  And believe me, the last five seconds of Kel'Thuzad's (un)life were the most nerve-wracking of my entire WoW career! 

In that short span of time, a void fissure spawned beneath our MT's paws and the second-squishiest member of the raid suffered from an untimely case of Iwishiwasamage-itis.  Fortunately, Keaton /danced out of the fissure like the amazing trained circus bear that he is, and we spammed heals on our iceblocked 'lock ... and because they are awesome, our deliberately-stacked-for-ranged-DPS DPS group managed to burst Kel'Thuzad down before P4 started. 

(In P4, Arthas takes pity on KT and sends a Feral Lag Monster to Naxxramas.  Affectionately known as Bob5, the Feral Lag Monster casts a stacking debuff on the entire raid, increasing the likelihood that afflicted raiders will freeze up, lag out or be randomly disconnected and ported to their hearthstone's bind point.  Or Crossroads.)

I've suffered through my share of 1% wipes and been solely responsible for more 2%-99% wipes than I can count, but the Undying is a uniquely stressful experience in that there are absolutely no do-overs. 

Die in a doomfire and spoonfeed a soul-charge to Archimonde?  Apologize to the raid, toss a few gold in the guild vault to cover repairs ... and try again.  

Flail around in a panic and loose constructs on the raid?  Run back, screw around with the simulator during the inevitable post-wipe /afk's, resolve to never again be that guy ... and try again.

But mistime a heal on the iceblocked fury warrior, lag out on Heigan, neglect to turn your spell detail back up before Grobbulus or forget to switch from Seal of Blood to Seal of Command before Gluth's Decimate?  Congratulations!  You just wasted the week-long reset for nine other people.  Even if they're really understanding about it (and my guildies are! <3), it's still an awful feeling.  Trust me, I know.  (I was #1 and #3 on that list. >.>)

Don't get me wrong: I'm thrilled to have the title and be one Naxx-8 and a Sarth 10-3D away from my Glory of the Raider meta-achievement (not to mention a swifter-than-very-swift ride).  But I stand by what I wrote last time.  This is a horrible achievement, based as much on luck as skill, and I couldn't happier that it's being re-worked for Ulduar.

24Mar/093

To raid, or not to raid …

... is not actually the question, but "to farm Heroic Naxx, or to postpone the 25-man shardfest until the weekend and invest one of our peak raid nights in Sartharion-10 3D?" just doesn't have the same ring to it. >.>

Our 10-man team spent a good eight hours wiping on Sarth 3D last week, and is so close to the kill we can taste it.  (Barbecue dragon, mmmm...)  But for various reasons, we won't be able to try again until Sunday — unless we postpone our Wednesday night Naxx-25 until Saturday, which will leave Wednesday free for OS10?

Naturally, being a Libra (and attempting to juggle all of the conflicting needs in the guild-at-large...), I'm torn.

Pro's

  • My 10-man team will have the opportunity to get back into OS10 early enough in the reset to (1) experiment with various group comps, because fewer of our fellow guildmembers are likely to be saved to other ID's and can be rotated in (we'd really like an unholy death knight, a warlock or a critchicken for the +13% spell damage buff to our caster-heavy DPS); and (2) still have all of Sunday afternoon to fine-tune our strategy, if for some reason we aren't able to down Sartharion on Wednesday.
  • Some of our more casual weekend raiders (who have gotten short shrift since we started clearing content in one and a half raid nights) will be able to raid again, something that they dearly miss — and have been remarkably patient about, all things considered.  Not coincidentally, these are also the players who could most benefit the most from the gear that our weekday raid typically shards or loots to off-specs.  Also, because Saturday is one of our official raid days, we'll need these weekend warriors in the best gear available to them.  Come Ulduar, they will definitely be a part of the progression team, so it behooves the guild to rotate them into farm runs as much as possible.

Con's

  • Because my 10-man team includes (by necessity) some of the guild's strongest players — including both guild leaders, three officers and two of our three main tanks — it is already perceived as a "clique" by a handful of members.  If I start scheduling 25-man raids around a 10-man run, then drama is almost certain to ensue.  We already have a contingent of players who feel that 10-mans are largely irrelvant to the guild's progression ... or at least, less important than farming Naxx-25 for their last few upgrades.
  • The reason we can't raid again until Sunday is that our main tank and raid leader has weekend plans, and he isn't someone we're willing or able to replace.  Since our protadin (who isn't on the 10-man team) won't be able to make Saturday, either, we'll be down two and possibly even three tanks.  There are at least two alts (of players on the 10-man team) who are willing and able to tank Naxx-25, especially if it means freeing up Wednesday for OS10 progression ... but I have a feeling that relying on alts to tank a 25-man will result in a rougher run than we're accustomed to, and therefore drama (because some players still expect to be carried, and will fret that the guild's best tanks are unavailable for the 25-man run because we prioritized our 10-man earlier in the week).

Through all of this, I also question my own ability to remain unbiased, and make decisions that are in the guild's best interests.  I'm on the 10-man team.  I'm also the guild leader, and have a huge vested interest in seeing that little checkmark next to our name under OS10 3D on the realm's progression thread before 3.1 hits.

Whatever I decide, there will be unhappy people, missed opportunities and the opportunity for drama.  I hate all three of these things!  Immensely!  But as Kyrilean pointed out in a post earlier today, the worst decision is often no decision at all.

It's coming.  I just need a few more minutes to think about it ...

/waffle

*   *   *

Update:  We didn't have the best turn-out tonight, so we did a quick 25-man Malygos with fill-ins from our Friends & Family rank while we waited for a few more raiders to log-on.  Then it was off to Obsidian Sanctum for Sarth 3D.  We were still missing some key people, so DPS was a little low; it took us a few tries, and definitely wasn't the smooth kill it's been for the last two weeks.  (I spent most of the fight face-down in the dirt after clipping a void zone.  After all these weeks of raiding as a shaman, I /fail hard at 'locking.)

We had an hour left on the clock but everyone was drained, so we called the raid there.  It looks like we'll be doing Naxx on Saturday after all; the guild seemed receptive to it, as it would get our weekend raiders in, and the weekday core is a little burnt out now anyway. 

Sometimes I overthink things.  ;.;

23Mar/097

The Undying is not fun.

angel

Rohan has an excellent post about this achievement.  In it he, he says everything I'd love to say right now but can't because after shaking like a leaf for the last three hours because I was completely and utterly terrified that I would be the one to ruin it for my Naxx-10 group, and then losing our fury warrior to a some bizarre combination of server lag and an iceblock in the last six seconds of Kel'thuzad's (un)life ...

I have no words of my own.  None.  At all. 

This achievement is. not. fun.  It is nerve-wracking and guilt-producing and every bit as much about luck and lag and RNG as it is skill and control.  I don't care how close we were; I never want to attempt it again. 

/still shaking

9Mar/0910

Reflections of a Twilight Vanquisher

If you read Matticus through a feedreader, like I do, then you're probably familiar with the quote in his security footer:

You miss 100% of the shots you never take.  — Wayne Gretzky

I like the quote, and I agree with it ... but more in passing than upon reflection, if that makes any sense?  Until this weekend, I never gave it much more than a moment's thought.  Now, though — now, it rings so poignantly true that it almost brought me to tears this morning, when I opened my beloved Google® Reader to learn more than I ever needed to know about Lifebloom and five (more) reasons that the PTR sucks.

Yes, I'm a girl.  I still cry every time Bambi's mother dies, and whenever Sarah McLachlan asks for money for the SPCA. 

... But why would a hockey quote, of all things, make my nose start to sting and my eyes just a little moist?

Because this weekend's Sartharion 3D kill, a first for my guild, came perilously close to not happening — not because we couldn't master the fight, but because we almost didn't try.

*   *   *

Scott Andrews of Wow Insider printed a letter in his column this morning that could have come from any one of my officers:

After clearing all available 25-man content and having it on farm for over a month, a line seems to have been drawn in the proverbial sand.  Half of our raiders consider multiple drake Obsidian Sanctum the next step in guild progression.  However, the other half seem to be content farming content that it "easy" for us and are happy not logging on when we schedule attempts.

Furthermore, when we do get enough people for a "progression" raid, we run into the same problem.  After a few attempts, we inevitably get one or two raiders planting the seed of doubt ...

Don't despair, anonymous WI reader!  You aren't alone. 

This has been our experience exactly.

I'm sure I've written about this before: on the evening of our first scheduled Naxx-25, we had over 40 guildmembers online, leveled to 80 and ready to raid — including players I hadn't seen in months and long-since demoted to "Friends & Family."  (As an ostensibly casual guild leader, I've come to accept that members will come and go.  We have ridiculously low attrition, insofar that raiders very seldom leave us for other guilds, but we do tend to lose casuals to real life fairly often.)

The initial burst of energy and enthusiasm carried us through all of the content currently available.  Within three weeks, we had cleared not only Naxxramas, but Obsidian Sanctum and Eye of Eternity as well.

Then ... we stalled.

You've heard all of the reasons and excuses before — certainly from the blogosphere, and perhaps within your own guild as well.  The absence of Heroic attunements and abundance of BoE epics make the gearing up process trivial.  Two versions of each raid instance lead players to burn out on them twice as quickly. 

The content itself is "too easy," and there isn't nearly enough of it: Malygos and Sartharion can be farmed in about 30 minutes each; Naxxramas takes longer, but lacks the replayability of Karazhan.  (Remember how utterly random the Prince Malchezaar fight was?  Even a T6-geared raid could catch an unlucky series of infernals and wipe!)

Taken together, these things conspired against us: by the time we returned to the Obsidian Sanctum on Saturday, it had been three weeks since we had cleared Naxxramas with more than 20 people in our raid.  Even more disheartening was the fact that we had been forced to either cancel or downgrade all but two of our previous Sartharion 3D attempts for lack of interest. 

Right up until invite time, Saturday's raid looked to be more of the same.

Our single-highest DPS — a Death Knight — signed up as "not attending."  So did our holy priest and both of our part-time resto druids.  One of our rogues was called into work at the last minute, and a mage claimed the same (but was probably just boycotting the raid, since he isn't interested in any boss that doesn't drop The Turning Tide).

Several of our casuals had recently leveled to 80, so we were able to fill the most glaring holes in our raid.  For the first time in almost a month, we had 25 people ready and even eager to go!   ... The problem was, they weren't the right people. 

We had five tanks (one more than we needed), six healers (one less than we wanted) and two brand-new DPS who had PuG'd OS a few times but never before attended drake attempts with the guild. 

And, because we opened the night with Malygos-25 and PuG'd liberally from /guild chat to do it, we ended up inviting everyone who was capable of clicking "accept" — from the newly 80 holy paladin who had all of his gear enchanted with stamina patches to the beastmaster hunter who can raid once in a rare Saturday (and only then if we're desparate, since his transatlantic connection makes it almost impossible for him to dodge void zones and lava waves). 

Looking over the roster at the start of the Obsidian Sanctum portion of our raid, Sartharion 3D looked impossible.  Feeling more than a little trepidatious, Keaton started counting the number of  "save-the-bear" cooldowns we had available to us.  There were all of two: his, and a single Pain Suppression.

Was it even worth attempting Sarth 3D with this group? we asked ourselves on our private u2u channel.  Or should we take the quick kill and break into 10-man groups to gear our newer members and work on our Glory of the Raider achievements? 

We discussed our options briefly on open Vent, acknowledging that we didn't have the "ideal group composition" for progression, but expressing our willingness to continue if the rest of the raid was.  Worst case scenario, I mused (while Keaton scurried off to Moonglade to respec bear), we could work on our positioning, practice the movement of the fight and perfect the healing and tanking assignments for next time.

We put it to a /readycheck vote: 22 for; 3 against.

Cleary, I raid with optimists.

*  *  *

On our very first attempt, we killed Tenebron before losing too many healers to uncontrolled adds and calling the wipe.  By our third or fourth attempt — and to everyone's shock — we were starting to see actual progress, and what had started as a resigned, "might as well get a couple of learning wipes in" attitude became to transform into real excitement and real determination.

We started to take things seriously.  Our fifth tank respecced DPS.  Our undergeared paladin subbed out for a warlock (which elicited more than one raised eyebrow, because it took the total number of healers in the raid down to five).  And one of our two ret paladins switched over to his Death Knight, who he retired a few weeks ago but still sufficiently outgears his current main.

Things went wrong; we fixed them — talking through our strategies on Vent, experimenting with new roles, adjusting the timing of our Bloodlusts and how we dealt with portal phases.

DPS seemed a little low; we told our high-DPS rogue not to bother with anesthetic wound poison, and put our lowest-DPSing hunter on tranquilizing shot.

Twilight Whelps were chewing up our healers; we switched tanking assignments and had our protadin handle the drakes, while our warrior took over adds.  He was paired with a second prot paladin, and together they had both the snap aggro (thunderclap) and the AoE threat generation (consecrate) to keep the whelps and fire elementals under control.

A handful of players struggled with void zones; we had an elemental shaman with high-situational awareness call them out on Vent. 

And so on.

One obstacle at a time, we inched closer and closer to victory.  The one thing we couldn't overcome were the breaths; with all three drakes up and only two cooldowns to rely on, Sartharion could easily one-shot our main tank. 

Our prot-turned-fury warrior had dinner plans, and reluctantly stepped out.  We brought a holy paladin in to replace him, which brought our total number of healers up to six, but didn't help our cooldown count since he wasn't specced for Divine Guardian.  "Should I respec?" he asked as he zoned in. 

"No, just run with it," I /whispered in response.  "We're doing really well and don't want to break our momentum.  Respec after this wipe to minimize downtime."

... except, we didn't wipe.  And we didn't need a single cooldown, because our DPS burst Tenebron down before Shadron even landed

It was one of those magical, once-in-a-raiding-tier nights when everything just clicked for us, and the fight flowed together. 

Tenebron fell.

Shadron fell.

Vesperon fell.

And suddenly there was just Sartharion to deal with, and our epic battle became one we've done a dozen times before.  Still, I don't think I was the only one holding my breath with Sartharion finally bit the dust.

 And to think ... it almost didn't happen.  Because we almost didn't try.

7Mar/096

2,000 words

Sartharion 3D

wowscrnshot_030709_204632

6Mar/099

To My Fellow Resto Shamans,

To my fellow resto shamans:

Gluth eats zombie chow.  Zombie chow eat resto shamans.  It's some Circle of Life thing (or perhaps Unlife?  I'm not sure.  Ask a druid.)  If you're cheerfully chain healing away and a chow-destined zombie decides that you look like a tasty kibble yourself, the appropriate response is not to scream at the top of your lungs. 

Announce it on Vent?  Sure. 

Spam your /w Tank HALP! HALP! It's eating meeeee! macro?  ... maybe.  But you probably want to save that one for the enraged fire elementals in Obsidian Sanctum.  (Otherwise, your pet tankadin may become desensitized to the general panickyness of your panic button, rendering it utterly un-useful.)

But shriek like a gnome mage with her pigtails on fire?  Never.

This—

Zombie Chow on me.
Zombie Chow on me!
Zombie Chow on me!
GET THIS F'ING ZOMBIE CHOW OFF OF ME NOW!

—is just embarrassing.  Not just to you, but to every shaman who has ever summoned the elements to her command, or even just invited them to a nice vegetarian picnic in Thunderbluff ...

What?  I was, like, five.

No.  You, gentle Tauren (or not-so-gentle Troll, Orc or Spacegoat) are a shaman. 

You are, arguably, the second-best kiting class in the game.

And you heal with lasers

So if one of Gluth's leftovers decide to eat your braaains, and the rest of your raid is too busy tanking, healing, kiting, whacking away at the heels of a giant zombified dog or sitting /afk in the tunnel of Bad Green Stuff® to come to your rescue ... this is what you do:

1.  Target the offending zombie.  (Note: Due to some weird bug, it won't show up on Grid, so you'll actually have to Clique click on it.)

2.  Open your Spellbook.  Look through the three non-resto tabs (I'd be more specific, but my Spellbook doesn't actually have non-resto tabs; my alter-ego's felhunter must have eaten them...) until you find Frost Shock. 

3.  Click Frost Shock.

4.  Switch Recount to show Damage Done rather than Healing Done, scroll alllll the way to the bottom, and giggle with glee.  You DPS'd something!  Go you!

5.  Toggle back to Healing Done to make sure that new tree druid isn't catching up to you.  (But if he is, don't worry; he's getting nerfed again next patch.)

6.  If steps 4 and 5 took a while, you might have to complete steps 2 and 3 again.  Like the ice stone, Frost Shock melts.

7.  Flee! Kite the zombie towards the back of the room.  Try to run him through a hunter's freezing trap, if possible.

8.  Drop an Earthbind totem.

9.  Hopefully, one of the real kiters will have picked up aggro on the zombie chow by now.  Return to your spot in time for the decimate.  Save the day!

10.  Congratulate the holy paladin on her new tanking pants and the shadow priest on his healing ones, because Protector tokens are a myth.

I should probably mention that if you're on main tank heals, or if your raid is running healer light, then none of this applies.  Feel free to scream like the aforementioned gnome.

But if you're with running three resto shamans, two priests and a veritable forest of trees, then there is absolutely no excuse.

You know who you are.

Both of you.

<3 Liluye

 

P.S. This is an improvement over the emo bear tabard ... how?

Liluye, eh?

23Feb/094

Locking it up in an Eye of Eternity PuG

I took advantage of my brand-new alt status to join a Eye of Eternity PuG — or, rather, partial PuG, since a 10-man guild was hosting it.  I recognized the raid leader as my sister's ex-boyfriend's brother (who I've never met in real life, but have raided with a time or two and know to be an excellent tank), so I responded to his advertisement in /trade with the basics.  Five minutes later, I was en route to Coldarra for the second time this week.

The hosting guild turned out to be a reform of the one my sister raided with in The Burning Crusade, so there were several familiar faces in the group.  One of the druids even greeted me as I joined Vent: "Hey! It's Mis's not-so-evil twin!"  I giggled ... and then promptly informed him that I was every bit as evil as my little sister, thank you very much!

Since PuGs and their requirements — some reasonable; others ridiculous — are a hot topic these days, I feel I should mention that this one did not require players to be "attuned" to the Eye of Eternity (i.e., to have the achievement from a prior raid).  There was no minimum DPS stipulation either, but I assume from the brief pause between my initial /tell and invite that the raid leaders were alt-tabbing to Armory. 

The raid was assembled quickly.  (I'm pretty sure I've taken longer setting up guild raids than these guys did their three-quarters PuG!)  As soon as the 25th player was invited, summons went out and we all zoned into the Eye of Eternity.  Vent info was posted in a /raid warning, along with the admonishment that only raiders who joined Vent would be eligible for loot.

Needless to say, Vent filled up quickly.

The loot rules were announced ahead of time and very simple: main spec rolls, with a one item maximum.  There were no minimum performance standards, no items held in reserve and no priority given to guildmembers over PuGs.  In other words: no drama.

I could tell right away that most of the players present had defeated Malygos before.  Several asked specific questions ("Clockwise or counter-clockwise in P3?"; "Save Bloodlust for two stacks?"; "Who's healing the air phase?").  Only one PuG seemed confused, zoning into Occulus instead of the Eye of Eternity.  He admitted in raid chat that he wasn't familiar with the instance, but seemed reluctant to ask questions, so I ended up talking him through most of the fight in /party — much to the consternation of a shadow priest in our group, who complained loudly (insofar that you can complain loudly in text...) that people shouldn't PuG into encounters without bothering to learn them first.

Gentle Heart LambI agree, in principle, but I think the shadow priest was a little too abrasive about it.  Then again, I'm a Care Bear ... albeit an appropriately evil one. >.>

(That's Gentle Heart Lamb, for the uncultured among us.  She's technically a Care Bear Cousin — but then, I always liked the Cousins better than their ursine counterparts.)

All in all, the PuG went surprisingly well. 

We wiped once, because one of the two Death Knights on Spark-duty disconnected mid-fight.  This is the type of thing a decent guild could most likely recover from: if we lose a Death Knight in a guild run, then our raiders take note of it and adjust accordingly.  The ret paladin and boomkin take over stuns and snares, for example, or a hunter starts DPSing the Sparks at range so we'll have more control over when they die, to make up for our loss in control over where they die.

In a PuG, with players who who don't really know each other's roles and abilities, an untimely disconnect or death can have a much more devastating effect.

Fortunately, we recovered quickly from the wipe, replaced the Death Knight, and downed Malygos on our second attempt.  Loot was distributed (the PuG Priest I coached through the fight won a new robe; grats to him!) and we disbanded on a high note about 30 minutes after forming. 

That was all.  No horror stories.  No Oh. My. God. I can't believe that just happened! moments.  No unnecessary wipes; no cajoling or bullying from the raid leaders to get things done; no squabbling over loot or post-PuG snipping in /trade.  Just a solid raid experience, unique only because it was with virtual strangers rather than ... virtual friends.

It's not even blogworthy, really — just something I wanted to commemorate in writing because it was so very different from what I expected (and therefore worth remembering three months from now when I'm resurrecting my /tar desk /cast Bang Head macro in an ill-fated Uldaur-10 PuG).

*  *  * 

Some tips for warlocks for the Eye of Eternity, since Dagashi asked and I have Malygos on my mind anyway.  These are all from my personal experience (I'm not much of a theorycrafter), so your mileage may vary:

  • Right before the pull, drop a Demonic Circle next to the orb that summons Malygos.  Since Demonic Circle: Teleport is an instant cast, you can 'port back to your Circle at the start of every Vortex phase and continue to DPS while the rest of the raid is spinning uselessly through the air.  Just be sure to watch threat, since the tank will have a hard time generating it while in the Vortex.  (Don't be afraid to dust off that Soul Shatter button and move it back onto your toolbar!  The extra DPS time means I'm often threat-capped in this fight.)
  • Also, keep an eye on the cooldown on your Demonic Circle.  If DPS is slow or if the pull was delayed, then your Circle might expire during phase 1.  Drop a new one; trust me, it's worth the global cooldown.
  • Ignore the Power Sparks, especially if you're Affliction.  Unless you're specced into some bizarre PvP talent that I don't know about (I tend to ignore those tooltips; sorry!), then virtually everyone else in the raid including that level 78 Dragonhawk (You'd think the hunter who fo'shizzled me on Vent would know better!) and your White Tickbird Hatchling are better at Spark-management than you are.  This is because  you don't have reliable stuns or snares to root them in place, nor do you have the burst capability to nuke them down after they're anchored by someone else.  Ideally, your raid will have two Death Knights tag-teaming the Sparks (Death Grip = win!); we sometimes use a boomkin or a retpally.  If you absolutely don't have a choice, then try to trade roles with a Holy Priest.  You can probably heal the raid more effectively with bandages than you can control a Spark, and he can lolsmite spam them better than you can anyway. 
  • Watch your buff bars during Phase 1 to make sure you're really stacking Power Sparks.  Just because there are multiple Sparks on the ground doesn't mean you're standing in all of them; you may have to reposition to find the areas where they overlap.  (This applies to everyone, not just warlocks!)
  •  P2 is supremely pet unfriendly.  Put your pet on passive if you want to keep it around for buffs, or simply sacrifice it.  It's going to die anyway. 
  • P2 is warlock unfriendly, as well.  Melee get priority on discs, so we're generally left running from bubble to bubble, DoTing whatever we can reach.  Don't worry unleashing your full rotation on the Scions.  They often spin out of range before you can finish it, anyway, and casting that initial Shadow Bolt to get Shadow's Embrace up does you no good if you can't follow it up with some serious DoT damage.  Just concentrate on getting as many DoTs on as many Scions as you can.  I'm one of those spatially-challenged individuals ^.^, but I find that tab-targetting between mobs and channeling Drain Life for a tick or two will help orient me.
  • If all of the melee have their discs, then by all means — grab one.  You don't have to worry about breaths or even be healed while on a disc (bonus!) and you can DPS from it even more effectively than those melee types, since you won't have to waste time chasing mobs through three-dimensional spaace.  (Who knows?  You could even get an achievement out of it.)  We let the melee take discs first because they're completely useless without them — instead of just mostly useless, like us. ;)
  • Don't panic if your P2 damage trails behind ... everyone else.  Unless you're lucky enough to snag a disc, this is not a ranged friendly fight.  The point is to survive.  (Take heart: gear permitting, you should absolutely dominate the meters in P1.)
  • You probably already know this, but the highest DPS in P3 is a simple 1, 1, 2 rotation.  Just make sure you have enough energy to get two combo points and a shield up if you're targeted for a surge.
  • If at all possible, make sure that the raid is accompanied by at least one Stinker and either Bombay or a Black Tabby.  Watching those two do their thing while all hell breaks loose is pure awesome.  (In fact, I'm pretty sure that if that damn cat ever decides to return Stinker's affections, then Malygos will be shocked into sanity.  He'll submit instantly and Alextrasza will send everyone five-piece T7 in the mail out of sheer gratitude.  For reals!)
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