Posts Tagged ‘class-help’

by Matt Low

 

For most guilds, the next step after taking down heroic Mor’chok is either Hagara or Yor’sahj. I’d say both are similar around overall difficulty level but stress different raid aspects. You’re coordinating movement and position heavily in an encounter like Hagara, whereas with Yor’sahj, straight-up brute force is all that’s required to do the job.

I’ll break down each major phase with some of the approaches that can be used to handle the different mechanics and outline anything that’s considered critical for healers to know. The 10% buff should make these bosses much more accessible now.

The DPS requirements on this encounter seem to be on the high side, since you need to break the crystals during the frost phase or else your raid group will succumb to attrition. If your healers excel, you can get away with five healers, although for learning attempts, I suggest pulling in six healers instead for the extra stability and longevity.
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by Fox Van Allen

 

I get a lot of email at my WoW Insider account. Granted, most of the emails I get are intriguing business deals from the African continent. But I get real mail too, and lately, I’ve been getting a lot of mail about our four-piece tier 13 bonus.

Oh, no! My Tier 13 four-piece bonus isn’t as good as I thought it would be! My wallet’s too small for my fifties, and my diamond shoes are too tight!

Signed,
Everyone

I haven’t answered the mail publicly yet, because I couldn’t imagine the concerns being valid. After all, could it really be worth it to keep two-piece tier 12 over four-piece tier 13? But with so many of you concerned … hey, maybe there’s something to this. Maybe it is worth keeping your two-piece tier 12.

I decided sit down with a pen and paper and find out for myself.
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by Chase Christian

 

DPS classes have it easy. Their only goal is to deal more damage than the other guys. Their existence revolves around a single, immutable metric: DPS. There’s no ambiguity when comparing two damage classes, as their DPS speaks for itself. As a DPS player’s gear and skill improve, it directly increases their damage done, allowing them to evaluate their performance clearly and instantly.

Evaluating a healer is much more difficult. As their group’s damage and skill improve, their healing numbers will actually go down. Healers are relied on the most when a raid is attempting a new encounter and gradually become marginalized as the fight moves toward farm status. As a healer, your best HPS performance might be the very first time you down an encounter. If you’re killing heroic Ultraxion in four minutes, your raid simply isn’t taking enough damage for you to parse highly. In order to properly evaluate a holy paladin’s play, you have to dig deeper.
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by Fox Van Allen

 

Shadow priests are in a glorious place right now, just as they’ve been for most of theCataclysm expansion. We top the DPS charts on a number of different fights. We’re no fire mages, but shadow priests are all over the Warmaster Blackhorn and Madness of Deathwing top 10 DPS lists. Unless you’re in a raid with one of the best fire mages in the country, there’s no reason why you can’t be at the top of the DPS charts too.

If you’re not, though, there’s hope. The website World of Logs (and its equivalents) offers a lot of great ways to analyze your own personal performance and the performance of your fellow raiders. But how do you use it, what should you look for, and what metrics actually matter for shadow priests? Let’s take a look.
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by Daniel Whitcomb

 

So you’ve geared out. You’ve memorized your rotations. You’ve practiced them at the testing dummy. What’s the next step? What do you do now to get your game to the next level and get some good habits going that will set you apart from the pack? One of the easiest ways to do that is to pay attention to your consumables.

Consumables are one-time use items that can heal you or give you a stat boost of varying lengths of time. The downside is that they do cost money or time to acquire. The upside is that they can have a significant boost on your DPS or survivability. Any player who’s trying to play at the top level or even the middling level can and should use them. Today, we’ll take a look at some of the most basic consumables death knights should be using and discuss how to get them and when to use them.
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by Dawn Moore

 

I received an email three weeks back from a discipline priest who told me she thought her performance on the healing meters was too low. Though there wasn’t any pressure on her from her guild to change what she was doing, she was bothered that her peers often outhealed her by a significant amount — even another discipline priest with worse gear and a laggy computer. She told me she’d first noticed it at the start of Cataclysm, despite the fact that her performance on meters should have gone up with the change to combat logs (which allowed absorption from Power Word: Shield and Divine Aegis to register on meters). She kept up with her assignments regardless, and none of her targets ever died, but something just didn’t seem right to her.

The priest linked me her armory but said that she didn’t think it was anything to do with her gear choices, which I agreed with upon my own inspection. She also described what she was casting, none of which seemed horribly egregious to me. What could be wrong?

Based on what she had told me, I told her that I didn’t actually think she was doing anything wrong but that it sounded like she simply wasn’t a very aggressive healer. Aggressive healing, I told her, was playing to produce high output. It’s sniping heals out from other healers; it’s making sure no one else has a chance to get a heal in. If done poorly, the priest will produce a lot of output for a short time then be completely dry for mana for the majority of the fight. If done well, the priest should remain competitive with other healers and always be on the verge of going out of mana. It’s a risky way to play and doesn’t leave much available mana in the event that plans change, but it has a lot of appeal to people who think topping the meters is winning. Let me explain roughly how to do it.
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by Josh Myers
Of all the fights in Dragon Soul, Ultraxion on heroic mode is the ultimate DPS check. Heroic Spine of Deathwing definitely tests your raid group’s ability to do a large amount of damage in a miniscule amount of time, but Ultraxion forces your group to maximize its sustained DPS. As a result, it’s very commonly the first real wall most heroic progression guilds hit, at least until they can get the gear to make it a cakewalk. If you’re working on heroic-mode Ultraxion or are having trouble killing him on normal, there are a few things you can do to maximize your elemental shaman’s DPS on this specific fight.
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by Dan Desmond

 

This is it, guys and girls. This is the moment we have all been training for while hitting that poor target dummy in Orgrimmar, because only repeatedly bashing a plank of wood will truly prepare you to square off against a dragon as epic as the big DW. So pick up your weapon, your bag of tricks, and your handful of cooldowns — it’s time to kill Deathwing the Destroyer.
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10
Mar

WoW Shaman Guide: 4 ways to increase your shaman DPS

   Posted by: free-wow-guide   in WoW Shaman Guides

by Josh Myers

 

DPS is an art. It’s not art in the sense that the Mona Lisa or Friday by Rebecca Black are art, but it’s art. It requires practice, knowledge, and dedication to make work, and judging by the Battle.net forums, Twitter, and various other social media outlets, it’s an art form that a lot of people still have trouble getting right. As a DPS shaman (really, as any class), there are a few basic rules every player should follow to enhance their DPS.
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9
Mar

WoW Paladin Guide: All Hands on deck

   Posted by: free-wow-guide   in WoW Paladin Guides

by Matt Walsh

 

I still remember how great the news was when, in the run-up to Wrath of the Lich King, we were told that some of our Blessing spells were going to be converted to a whole new tier of temporary buffs that could be used situationally. This was something that the paladin community had been clamoring for for a very long time. There were just so many Blessings, and it didn’t make sense for all the various offerings to be in the same tier.

Then, over time, our hard-fought victory was forgotten, as well as the whole idea of proactively lending a Hand — sorry, there are going to be a lot of hand puns — to your groupmates or fellow raiders. Where it used to be a common facet of paladin-ing (in any flavor) to use your then-Blessings as actively as possible, in the last few years, it’s more become a characteristic of the min-maxers and the obsessive.

Your Hands aren’t like Turn Evil. They actually can serve a vital purpose, even making the difference between a wipe or a kill in some cases. Indeed, I would posit that one of the dividing lines between good paladins and great paladins (regardless of spec) is how intelligently they use their Hands.
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