Posts Tagged ‘world-of-warcraft-guide’

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 Michael Gray

 

Multiboxing is kind of an odd phenomena that doesn’t repeat anywhere in WoW. It’s definitely weird. My point isn’t that people who multibox are some kind of weird mutant freaks or anything. Rather, the point is that as often as you hear about it and for all the vitriol often directed at people who multibox, you’d think a small army of multiboxers camp each realm, stamping out flowers and spewing vile curses at the authorities. That clearly isn’t the case.

While multiboxers are very rare, especially the folks running an entire party in a single Battleground, they’re still fairly notable. That’s because one person controlling multiple accounts coordinates sending an awful lot of damage down your pie-hole all at one time. A good multiboxer will just plain ruin your day. You won’t see multiboxers often, but you’ll definitely remember the encounter.
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19
Mar

WoW PvP Guide: How to heal in Battlegrounds

   Posted by: free-wow-guide   in WoW Battleground, WoW PvP Guide

by Michael Gray

 

We’ve been talking about Battlegrounds a lot lately. That makes a lot of sense, since those Battlegrounds can be a refuge for the casual or limited-time crowd — not to mention, since we’re stuck in the purgatory between expansions, now’s the time to get your PvP on.

An indispensably important part of the Battlegrounds is having capable, willing healers. Just a small handful of powerful, practiced healers can make your Battleground team invincible. When you are the healer, you get to decide who lives and who dies on your team. You extend your warm, golden glow around the mere DPS who clamor to bathe in your power, and by means of that glow, provide victory to your team.

I might be engaging in a little hyperbole, but you get the point. A good healer can be incredibly powerful in Battlegrounds. You’ll find the role engaging and complex; your greatest enemy will be tunnel vision, self-reliance, and the ability to communicate on the fly. Let’s talk about how you can maximize the power of your time as a healer.
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by Michael Gray

 

Last week, we talked about what it takes to kill a healer. While we obviously had a few “be a death knight” jokes, the discussion was pretty good. It’s a clear and obvious point: If you don’t kill the enemy’s healer, you’re in for a long, hard Battleground.

If it’s so important to kill the enemy healer, then the inverse must also be true: Protect your healer. If you’d ever like to experience the life of a rope caught in a tug-of-war between 15 wild dogs, roll a healer in Warsong Gulch. It’s kind of like that.

Without your protection, your healer will soon be enjoying life as a greasy spot of ex-character. This is bad. First, that healer’s your team member. Second, that healer is your own best avenue of survival, since you need healing. If you want healing, protect your healer. Simple stuff.

As a general rule, I’d place protecting your healer among any Battleground’s highest priorities. You can’t let the protection get in the way of things like capturing the flag, but by the same token, you probably won’t capture said flag without your healer.
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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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14
Mar

WoW PvP Guide: How to kill a healer

   Posted by: free-wow-guide   in WoW Arena Guide, WoW Battleground, WoW PvP Guide

by Michael Gray

 

One of the themes that keeps coming up when we talk about PvP is this: Killing a healer is tough. It’s a fundamental part of balancing an MMO. If any single DPSer could simply kill a healer with ease, then there wouldn’t be much point in being a healer. If all factors were truly equal, then a healer’s output should match a damage dealer’s output. It’s just a matter of one equals one. Only superior skill or gear should allow for the death of a healer in any reasonable amount of time.

More importantly, a healer must be able to keep up with the damage from more than oneDPSer for a short period of time. Consider 5-person Arena matches. Commonly, teams are built of four DPSers and one healer. (We’re not looking for comp arguments here, just the basics.) For at least a few seconds, a healer should be able to keep a focus target alive. The same goes for three-person Arena teams. See where this is going? Healers, by nature, need to be able to withstand a huge amount of DPS for a short time.
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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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