Tavari

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  1. 1) World of Warcraft -> Wotlk / Cata / WoD / Legion 2) Overwatch 3) Counter Strike go 4) Diablo 5) Warcraft 3 6) Blade and Soul 7) Aion 8) The Legend of Zelda: Ocarina of Time 9) Hearthstone 10) Fable the Lost Chapters
  2. i want to sell my priest ilvl 666 for 200f but i can't wtf ?!?!?!
  3. nice song
  4. can you do this for WoD?
  5. OMG this is rly good
  6. Ríu Amazing work!
  7. It is a nice video
  8. is it on the developpment server 2?
  9. Banned Xalira because Xalira is a senior Game Master and I'm only Trial SQL Dev
  10. R.I.P Siegebreaker in Legion!
  11. We need to build a PvP and PvE guilde this is the best for TBc
  12. Can u give me my swords back from the first phase pls! I have speak with jonnydeath and peluche abd they say to me rhey don't give it me back.... 2xPvP sword 660 Mastery ench Multistrike ench
  13. 50%
  14. Contents 1: Introduction 2: Stats 3: Stat Priorities 3.1: Tier 17 Priority and Set Bonuses 3.2: Challenge Mode Priority 4: Gemming 5: Enchanting 6: Professions 7: Consumables 8: Race 8.1: Alliance 8.2: Horde 9: Gear 10: Abilities 10.1 Passives 10.2 Cooldowns 10.3 Buffs / Utility 10.4 Single Target 10.5 Multiple Target 11: Talents 12: Glyphs 13: Rotation 13.1: Single Target Rotation 13.2: AoE Rotation 14: Advanced Play 15: Addons 16: FAQ 17: Author's Notes 18: Changelog / Archive #1: Introduction The Brewmaster is an avoidance tank, relying primarily on stagger and a high avoidance chance to minimize incoming damage. Using his mastery of delicious alcoholic beverages, the Brewmaster can avoid enemy attacks as well as dish out a very healthy amount of damage. To be a good Brewmaster is to be precise. You have a fairly varied number of tools at your disposal. Learning how to use each of them to their maximum effect will allow you to be one of the most potent tanks in the game. One of three specialization of the Monk class, the Brewmaster is an excellent choice for a seasoned tanking veteran, someone looking for a very active tanking style, or even just a guy who likes beer. And tanking. But mostly beer. Before I go into the nit and grit of the Brewmaster spec, I do want to point out that if you have any questions or comments, feel free to post in this thread or head onto our IRC channel, where you can talk with me and other members of the community not just about brewmasters, but basically anything! You're welcome to join us there and we're always happy to see the community grow! #2: Stats While I will be writing down the whole stat priority and all that, I also want to discuss the stats you will be using as a Brewmaster, and WHY you're using them. I don't like force-feeding information. I feel that if you can understand WHY you do certain things, you'll be a better player because of it. Stamina: Stamina is a big benefactor to EH, or effective health. By raising your stamina, you raise your health pool, thus allowing you to take more raw damage before dying. This will automatically go up with higher ilevel gear, and it can also be gained via enchantments, food buffs, flasks, etc. It is particularly effective to go for extra stamina for magic-centric fights, or, that is to say, encounters where the primary damage you will be taking is magic damage. Since avoidance and physical mitigation stats such as dodge or mastery do not help mitigate magic (Mastery does, provided you talent into Soul Dance), your best bet for these fights is to have a high health pool and high self healing so that you can take the damage and heal through it. Keep in mind that in Warlords, damage intake is going to be smoother, so stamina's value has diminished. Agility: Agility confers threat by giving you attack power, but also confers avoidance by giving you (a very small amount of) dodge. It is a solid stat, and like Stamina, it will naturally go up the higher ilevel your gear is. Armor: Armor is another aspect of EH, in of the fact that it will automatically reduce physical damage taken by a percentage. Though we do not have a lot, it is a precious stat for Brewmasters. The less damage we take from those initial hits, the less damage we will have to suffer from stagger's DoT. Bonus Armor: Essentially armor, but bonus! One of the new stats that's been added in Warlords of Draenor, you can find this on jewelry and cloaks. It's essentially our most desired stat, so make sure that you go for items with bonus armor on them when you can. If you don't have this stuff, it's basically like wearing leather as a warrior. Mastery: Mastery increases the percentage of melee damage we take that is staggered over 10 seconds as a DoT, thus reducing the amount of damage we instantly take. This is an okay stat most of the time. Where it really shines is fights where we will be taking a large amount of physical damage. Coupled with haste, it will allow us to reduce more damage into a DoT, then be quickly removed via Purifying Brew. It will also increase our attack power by a percentage, which makes mastery a lucrative offensive stat to go into as well. Crit: Critical strike rating will, naturally, increase the chance our attacks will be a critical hit. In terms of crit's defensive capabilities, we turn to Elusive Brew. The more we crit with our autoattack strikes, the more stacks of Elusive Brew we get, and therefore, we will be able to keep Elusive Brew up for a longer percentage of time, thus giving us more dodge over time. Haste: Haste increases the rate at which our energy regenerates. The faster it regenerates, the more chi we will be able to produce within a given amount of time, therefore the more we can use our chi-consuming abilities, such as Purifying Brew, Blackout Kick, and Guard. Haste pairs with mastery, as with more damage being shunted over to the stagger DoT, the more we will need to use Purifying Brew, therefore we will require more energy to produce the extra chi necessary for such without slacking on using other chi-consuming abilities. As well, since haste decreases the time it takes for our weapons to hit, it will allow us to make more Elusive Brew stacks, thus having a higher uptime as well as more chances for a multistrike proc. Unfortunately, it scales pretty horribly this expansion. Multistrike: One of the new secondary attributes added in Warlords of Draenor, multistrike is essentially a percent chance for an attack to strike up to two additional times, for 30% extra damage each strike. Gift of the Ox has been modified to function off of multistrike, so the stat helps our self-healing as well as damage output. Versatility: Another of the new secondary attributes added in Warlords, versatility is basically just a throughput stat. It increases damage dealt, healing done, and reduces damage taken. Another very strong stat. #3: Stat Priorities Because Brewmasters have several different ways to avoid damage, there are a couple ways you can tweak the stat priority. Of course, depending on your gear level and what content you're doing, it may change a bit. First off, you need to ensure that you've got your essentials covered: grab as much bonus armor as you can. After that, there's two central paths you can take: you can either focus on getting mastery and versatility for minimizing damage taken and maximizing effective health, or focus on getting more crit and multistrike, which bumps up your ability to avoid and heal through damage, as well as dishing out a fair amount in return. Haste is just awful, so try and avoid that if at all possible. Point for point it provides far less 'oomph' for us than other stats. #3.1: Tier 17 Priority and Set Bonuses Tier 17 poses some very interesting set bonuses. Our two piece bonus confers 2 energy whenever we dodge an attack and our four piece bonus grants us a charge of Elusive Brew. Our four-piece is pretty worthless, so just going for the two-piece is a good idea. Because this is fairly early in the expansion, expect damage to be pretty high if you're first coming in and therefore stack mastery. That being said, if you're feeling comfortable with your damage taken and your ability to not die from boss hits, putting more points into crit isn't a bad idea if you want to start dealing more damage. Especially as you move higher into the tier and you get more and more stats. #3.2: Challenge Mode Priority Challenge Modes automatically scale you down to a fairly low ilevel. Thus, you take a lot of damage. However, they're also very hard DPS timers and typically, high damage intake comes from magic damage. Generally speaking, provided that you have a good team who can chain stun / interrupt, having a mostly crit-oriented build will suit you well. Like everything though this isn't absolute, as you can pour in a bit of mastery if you're still too squishy. The specific ratio between the two will differ from group to group. #4: Gemming Gemming in Warlords of Draenor has been significantly revamped. There are no more socket bonuses, or socket colors. There are also no more meta gems and gem sockets themselves are far rarer. However, each individual gem is worth far more power, so be sure to get your gems. So basically in terms of the different sockets, these are all the relevant gem choices. In regards to what you want, following the current tier's stat priority will suit you just fine. For the sake of min-maxing (both in-game and in regards to the length of this guide), I am only linking the best gems available. Greater Stamina Taladite Greater Multistrike Taladite Greater Critical Strike Taladite Greater Versatility Taladite Greater Haste Taladite Greater Mastery Taladite #5: Enchanting So lists are bit tedious. Tables, on the other hand, are awesome tools of awesome. Here's all of the enchants that we will want to use. Keep in mind that this list does NOT link enchants that are more useful as placeholder enchants, or that is to say, enchants that are useful to us, but are not the most viable choice and are better used to make sure that a piece is simply enchanted, so for example, you would use one of these placeholder enchants on a leveling piece for use in a set that you will be doing heroics in. However, you should always strive to use the enchants here. In terms of which to pick, use your melon. If your build requires mastery and versatility, prioritize those. If you still need more haste to feel comfortable, go for more haste. If you want more self healing, getting multistrike or crit would be useful. If you're going into Challenge Modes, haste is your friend. This expansion brings about a pretty significant change to how enchanting used to work. Basically every secondary stat (not counting spirit or bonus armor) can be enchanted onto any of the enchantable items. For your convenience, I've retained the tables, just so you don't have to look up the crafting recipe. Cloak Gift of Critical Strike Gift of Haste Gift of Mastery Gift of Multistrike Gift of Versatility Neck Gift of Critical Strike Gift of Haste Gift of Mastery Gift of Multistrike Gift of Versatility Ring Gift of Critical Strike Gift of Haste Gift of Mastery Gift of Multistrike Gift of Versatility Weapon Mark of The Thunderlord (Crit) Mark of Warsong (Haste) Mark of Bleeding Hollow (Mastery) Mark of The Frostwolf (Multistrike) #6: Professions As I say a lot, you should be able to pick whatever professions you deem you need. With Warlords, this is far easier, as there are no more combat bonuses for professions. Ultimately, pick whatever profession you deem the most useful to you. Blacksmithing - You can make your own weapons! Alchemy - You can make your own potions and high end flasks, as well as a philosopher's stone trinket. Enchanting - Allows you to create your own enchants, including the weapon enchants. Leatherworking - Allows you to make your own high end gear. Engineering - Comes with the benefit of having a bunch of toys to mess around with when you're not raiding! Also a craftable helm. Jewelcrafting - Allows you to craft your own high end gems as well as jewelry. Inscription - You can make your own glyphs as well as a staff. Mining - You can gather materials that are mainly used for engineering, blacksmithing, and jewelcrafting. Skinning - You can gather leather and the like primarily for leatherworking. Herbalism - You can gather herbs that are mainly used for alchemy and inscription. Keep in mind that all crafting professions are going to be using a more varied assortment of materials. Your garrison will provide a bit of them, however. #7: Consumables For the sake of convenience, I'm linking all useful consumables. For your alchemical consumables, keep in mind what you need personally and what your raid group needs in choosing whichever you will be getting. If you need survivability, get more defensive-oriented consumables. If you need damage, go for the more offensive-oriented ones. Typically it's best to keep with the defensive consumables, but it doesn't hurt to have damage ones on hand if required of you. For your food, get what your build requires. Are you stacking mastery? Get the mastery food. Are you going into a heavy magic fight and need stamina? get that. Etcetera. Alchemy Potion: Draenic Armor Potion Flask: Greater Draenic Agility Flask Greater Draenic Stamina Flask Cooking Talador Surf and Turf (Stamina) Sleeper Surprise (Mastery) Calamari Crepes (Multistrike) Gorgrond Chowder (Versatility) Blackrock Barbecue (Crit) Frosty Stew (Haste) #8: Race Each faction is listed from best to worst race for min-maxing Brewmasters. Pandaren are mentioned twice, since they can join both factions. Keep in mind that while these are ordered from best to worst, the difference in effectiveness is generally less than 1% difference. If you don't want to min-max, feel free to pick whatever. #8.1: Alliance Night elves - With 2% movement speed and dodge, 1% haste (by night. It's 1% crit by day), and 1% reduced nature damage, the night elves reign supreme as the strongest tanking race on the Alliance. Pandaren - Not to be discounted, the classical Pandaren offer double food buff efficiency and reduced falling damage, the former of which makes them very strong in regards to custom-fitting your stats to your build. Dwarves - Dwarves have a cleanse / small physical damage cooldown, 1% reduced frost damage taken, as well as 2% increased crit damage / healing and thus are another strong Alliance race. Draenei - With a bit of bonus agility and a self heal, along with 1% reduced shadow damage taken, draenei are also a strong Alliance race. Humans - Humans get a little chunk of Versatility, which makes them fairly strong. Their PvP trinket racial is just icing on the cake. Gnomes - Gnomes reduce arcane damage taken by 1%, increase haste by 1%, and have 5 extra energy to pool... along with a snare escape. They're fairly lackluster, compared to the other races. #8.2: Horde Blood elves - With an AoE silence that gives one chi, 1% additional crit, and 1% arcane damage reduction, the blood elf is a very strong race for Brewmasters. Especially if you are planning on doing Challenge Modes. Tauren - Tauren come with a (casted) AoE stun, 1% reduced nature damage taken, an extra chunk of stamina, and 2% bonus critical damage / healing and are thus another strong race for Brewmasters. Pandaren - See the Alliance section for the pandaren races. All in all, another strong race for Horde Brewmasters. Undead - With 1% reduced shadow damage taken, a PvP trinket, and extra damage/healing on attacks, undead are an okay race for Brewmasters, though not as good as the three above. Orc - With a bit of attack power on a long cooldown and slightly reduced stun durations, orcs are rather subpar Brewmasters. Troll - Trolls have a little extra health regeneration and have a haste cooldown. They are definitely the worst of the Horde races when it comes to Brewmasters. A shame, since they've got an amazing accent. #9: Gear While I don't think a BiS list is particularly viable for brewmasters because of the varying viable builds we can have, there are a couple particular items that are worth addressing. As well, please keep in mind that these are items from Blackrock Foundry and thus the best of the current tier. Since our four-piece set bonus is pretty much worthless, try and strive for the Gloves and the Pants, since the rest of the set pieces have better itemized offset items. As well, be on the lookout for the Head-Lopper Skullscythe off Oregorger, since that is universally best in slot for us. In terms of trinkets, Blast Furnace Door and Tablet of Turnbuckle Teamwork are the best for defense, with a stage four Knight's Badge replacing the Tablet is a solid choice if you want a bit more DPS and can spare the resources / coin. Out of the three I'd probably say a combination of BFD and Knight's Badge 4 would be the best, unless you REALLY need that extra mitigation from the Tablet or can't afford the upgrades. #10: Abilities The Brewmaster uses a plethora of useful and powerful abilities to ensure that they can do their job. This section details ALL of our notable abilities in regards to what they do and when they should be used. Do note that I am not detailing the rotation. If you want to check what that is, please see section 13. #10.1: Passives Stance of the Sturdy Ox - This is the monk's tanking stance. It increases armor by 50%, stamina by 25%, reduces magic damage taken by 10%, and makes all attacks that are not dodged or parried staggered. When an attack is staggered, the damage it deals is split. 80% will hit instantly, and the other 20% will be taken over a 10 second period. This smooths out damage, making the Brewmaster easier to heal. Stagger damage will be able to be seen via a colored debuff, green for low, yellow for medium, and red for high. It also improves the functionality of Jab, Fortifying Brew, Tiger Palm, Blackout Kick, and Expel Harm. This guide will cover those individually in their own subsections to avoid unnecessary reiteration. Mastery: Elusive Brawler - Brewmaster mastery will provide us with increased damage staggered and increased attack power. Pretty simple. Check out the Stats and Stat Priorities section for more information. Brewing: Elusive Brew - This passive will generate stacks of Elusive Brew when you perform an autoattack crit. Depending on your weapon speed (IE whether it's a two handed or one handed weapon), these crits will give up to three stacks. These stacks dictate the length of the ability Elusive Brew, capping at 15 seconds (and therefore, 15 stacks). Gift of the Ox - A nice passive utility ability, Gift of the Ox gives the Brewmaster the ability to summon a small gold healing sphere near you when you trigger multistrike. Being able to use these Healing Spheres wisely is an important aspect of the spec. When they despawn, if you are relatively close by, they will instantly heal you regardless of whether or not you pick them up. Tiger Strikes - With Tiger Strikes, your successful autoattacks and their multistrikes have a chance to provide you with a buff that increases your multistrike chance by 25% for 8 seconds. Simple, but quite nice. #10.2: Cooldowns The Brewmaster has quite a few cooldowns for quite a few different purposes, which is something I like about the class. There's stuff to manage, which keeps you on your toes. Guard - Guard is a very solid cooldown that will absorb a certain amount of damage as well as increase the effects of your self heals by a certain percentage for 30 seconds, or until damage taken exceeds the absorb amount. This ability should be used on cooldown unless you know that a big hit is coming, in which case, you should save it for that hit. By level 100, Guard will have a second charge, which functions basically the same as your Roll's cooldown. Expel Harm - This one is a bit tricky to categorize. It is a self heal, and therefore as a tank you can consider it a cooldown, but at the same time it deals damage and generates chi, which makes it a part of your combat ability repertoire. This should be used nearly on cooldown. I say nearly because it is a heal and therefore it shouldn't be used at full health or before an expected damage spike, assuming that you don't need it prior to the spike, due to being lower on health than you should be. You have Jab to generate chi for those times you are at full health. You can use Expel Harm whenever you drop below 35% health without it going on cooldown, which makes it a nice, readily available emergency ability. Purifying Brew - Purifying Brew is a nice one. It removes your stagger debuff. This shouldn't really be spammed, as if you do, you lose out on Blackout Kick's buff, which gives you a notable 10% parry. So yeah, if you spam this, you won't take as much stagger damage, but you're going to take a good amount of initial damage due to it not being avoided. This means that you are going to have to wait till stagger damage starts to become a problem for you and your healers to remove it. With a separate global cooldown, this is going to be very easily available for you, so there's not much to worry about in terms of "oh crap, I'm taking too much damage from stagger, WHENS MY BLOODY COOLDOWN GOING TO END??" Remember though that if you are expecting a big damage spike, you would be smart to wait until it's right about to happen to drop your staggers, so you aren't taking a DoT as well as the spike. With this expansion, you may find that you will need to purify fairly regularly, so be ready for that. Elusive Brew - This will increase your dodge chance by 45% for any time between one second and 15, depending on how many stacks of Elusive Brew you have (generated via autoattack crits by the grace of Brewing: Elusive Brew). Try to save this for big hits or when you're actively tanking during a tank swap encounter, but also keep in mind that you shouldn't be sitting on a full stack of 15.10.3: Raid Buffs / Utility Abilities The Brewmaster also has a very nice set of utility abilities, ranging from movement to healing / debuff support. While it is a lot to look at and keep track of, a Brewmaster who will be able to use all of his utility abilities as well as his personal and group cooldowns effectively will be an extremely valued member of a raiding group. Summon Black Ox Statue - This is probably your most powerful utility ability. When active, it will pulse AoE threat. As well, when hit by Provoke, it becomes the Brewmaster's AoE taunt. This should be placed strategically, whether it be where the adds spawn or in a place where all of your allies will be able to gain access to the statue's buff, or both, so as to maximize its effectiveness. This is very strong for grabbing initial threat on adds that spawn far away from you but you NEED to grab. A good example (though a bit dated) would be the add spawns in the Empress Shek'zeer encounter in the Heart of Fear. Provoke - This is your taunt. There are many like it, but this one is yours. Well actually, it is pretty unique, since it's a single target taunt, but if you use it on your Black Ox Statue, it becomes an AoE taunt as well. In addition it will cause the target to move a bit faster (50% increased movement speed, even). Nice if the target's far away and you want it to get a bit closer. You could also use this in combination with Spear Hand Strike to move a spellcaster a bit farther than you normally could while its unable to cast. Keep in mind that this also does have some negatives to it as well, most notably the fact that it makes kiting a bit more difficult for the duration of the taunt. Roll - You will have used this hundreds of times before you even step foot into a raid, so by the time you hit endgame, you should be extremely proficient with this ability. Roll is like Blink, except you don't necessarily have to move forward. You can roll to the side, you can strafe-roll (forward but also to the side), and you can even roll backwards. Three talents can modify Roll to better suit your playstyle, but two are mutually exclusive. They would be Momentum, Celerity. and Chi Torpedo. See their respective tooltips / the talents section for more information. By level 100, your rolls will travel the same distance, but 25% faster! Transcendence & Transcendence: Transfer - I like to think of this as an upgrade to the warlock's Demonic Circle. Instead of having a fixed teleport to position, you switch positions with your teleport location (your spirit), and thus is much more malleable in terms of moving around the entirety of a boss room. Of course, you can use it in the same way a warlock does, but like I said, it does provide with more malleability, so its your call. This is going to make offtanking and kiting very interesting. By level 100, Transcendence will be instant cast and Transcendence: Transfer will have its cooldown reduced by 35 seconds, making Brewmasters even more mobile than they are now. Spear Hand Strike - This is basically your standard interrupt. Nothing fancy. You strike a guy in the throat and they can't cast whatever school they were attempting to for four seconds. Paralysis - A nice little long-term CC ability. With a 20 yard range, it's a nice CC ability for both before a pull and during a skirmish. Detox - I remember back when I played a protection paladin, I used to be the guy to cleanse myself to help out the healers. You can do pretty similar with the monk, though with only diseases and poisons. As well, if you use VuhDo, Healbot, Grid and Clique, or mouse-over macros, you can set it up so that you can help with cleansing the raid if your healers are having trouble. Legacy of the White Tiger - The Brewmaster's only real group buff, Legacy of the White Tiger increases the raid's strength, agility, intellect, and crit by 5%. If your raid groups are anything like my guild's, you will either never be using this with them, or they will make you be the only one to buff. Ever. For all time. #10.4 Single Target Jab - Your most basic chi generator. Costs 40 energy and generates 1 chi (or 2 once every 15 seconds if you talent into Power Strikes). This in a way acts as your secondary chi generator. If Keg Smash and Expel Harm are on cooldown or if it isn't a good idea to use them (wasted chi / wasted heal), then you use Jab. Keg Smash - Essentially, Keg Smash is a cleaving Jab that hits all enemies within range. Be careful when you use this, so as to not waste the 2 chi it generates. If you are 1 chi away from maximum, hold off on using this until you burn off that excess chi. This hits like a monster truck on crack, so make sure that you're maximizing its efficiency, especially on fights where you get to AoE targets. Expel Harm - As said in the cooldown section, this one's interesting. It is both a self heal, and therefore a cooldown, but it also deals damage and generates (1) chi, so it's a combat ability. Again, this should be used nearly on cooldown, since you want to use it often to heal, but you don't want to waste it's heal. Use Jab to generate chi for those times you are at full health, as both share the same energy cost and the benefits of efficient self healing outweigh the benefits of the extra threat that Expel Harm has in comparison with jab. Tiger Palm - When you hit a target with Tiger Palm, you get a buff causing your attacks to ignore 30% of your enemy's armor, which should be kept up for threat reasons. This is something that you can spam if you're finding that you don't have any other abilities to use. Blackout Kick - This ability costs 2 chi and provides a stacking 6 second buff called Shuffle which provides you 10% parry and 10% stagger. Blackout Kick should be used pretty regularly to guarantee as many staggered hits as possible. You are going to want to use Purifying Brew relatively often as well to minimize the damage you take from stagger. Touch of Death - Touch of Death is a bit of a niche ability, and is not really necessary for the Brewmaster. However, if you want to use it as an execute, that's your prerogative. If you can, try and use this while Fortifying Brew is active for the largest possible damage, though don't do such at the expense of not having that cooldown when you need it. Costs 3 chi. #10.5: Multiple Targets Dizzying Haze - Dizzying Haze fires a keg of ale on a arc towards a designated target area, drenching any enemies within that radius with delicious booze. This ale will reduce their movement speed by 50%. This ability works in combination with Breath of Fire to provide for more AoE damage and therefore threat (before you get its perk). It's also very useful as a pulling tool, for keeping threat on your targets if several start to peel off, and as a kiting tool. Keep in mind that the keg doesn't instantly travel to the target area, so if you are on the move, you will have to aim it in the area the mobs you are kiting will be in, instead of where they are now. Also, since it's now free, it's fun to spam during downtime. Breath of Fire - Costing 2 chi, Breath of Fire is probably my favorite AoE move of the Brewmaster. If you do not yet have its perk (though you will have it by level 100), this should be used in combination with Dizzying Haze for extra damage in the form of an 8 second fire DoT on all targets affected by Dizzying Haze and hit by Breath of Fire. The biggest problem with Breath of Fire right now is that for the vast majority of situations, using Blackout Kick is far superior simply due to the fact that Breath of Fire does not have any benefits for your defense, while Blackout Kick provides our bread and butter mitigation. This should only be used when you have a good amount of banked shuffle or you're not going to be taking damage anyway. Unfortunately, you won't be using this that often in a raiding environment, though with the perk, it may be a bit more useful than in the previous expansion. Spinning Crane Kick - Costing 40 energy, this acts as a whirlwind ability, hitting all enemies that are fairly close to you. Due to such, it should be used when there's quite a few AoEable targets. What's nice about Spinning Crane Kick is that it generates 1 chi if you hit at least 3 targets and that even though you cannot use other abilities while it is in use, you can still dodge and parry, making it an effective AoE ability for the Brewmasters while allowing us to retain our avoidance. While it is in use, your movement speed is reduced by 30%. If you talent into Rushing Jade Wind, Spinning Crane Kick will deal reduced damage and will no longer be channeled, allowing you to use other abilities on top of it. #11: Talents Level 15: The movement tier, Momentum is my personal favorite of the three. The bonus movement speed allows for faster extended travel while leveling, and provides the best movement for fights where you need to move longer distances less often (i.e. kiting). For fights where you need to move shorter distances more often,Celerity is your best friend. However, if you are more inclined to be useful for your group, Tiger's Lust can help if one of your allies is lagging behind or needs to get a burst of speed. Also useful if you need a second quick burst of speed for yourself if Roll somehow fails you in that regard. Level 30: The healing tier, the three talents available are Chi Wave, Zen Sphere, and Chi Burst. Chi Wave is an ability that bounces between enemies and allies, healing friendly targets and damaging unfriendly targets. This will provide a lot of heals, but it won't be on you, as it will bounce to a random nearby friendly target, rather than the person with the lowest health (classically, the tank) If you are soloing or are the only person in melee range of the thing you are tanking, Chi Wave is more useful. Zen Sphere guarantees that your healing will hit whatever person you cast it on (usually you), but it is a heal over time and is fairly strong, if you consider it's auto-detonate upon reaching 35% health, but its healing is pretty low. Chi Burst is excellent for burst AoE healing. You cast it in the direction you are facing and any friendly targets in its path up to 40 yards away from the casting point will be healed and all enemies in said path will be damaged. Level 45: This is the chi tier. In terms of raw math, Power Strikes will provide you with roughly double the chi that Chi Brew will. However, getting it does somewhat sacrifice the flexibility of picking when you get that chi as well as the benefit of getting some Elusive Brew stacks. That being said, it's rather worth the cost. Ascension is more reliant on your haste rating to provide chi and thus its real benefit is the extra slot for more chi, which allows you to have a greater stockpile of the stuff, as well as the extra energy regeneration itself, which allows for an easier time with getting energy for Expel Harm emergency heals. However, that benefit is somewhat eclipsed right now due to the fact that our energy regen is severely limited and because chi is far more valued this expansion. Unfortunately, Ascension does not provide nearly as much chi as the other two talents. Realistically, Power Strikes is the way to go here unless you absolutely need the elusive brew stacks from Chi Brew. Ascension is rather lackluster at this point. Level 60: The CC tier, you can choose from Ring of Peace, which allows you to incapacitate enemies within a radius of a friendly target, Charging Ox Wave, a linear-path stun, and leg sweep, an AoE stun. Ring of Peace is pretty niche. You can realistically only use it on a ranged ally who isn't doing any damage to anything immediately around them. Charging Ox Wave and Leg Sweep are far superior in terms of maximizing their use. Of the two, I mainly prefer Leg Sweep. Level 75: The damage mitigation tier, you have a choice between the active physical damage reducer Dampen Harm, the active magical damage reducer Diffuse Magic, and the passive heal Healing Elixirs. The heal is quite powerful, considering that it can be activated by Elusive Brew and Purifying Brew, both of which have short cooldowns and will be used quite often, so its good if you're taking a lot of damage that would be impractical to use an "oh !@#$" cooldown to mitigate. As well, it auto-activates when you drop below 35% of your max health and will not activate if you are at full health, thus mitigating some of the overhealing. On the other hand, Dampen Harm is a powerful ability on a 1.5 minute cooldown which decreases any attacks that would normally deal damage equal to or greater than 15% of your health by 50%, which means extra-powerful boss hits will be able to be mitigated by this ability. On top of that, it can be used while stunned, which is especially nice for us since stuns are essentially our kryptonite. You also have Diffuse Magic, which decreases magic damage taken by 90% for 6 seconds and removes all magic debuffs from you and places them on the original caster if they are in range, which depending on what it affects, can be very powerful. This is also on a 1.5 minute cooldown. The big downsides to these active abilities as I see them are that they both have a 1.5 minute cooldown, while the heal only a 15 second cooldown, but at the same time you can actively use them while the heal might be less effective due to overhealing. That having been said, since damage intake is less spiky than before, Healing Elixirs is doing quite well and Diffuse Magic is always strong. Dampen Harm is a bit more niche than before. Level 90: This is the damage tier. Out of the three in this current talent setup, I like Chi Torpedo the least. It makes your roll do damage and healing, but since you have to roll to do it, you can potentially mess up positioning, which on certain fights can be vital. However if you want to maximize your ability to help healers with their job, this might be the talent for you. However, I personally prefer the talents that focus on damage. Rushing Jade Wind is a powerful talent for AoE. It replaces Spinning Crane Kick and basically functions the same way (same energy cost, same chi generation) but it is no longer channeled, so you can fight with other spells on top of it. Invoke Xuen, the White Tiger is more useful for smaller groups of mobs who stay in a particular area for a long period of time, as well as useful for extra damage on a single target. I'll be using both Xuen and Jade Wind depending on the encounter and my job within it, though of the two I love Xuen. I mean come on, who wouldn't like tiger lightning? Xuen even has his own pet bar for optimal control! He has a taunt like a hunter pet's which can be very useful when you want to pick up a target or give yourself a couple seconds of breathing room. Level 100: This is sort of a weird tier to explain in a single word. You have Soul Dance, which makes you able to stagger magic damage at 30% effectiveness, Chi Explosion which replaces Blackout Kick and basically gives you a stronger Blackout Kick with the ability to add a purify and make it AoE for additional chi spent, and Serenity which when activated immediately refunds any chi spent during its uptime. To get right down to it, Chi Explosion is best used if you want to do AoE damage and Serenity is extremely strong because of its ability to allow you to essentially use a keg smash and then spam Blackout Kick and Purifying Brew, which means you don't need to worry as much about your shuffle uptime. Soul Dance is somewhat of a niche talent here, since it is only really effective on fights where the majority of damage taken is magical. Chi Explosion, because of its high AoE damage for the chi consumed, makes it quite powerful for challenge mode dungeons and Brewmasters would do well to focus their builds around this talent. For a more in-depth comparison of Chi Explosion and Serenity, check the FAQ. This is incredibly important if you choose to use Soul Dance: How it functions is it takes magic damage and translates it into physical damage. That is to say, glyphed Guard DOES NOT WORK with it. You have been warned. #12: Glyphs Glyph of Breath of Fire - When you use Breath of Fire on targets affected by Dizzying Haze, they will be disoriented for 3 seconds. What this means is that if you hit them during that disorient, they will break from CC. Otherwise, they're effectively stunned for that duration. This glyph is useful for whenever you are tanking groups of mobs that are affected by disorient (adds and trash, for the most part). Glyph of Detox - Will make your Detox heal a target for 4% when you successfully clear a debuff from it. Nice extra bit of healing if you're going to be Detoxing yourself. Glyph of Expel Harm - Reduces Expel Harm's energy cost by 5 while your health is below 35%. This is MANDATORY for all Brewmasters. This is by far the best glyph in the game for us. Glyph of Fortifying Brew - Will change Fortifying Brew so that instead of decreasing damage taken by 20%, increasing health by 20%, and increasing the amount of damage staggered by 20%, it will decrease damage taken by 25%, increase health by 10%, and increase the amount of damage staggered by 25%. Essentially, unless you are going to be one-shot by a boss ability, this will be a good glyph to use. Glyph of Freedom Roll - Your Roll or Chi Torpedo will dispel all snares that are active on you. Somewhat ehh, since that's more of a PvP glyph than PvE. Glyph of Guard - Will increase the amount of damage absorbed by 10%, but it will only absorb magical damage. This is pretty simple; this glyph is useful on fights with lots of magic damage, where any melee damage taken can easily be mitigated by other aspects of your active mitigation. Glyph of Keg Smash - increase the range of Keg Smash by 5. Useful for a bit more versatility in maintaining aggro. I don't think it's too amazing, though, considering our mobility. Glyph of Leer of the Ox - Will teach you a new ability of the same name that will make your statue taunt a target to attack it for 8 seconds, as well as reducing its movement speed by 50%. You can use this to help taunt off someone if your own taunt is on cooldown, thus allowing you to get the mob off them, and then reel it in, as well as potentially ping-pong mobs via a combination of taunting and kiting, allowing DPS to whittle it down without you taking damage. Glyph of Nimble Brew - This glyph will cause your Nimble Brew to heal you for 7% of your maximum health when you successfully clear an effect. You've probably taken damage while stunned so this can potentially be a very useful tool on fights where Nimble Brew shines. Glyph of Paralysis - Will cause your Paralysis to remove all damage over time effects on a target. A cool glyph if you're needed to CC anything mid-fight, but not overly amazing for raiding content. Glyph of Touch of Death - Touch of Death has no chi cost, but CD is increased by 2 minutes. It's okay, if you feel like you're strapped for chi, but the usefulness of this glyph is arguable. Glyph of Transcendence - Will reduce the cooldown of Transcendence: Transfer by 5 seconds. This can be useful on fights that require you to regularly move a large distance (or instantly move) a lot in a predictable fashion. Glyph of Victory Roll - You get a free charge of Roll whenever you kill an enemy that grants experience or honor. This is fairly useful for leveling or solo farming. Or PvP if you really want to do such as a Brewmaster. Glyph of Zen Meditation - Will allow you to use Zen Meditation while moving. This is an extremely useful glyph when a fight will have high-damage spells cast at allies and you need to be moving around. 13: Rotation Technically, Brewmasters do not have a rotation. It's just a nifty catch-all term. Brewmasters have a priority. By and large this is just a comprehensive section that tells you how to initiate fights and what to do once you're actually in the fray. In regards to opening fights, I would recommend spamming a bit of Dizzying Haze on the enemies, following up with a Keg Smash. At this point, if you have Serenity, you should activate that and spam Blackout Kick to get a healthy amount of shuffle. If you do not have Serenity, just use Blackout Kick. Throw down your statue where it needs to be (near you or near where adds will spawn) and then continue on to your single target or AoE priority. Please do note that I am not reiterating how to use cooldowns properly in this section. This is purely the general priority. If you'd like to see how our cooldowns should be used, please go to section 10.2. #13.1: Single Target Rotation Essentially, your single target priority is maintaining your shuffle buff via Blackout Kick, purifying unhealthy levels of stagger via Purifying Brew, and generating chi via this priority: Keep in mind, these assume that you have the space to generate chi without wasting any. 1) If off cooldown, use Keg Smash. 2) If off cooldown and you are not at 100% health, use Expel Harm 3) Use Jab Or in other words, Keg Smash as much as possible, use Expel Harm when you can benefit from the self healing, and if neither of these are applicable, use Jab. If you cannot do any of the above, use Tiger Palm as a filler. If your target is below 10% health and you can afford the chi (and/or cooldown) cost, use Touch of Death. #13.2: AoE Rotation There is no significant difference here, except that instead of using Jab, you should be using Spinning Crane Kick or Rushing Jade Wind. You can also spam Breath of Fire while Serenity is up if you do not need to bolster your shuffle. You can use it outside of Serenity, but I would be very cautious and I would NOT use it if you are using Chi Explosion. If you are using Chi Explosion, you can save up to four chi to use that for AoE as well, though this will strain your shuffle generation. #14: Advanced Play There are a lot of things concerning Brewmasters that take a fairly significant amount of time to perfect. This section is going to be actually fairly short, ironically, as the concepts within are actually fairly simple. The difficulty lies within implementing them into your play. Energy Pooling Because our emergency heal (Expel Harm) costs 40 energy (35 if glyphed), It's very important to maintain a pool of energy to use in case of an emergency. Ideally, your job should be to generate chi at a pretty high level of energy (80-90ish), but not hit 100 and thus waste energy. This also ties into optimal use of Keg Smash, as if you pool chi you'll more likely be able to get a keg smash off just as it comes off cooldown. Basically treat Jab as a tool to ensure you don't cap on energy and you'll get the hang of it pretty quick. And of course, use Tiger Palm for any empty GCD's. Chi Pooling Our personal shield, Guard costs 2 chi and is immensely useful for emergencies. As well, this expansion Purifying Brew is incredibly potent in reducing overall damage taken and is a more important part of our toolkit. Thus, you should try and keep at least 1-2 chi at all times, in case an emergency comes up. This is probably one of the harder things to manage since instinct will tell you to just spend everything you gain and because of the bursty chi generation of your level 45 talents. However with some practice (and a bit of help from WeakAuras), it's doable. You won't be able to do this all that much if you talent into Chi Explosion, but with energy pooling, that isn't such a big deal, particularly since Chi Explosion necessitates more foresight anyway. Shuffle Uptime Shuffle, generated by Blackout Kick, provides six seconds of 10% parry and stagger. So obviously you want to keep this up when you're actively tanking. However, getting a surplus of the buff is counter-intuitive, at least from the perspective of tanking. While you'll be doing more DPS, you're wasting chi that could otherwise be used to purify the damage you take from stagger. Getting a surplus is a good thing, but try and limit it to about 30 seconds or so. Getting over a minute's worth of stagger is unnecessary. One thing to keep in mind is that getting Keg Smash off on time is very important, so don't waste that time. You'll want to balance out maintaining quick Keg Smash usage with energy regeneration and chi Puryfing Brew Usage There is a very interesting fact about purifying stagger. If you purify immediately after a boss attack, you will not take any stagger damage and the attack will just become a purely mitigated hit. So in other words, Purifying Brew is best used immediately after you're hit by a boss. The timing of such is fairly easy to see if you use an addon like Gnosis or BossSwingTimer. Zen Meditation Usage Similar to optimized Purifying Brew usage, Zen Meditation is optimally used in such a way that it's only up for about one second or so. Or in other words, if you are about to receive a big hit from a boss and you want to use Zen Meditation to mitigate that hit, activate it half a second before the strike so that you aren't stuck in Zen Meditation for an unnecessary length of time. #15: Addons Aside from the raiding necessities (Omen & Deadly Boss Mods, or any equivalents thereof), the types of addons Brewmasters need are ones that allow them to keep track of their cooldowns and the amount of damage they've stored up in the stagger debuff. Some addons that I have found to be pretty nice can be found in a neat little list below! Feel free to use a combination of them, or look for other addons if these don't suit your fancy. WeakAuras - A powerful tool for creating and customizing buttons that warn and notify you about a plethora of different things (for example, you can set something up to check if Elusive Brew is off cooldown and has more than one stack). For a list of several different, pre-made, importable settings, check out the Brewmaster Weak Auras Thread. MonkTimers - This will provide easy to see cooldown times for your abilities as well as your stagger DoT's level of damage. Since you can configure WeakAuras to do all of that, this one's somewhat of a third wheel. However, if you can't be bothered to customize WeakAuras, it's certainly an okayish substitute. Gnosis - Allows you to track boss swing timers. Very useful for precision purifies. An invaluable tool for a seasoned Brewmaster. If you want something a bit leaner, go with BossSwingTimer. #16: FAQ This section pertains to certain subjects that are frequently discussed and therefore deserve their own little section providing information on both sides of these discussions. Dual Wielding or Two-Handers? With the January 7th hotfix, two-handers are now quite superior to dual wielding. A two-handed weapon will provide about 11% more Elusive Brew stacks than a pair of one-handers. That's a very significant amount which can't really be matched by the bonus of having two weapon enchants. Chi Explosion vs Serenity There is an interesting relationship with these two talents and it primarily revolves around Purifying Brew: With Chi Explosion, you will be dealing a significantly higher amount of damage (even single target). However, because you cannot get free shuffle (via Serenity), you will have less chi to purify with and thus take more damage. With Serenity, there's basically zero excuse to not have 99.999% shuffle uptime, so you'll have a LOT of chi to spend on Purifying Brew and thus take a lot less damage... but you won't dish out as much in return. Here's the interesting twist, though, on what to pick: If you are using Chi Explosion and you're finding yourself in the need to purify more than you can afford to, you're probably better off with Serenity. If you're rolling with Serenity and you've got an excessive duration (2+ minutes) of shuffle, your best bet is going to switch to Chi Explosion.
  15. Kargath Bladefist Strategy Guide Kargath Bladefist is a fairly straightforward fight that requires moderate coordination. Throughout the encounter, Kargath will use the Chain Hurl ability to pick up the five nearest players and fling them into the stands of the Coliseum where they can engage the enemies in the audience. Before beginning the encounter, the raid should decide which players are best suited to performing this task - one tank, one healer, and three DPS - and those players must then ensure that they are closer to Kargath than any other players after the knockback that occurs at the start of the Chain Hurl mechanic. Once in the stands, these players should focus on killing the Iron Bombers and Drunken Bileslingers, as these enemies will otherwise throw Iron Bomb and Mauling Brew at players in the Coliseum, causing unpredictable raid damage. Kite Berserker Rush to Flame Pillars The most dangerous mechanic in the encounter is Berserker Rush. Kargath will target a random ranged DPS or healer and fixate on them, chasing them for 20 seconds and slashing his weapons wildly in front of him. Players in the path of the Berserker Rush, including the fixate target, will take very heavy damage and are likely to die. Kargath gains both a damage-dealt buff and a movement speed buff every 2 seconds that his Berserker Rush continues. Berserker Rush can only be stopped by the target's death or by kiting Kargath through an active Flame Pillar that is spewing Flame Jet. Although there are four Flame Pillars, their locations marked by skulls on the ground as you enter the Coliseum, only two will be active at any one time. Ranged DPS and healers must all be aware of the location of the most recently spawned Flame Pillar and have a plan to kite Kargath to it in case they are targeted, and melee must be ready to move out of the path of the Berserker Rush until Kargath's direction is determined. Note that moving Kargath to a Flame Pillar causes it to despawn, whether he is currently using Berserker Rush or not, so it is important for tanks to keep Kargath in the center of his platform far away from the Pillars to avoid despawning them and complicating the Berserker Rush kiting plan. Note that if a player is standing too near a Flame Pillar when it activates, they will be knocked back and take heavy damage, and after the pillar is activated, the Flame Jet will deal heavy damage, so players should stay clear of the active Flame Pillar until it is time to kite. Players must not use threat-dropping abilities such as Greater Invisibility or Feign Death when targeted by Berserker Rush. Doing so will cause Kargath to re-target, and probably turn around, killing any melee DPS who are chasing after him. There are also four tiger pits located around the perimeter of the Coliseum, and if players fall into these pits they are instantly killed by Ravenous Bloodmaw tigers. This is likely to occur while kiting Kargath for Berserker Rush, or when players are knocked back at the start of Chain Hurl, or if players are knocked back by a Flame Pillar when it activates. Players should note the location of these tiger pits and position themselves such that knockbacks will not propel them in the direction of a tiger pit. Tanks must manage a heavily damaging attack, Impale, which occurs every 45 seconds and leaves behind a 75-second debuff, Open Wounds, that increases the damage of subsequent Impale attacks. Tank Responsibilities Hold Kargath in the center of the room to avoid any possibility of accidentally deactivating the Flame Pillars early Use a powerful damage-reduction cooldown for Impale, especially if you have existing stacks of Open Wounds A simple way to handle the Impale/ Chain Hurl mechanics is to have the tank with the shortest Open Wounds duration enter the Chain Hurl After returning from the Chain Hurl/stands, the now un-debuffed tank should taunt Kargath in preparation for the next Impale Move out of the path of Berserker Rush. Damage-Dealer Responsibilities Use Bloodlust/ Heroism/ Time Warp at the beginning of the encounter If you are assigned to the Chain Hurl team, move in close to Kargath after the knockback If you are NOT assigned to the Chain Hurl team, stay away from Kargath until Chain Hurl has chosen targets Move away from active Flame Pillars to avoid taking unnecessary damage If targeted by Berserker Rush, kite Kargath so that he moves through Flame Jet Avoid the tiger pits when kiting, and position yourself so a knock-back effect won't drop you into a tiger pit Move out of the path of Berserker Rush Move away from the Mauling Brew indicator Use a personal damage-reduction CD if afflicted by Iron Bomb Ranged DPS should stay spread out to avoid splash damage from Blade Dance Melee DPS can follow Kargath during Berserker Rush but must take care to stay behind and be alert for sudden changes of direction Healer Responsibilities Tank damage is heavy, particularly if taking a second Impale while affected by Open Wounds; consider using tank CDs at this time Raid damage is random and spiky, but a skilled raid will be spread out to avoid splash damage so very few targets are injured at any one time Spread healing AoE abilities or strong single-target healing spells are useful Players who stand in the path of Kargath's Berserker Rush will take very heavy to fatal damage Keep track of which Flame Pillars have recently spawned to ensure that, if you are chosen for Berserker Rush, you will kite Kargath to an active pillar Move out of the path of Berserker Rush If you are assigned to the Chain Hurl team, move in close to Kargath after the knockback If you are NOT assigned to the Chain Hurl team, stay away from Kargath until Chain Hurl has chosen targets Move away from the Mauling Brew indicator to avoid taking heavy damage Use a personal damage-reduction CD if afflicted by Iron Bomb Stay spread out to avoid splash damage from Blade Dance Chain Hurl Team Responsibilities The Chain Hurl Team should consist of: Chain Hurl chooses the five nearest players One tank, whichever has the lowest remaining duration on Open Wounds One healer, ideally with a tank CD to use when Bileslingers stun the tank Three DPS, ideally with strong AoE To perform this role, players should: Be the closest players to Kargath after the knock-back occurs Pull as many enemies as the tank/healer can handle Use AoE stuns and other AoE CC abilities to prevent as much damage from the enemies as possible Focus on killing Drunken Bileslingers and Iron Bombers quickly Iron Bombers will explode when they die, dealing Fire Bomb damage to any nearby players; avoid this by moving away Drunken Bileslingers will stun players in front of them (typically the tank) with Vile Breath Iron Grunts will slow players with Grapple Kill as many enemies as possible before the Highmaul Sweeper knocks you out of the stands Healers will experience heavy tank damage, and moderate party damage when Iron Bombers die or throw Fire Bomb When to Use Bloodlust/ Heroism/ Time Warp LFR/Normal/Heroic: Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required. Mythic: Use Bloodlust/ Heroism/ Time Warp to capitalize on a high Roar of the Crowd damage buff. Looking For Raid Difficulty Tiger Pits are closed in LFR In Looking For Raid, the Chain Hurl ability automatically chooses the tank with the highest number of stacks of Open Wounds, a randomly-chosen healer, and three randomly-chosen DPS. This ensures that a balanced group of players will be sent up to the stands each time. Understanding the mechanics of the enemies in the stands is beneficial but not necessary since these enemies do little damage on LFR difficulty; players should focus on killing as many of the enemies as possible, without dying. Kargath can be tanked in, or very near, an active Flame Pillar, so that Berserker Rush ends instantly. Additionally, in LFR difficulty the tiger pits are not open, so players cannot fall into them and be instantly killed. This removes a lot of the positioning challenge for the encounter. Video Link => Kargath, Bladefist Mythic Difficulty Mythic difficulty introduces three new mechanics. Roar of the Crowd The most important new mechanic is Roar of the Crowd, an alternate energy bar on each players' screen that tracks the amount of Favor their raid has gained with the audience. When the raid reaches certain 'breakpoints' of Favor, players deal additional damage: 0-24 Favor: No additional damage dealt 25-49 Favor: Crowd Favorite; 25% additional damage dealt 50-74 Favor: Crowd Favorite; 50% additional damage dealt 75-99 Favor: Crowd Favorite; 75% additional damage dealt 100 Favor: Crowd Favorite; 100% additional damage dealt Defeating this encounter in Mythic difficulty is made easier by gaining and maintaining high Favor in order to beat Kargath's enrage. The best way to do this is to simply handle the stands well, by sending strong AoE DPS up with each Chain Hurl. Killing Iron Grunts in the audience generates Favor, and quickly killing Bileslingers or Bombers is helpful too, since they have a Heckle ability that reduces your raid's Favor. Another way to generate Favor is to kite Kargath as long as possible during his Berserker Rush ability. This is a less important method since performing well in the stands will generate enough Favor to defeat the encounter for most groups. Careful positioning and planning can go a long way toward encouraging a lengthy Kargath kite, and using movement speed boosts or teleport abilities such as Blink, Dash, Disengage, etc., will assist. Players could also coordinate external sources of speed boosts such as Tiger's Lust, Angelic Feathers, or even Leap of Faith (without the Glyph of Restored Faith!) to extend the kite. Immunity abilities or very heavy damage-reduction abilities such as Ice Block or Dispersion are useful for the final portion of Berserker Rush where players are no longer able to outrun Kargath; being able to survive a few hits of his Berserker Rush before kiting him into the fire can provide a lot of additional Favor. Paladins with Clemency are very valuable for this purpose since Hand of Protection lasts a very long time and can allow a full 20-second kite very easily. Note that if the player focused by Berserker Rush dies, the raid loses all of the Roar of the Crowd generated by that kite (and perhaps more), so this must be avoided. Also remember that threat-dropping abilities such as Greater Invisibility, Feign Death, and taking a Demonic Gateway, can cause Kargath to retarget his Berserker Rush and may result in accidental player deaths and the loss of Favor. Major raid DPS boosts like Bloodlust/ Heroism/ Time Warp should be saved for a time when Roar of the Crowd is giving a high damage buff. Ravenous Bloodmaw Kite Ravenous Bloodmaw through Flame Jets for more Favor On Mythic difficulty, the Ravenous Bloodmaw tigers in the tiger pits emerge and will continually fixate players. This fixate can also be broken by kiting the tigers through the Flame Jet, which disorients the tigers for several seconds and also provides Favor from Roar of the Crowd. The tiger chooses his next target immediately upon entering the Flame Jet, and that player is debuffed with On the Hunt. Attentive players can position themselves to naturally draw the tiger into the next Flame Jet without too much movement, allowing maximal DPS and Roar of the Crowd accumulation. Ranged players should multi-DoT the tigers with the aim to kill the currently active tiger just as the next tiger emerges from its pit, so that there are not too many players managing kiting tasks at any one time. Flame Pillars Additionally, Flame Pillars gain the Flame Gout ability, spitting flames at random players. This can be avoided if players move out of the targeting indicator quickly, but otherwise deals moderate fire damage to random targets. This, combined with Blade Dance and Iron Bombs, can occasionally result in deaths if players are not kept near full health. Video Link => Kargath,Bladefist _____________________________________________________________________________________________ The Butcher Tips & Strategy Cleave http://www.directupload.net/file/d/4136/6m7e4ij3_jpg.htm The Butcher encounter is a simple DPS check with little movement, but requires a lot of coordination. The trickiest mechanic is the Cleave/ Gushing Wounds interaction. Every few seconds, The Butcher will detect the largest clump of players within melee range and cast Cleave on them, applying a stack of Gushing Wounds, a moderate bleed that lasts for fifteen seconds or until refreshed. The raid must designate teams of several players to soak the Cleave, since if any player reaches 5 stacks of Gushing Wounds they will instantly die (10 on Looking For Raid difficulty, 4 on Mythic difficulty). Because Cleave damage is split amongst all the players in the clump, but the Gushing Wounds effect is a flat amount of damage per player and can get overwhelming with too many targets, three to four players is ideal for triggering the Cleave effect. The best strategy is to assign two groups of at least two players each to stand in melee range - one at the right leg, one at the left - and to have a ranged player step in and trigger a group when it is that group's designated time to soak Cleave. This ensures that the tanks will never be targeted by Cleave, while also moderating the amount of Gushing Wounds damage healers must heal through. The "trigger" player should stand in their melee pile long enough to draw three Cleaves in a row, reaching 3 stacks of Gushing Wounds, and then move out; the other group's "trigger" player should then step in in order to start triggering Cleave on the other group of players. This cycle of 3 Cleaves per group is repeated for the entire encounter. Approximately every minute, The Butcher will knock all players back and then prepare to use Bounding Cleave on the largest remaining clump of players. This attack also leaves a stack of Gushing Wounds. A clump of two or three players is enough to bait the Bounding Cleave without dying to its damage; ranged DPS or healers who are not assigned to triggering Cleave in the melee stacks should be tasked with stacking up in a designated location for Bounding Cleave. The Tenderizer deals heavy damage Tanks must stack together to split Heavy Handed damage with one another, and must manage stacks of The Tenderizer and The Cleaver. When The Butcher reaches 30% health, he enters a Frenzy. He attacks more frequently - including using Cleave and Bounding Cleave more frequently - and deals increased damage. This is the most dangerous part of the encounter, and players should use their strongest personal and raid-wide cooldowns (damage, damage reduction, and healing) to survive and shorten this segment of the fight as much as possible. If you are having trouble with the Cleave damage under 30% health, consider switching to 3 groups taking 2 stacks of Gushing Wounds each. While this is slightly more demanding on positioning, it can reduce the burden on healers and the chance of player death. Tank Responsibilities Tanks must stand together to split the Heavy Handed damage Tanks should swap at 3 or 4 stacks of The Cleaver/ The Tenderizer Use powerful survival cooldowns to survive The Tenderizer when you have several stacks, particularly after The Butcher's Frenzy Attempt to minimise The Cleaver stacks by using avoidance abilities Position The Butcher quickly after each Bounding Cleave, to avoid Meat Hook, and so that your Cleave-soaking groups can get into place and prevent The Butcher from using Cleave on tanks Damage-Dealer Responsibilities http://www.directupload.net/file/d/4136/9253iqvi_jpg.htm Players assigned to soak Cleave must stay tightly grouped with their party and monitor their debuffs closely Use a damage-reduction cooldown for the third application of Gushing Wounds Players assigned to trigger Cleave must move quickly into their group when the other group reaches 3 stacks of Gushing Wounds, and must move out quickly upon reaching 3 stacks of Gushing Wounds themselves Players not assigned to the Cleave groups must quickly stack after the knock-back ability, to bait the Bounding Cleave Save Bloodlust/ Heroism/ Time Warp for the Frenzy phase when The Butcher reaches 30% health, as this is the most challenging part of the encounter. Healer Responsibilities Tanks take very heavy damage, especially as their stacks of The Cleaver and The Tenderizer build up Use tank CDs for The Tenderizer on tanks with 2+ stacks of The Tenderizer debuff during The Butcher's Frenzy phase Players soaking Cleave must be topped up between each Cleave attack to prevent deaths Once players are no longer soaking Cleave, use HoTs and other passive effects to heal players with Gushing Wounds, and focus on healing up the new Cleave team Use healing cooldowns to manage tank and Cleave-soaker damage Quickly stack after the knock-back ability to bait the Bounding Cleave When to Use Bloodlust/ Heroism/ Time Warp Save Bloodlust/ Heroism/ Time Warp for the Frenzy after The Butcher reaches 30% health, as this is the most dangerous part of the fight. Looking For Raid Difficulty On Looking For Raid difficulty, players may reach up to 9 stacks of Gushing Wounds before they will die instantly. It is almost impossible to exceed 8 stacks of Gushing Wounds until The Butcher reaches 30% health and enters a Frenzy, and begins to attack more quickly. It is still best for the raid to assign two equally-sized groups for Cleave soaking, but there is no need for additional players to step in and out to trigger the Cleave - The Butcher will choose randomly between the two groups and it is extremely unlikely that any one group will exceed 9 stacks of Gushing Wounds. Two groups of four or five players each should be sufficient to split the damage and still allow Gushing Wounds to be healable. Players with Gushing Wounds should still be careful to avoid standing with the ranged group after The Butcher knocks them back, since that is the only way for a player to exceed 9 stacks of Gushing Wounds in the two-group strategy. Video link =>The Butcher Mythic Difficulty http://www.directupload.net/file/d/4136/tzp52pgc_jpg.htm Night-Touched Cadaver On Mythic Difficulty, Cleave deals more damage and players can take one fewer stack of Gushing Wounds before instantly dying. This necessitates a tighter rotation involving more players in each soak group. Ideally the raid will have two groups to soak Cleave, consisting of 4-5 permanent members and one "triggering" member. The soak groups should take 2 stacks of Gushing Wounds before The Butcher gains Frenzy, and 3 stacks thereafter. Healers must focus on ensuring the group that is soaking the next Cleave is at or near full health, and on ensuring tanks stay alive, and provide minimal healing to players at range. Raid CDs are useful for the final Frenzy phase. Damage reduction CDs should be used so that they cover the third Cleave that each group must soak. All players not assigned to tank or to soak Cleave should assist in splitting the Bounding Cleave damage. Paleobomb leaves behind Pale Vitriol Mythic difficulty also introduces a new mechanic: the Night-Twisted Cadavers. These adds spawn from the opposite side of the room to the Butcher's current location, and will move slowly toward him. The Cadavers cast Paleobomb upon reaching the Butcher or when intercepted by any player. The explosion leaves behind a pool of Pale Vitriol, which will deal heavy periodic damage to players standing within it, and causes them to take additional damage from Cleave. For the first minute of the encounter, there is only one stream of Cadavers, but each Bounding Cleave adds another stream of Cadavers. There is a position on a small sand deposit on the edge of the watery portion of the Butcher's encounter area where careful boss positioning will allow the raid to ignore all Night-Touched Cadavers; they simply run into the Butcher's side and detonate harmlessly. The Cleave-soaking groups must be very aware of the size of the Cadaver's Paleobomb/ Pale Vitriol effects to ensure they are not stricken by them; any deaths amongst the Cleave-soakers almost certainly results in a wipe. Raids using this strategy typically pull Butcher into the edge of the water initially and have sturdy ranged DPS soak the first few Cadavers, then use the first Bounding Cleave mechanic to move Butcher closer to the intended tanking position before moving him there. Note that tanks may need to move forward slightly after each Bounding Cleave to avoid being pulled forward into a puddle of Pale Vitriol by the Butcher's Meat Hook ability! Video link =>The Butcher _____________________________________________________________________________________________ Brackenspore Tips and Strategy Healers have a special task in this encounter; they must manage the health of beneficial mushrooms to activate effects that will greatly assist the raid in defeating Brackenspore. Two DPS players must also take on a special task of controlling the spread of Creeping Moss by using the Blackfuse Company 9000 Flamethrowers to remove Moss as it encroaches upon the raid. While managing all of these extra tasks and killing adds, the raid must make slow but steady progress on killing Brackenspore himself. When there are multiple adds alive, players should focus on killing the Fungal Flesh-Eaters, who deal heavy tank damage, cast a dangerous Decay ability that must always be interrupted, and steadily grow more powerful by accumulating stacks of Flesh Eater. The other adds in the encounter, Mind Fungus and Spore Shooter, cannot be moved and are of lower priority when Fungal Flesh-Eaters are alive, but should be multi-DoTted or cleaved down when convenient. Mind Fungus debuffs nearby players with Mind Fungus, so ranged DPS and healers must move away from these mushrooms once they spawn. Spore Shooters target random players with Spore Shot, which will detonate upon reaching any player, dealing moderate to heavy damage to all players within 8 yards; these projectiles should ideally be intercepted by ranged players before reaching the melee pile.Occasionally a beneficial mushroom will spawn in a randomized location. These mushrooms spawn at 50% health, and their health slowly deteriorates over time; healing the mushroom to full will activate a beneficial effect for the raid. There are two types of beneficial mushrooms: Living Mushroom, which will provide strong AoE healing to players within 20 yards, and Rejuvenating Mushroom, which will grant Rejuvenating Spores to players within approximately 10 yards. Healers must heal up one Living Mushroom before Brackenspore begins using his Infesting Spores ability, so that the Living Mushroom's Living Spores can help heal the raid through the highly damaging Infesting Spores. Once Infesting Spores is over, healers can let the Living Mushroom die. Healers should keep Rejuvenating Mushrooms alive as long as possible, ideally only letting one die when another one has spawned. Tanks should move the boss and Fungal Flesh-Eaters close to the fully-healed beneficial mushrooms so that all players can take advantage of their effects. Additionally, tanks must move the enemies away from Creeping Moss, as all enemies who stand in Creeping Moss will heal rapidly. Players standing in Creeping Moss will also take damage and be slowed. It is important for the players assigned to the Blackfuse Company 9000 Flamethrowers to be proactive in clearing Moss away from the boss, and also to keep the Moss away from Living or Rejuvenating Mushrooms. Tank Responsibilities Keep Brackenspore facing away from the raid for Necrotic Breath Taunt Fungal Flesh-Eaters and interrupt Decay Move Brackenspore and the Fungal Flesh-Eater out of Creeping Moss if it spawns near you, and do not tank enemies in the water Move Brackenspore to Living and Rejuvenating Mushrooms by the time they are healed to full Tanks should swap Brackenspore on 4 stacks of Rot, and should not tank both Brackenspore and the Fungal Flesh-Eater at the same time Use survivability cooldowns when Brackenspore casts Necrotic Breath, or when tanking a Fungal Flesh-Eater with high stacks of the Flesh Eater buff Damage-Dealer Responsibilities Stand in Rejuvenating Spores All DPS should kill Fungal Flesh-Eaters quickly to avoid them reaching high stacks of Flesh Eater Ranged DPS should kill Spore Shooters, move to intercept the Spore Shot they fire at the raid, and avoid the Mind Fungus' Mind Fungus Melee DPS should kill Mind Fungus since the Mind Fungus debuff does not affect them Interrupt the Fungal Flesh-Eater's Decay when possible Move into Living Mushroom's area of effect when Brackenspore casts Infesting Spores Move into Rejuvenating Mushroom's area of effect once it is activated Two DPS players should be assigned to use the Blackfuse Company 9000 Flamethrowers to curb the spread of Creeping Moss Healer Responsibilities Heal Living Mushrooms efficiently so that they reach full health and activate Living Spores just before Brackenspore begins to cast Infesting Spores Keep the Living Mushroom alive long enough to heal through one Infesting Spores ability, then allow it to die Heal Rejuvenating Mushrooms to full as quickly as possible, and keep them alive as long as possible with the help of their Rejuvenating Spores Tanks will take heavy damage, particularly when Fungal Flesh-Eaters have several stacks of Flesh Eater Raid cooldowns will be needed if players do not interrupt Decay, or if there is no Living Mushroom to assist in healing through Infesting Spores At least one healer should monitor the health of the players using Flamethrower to curb the spread of Creeping Moss, as they cannot always be grouped with the raid Flamethrowers' Responsibilities Loot the Blackfuse Company 9000 Flamethrower at the start of the encounter, and be sure you can access the Extra Action Button it creates Curb the spread of Creeping Moss by using the Blackfuse Company 9000 Flamethrowers to burn away Creeping Moss near the raid Use the DPS boost of Burning Infusion to help kill the highest-priority target (usually the Fungal Flesh-Eater or Brackenspore) when Creeping Moss is under control Avoid overheating the Blackfuse Company 9000 Flamethrower by terminating the Flamethrower ability before you incur Pulsing Heat When possible, stand in the Living Mushroom's area of effect during Infesting Spores; when not possible, use a personal damage-reduction CD or self-healing abilities When to Use Bloodlust/ Heroism/ Time Warp Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required. Video link =>Brackenspore Mythic Difficulty Mythic difficulty introduces two new mechanics: Call of the Tides and Exploding Fungus. Call of the Tides causes several waves to sweep across the encounter area, dealing fatal damage to any players the wave passes over. While there is always at least one safe spot where no wave spawns, the location of the safe spot is random for each Call of the Tides cast. Players must watch for the location of the safe spot and move there quickly. Exploding Fungus is channeled by Brackenspore and summons small mushrooms at players' feet every few seconds. These mushrooms grow for the duration of the channel, then explode, dealing heavy damage to players within 3 yards of the detonation effect. While most of these mushrooms are easy to avoid, the mushrooms that are spawned at the very end of the channel will detonate immediately, and it is very easy for players to die to these unexpected explosions. Additionally, four Spore Shooters spawn each time Brackenspore summons them, rather than two. The Spore Shooter damage is high, and quickly killing the Shooters is essential for surviving and allowing healers to focus on their Mushroom-healing and tank-healing jobs. Silence and interrupt effects on the Spore Shooters are excellent ways to reduce raid damage, so long as it does not distract players from interrupting the Fungal Flesh-Eaters' Decay casts. Managing the Living and Rejuvenating Mushrooms properly will be an important facet of the Mythic Brackenspore encounter. Healers must be careful to only expend effort on healing the Living Mushrooms long enough to have one available for each cast of Infesting Spores, then let the Living Mushrooms expire and focus instead on healing the Rejuvenating Mushrooms to keep the Rejuvenating Spores buff active as long as possible. Lay on Hands is a powerful way to snap a Rejuvenating Mushroom to, or near, full health quickly; Life Cocoon and Clarity of Will can be used to prolong the life of the Rejuvenating Mushroom once it has been healed to full and its Withering damage begins to ramp up. Having strong, DoT-heavy or mobile DPS players managing the three Blackfuse Company 9000 Flamethrowers (Hunters and Balance Druids are excellent for this task) and maintaining high stacks of Burning Infusion can be very helpful in meeting the enrage timer and dealing with the Fungal Flesh-Eaters in a timely fashion. Video link =>Brackenspore _____________________________________________________________________________________________ Tectus Notable Trash Mobs The trash pull in Tectus' room, consisting of Oro, Lokk, and Rokkaa, three miniature versions of Tectus' model, is tricky. Whenever one of these elementals reaches 20% health, he begins to cast Reconstitution. If players do not kill the caster before the 20-second cast completes, the caster will heal 10% of its health every second for 10 seconds, essentially restoring it to full health. Players must be careful not to allow more than one of these enemies to begin the Reconstitution cast at the same time, and must target their DPS on any enemy casting Reconstitution. Players should kill Oro first, but since Lokk and Rokkaa have identical abilities it does not matter what order players kill them in. Oro will use two abilities - Stonebolt Volley, which damages all players outside of his melee range, and Radiating Poison, which debuffs a random player and causes them to emanate Nature damage to all nearby players. The player targeted by Radiating Poison must move away from other raid members.Lokk and Rokkaa both have two ground-effect abilities with very similar graphics. The Meteoric Earthspire ability draws a light brown circle on the ground, marked with a yellow arrow, and players must stand inside this circle in order to share the damage dealt by the effect. If no players stand in the brown circle, the entire raid will take extremely heavy damage. Earthen Thrust draws an orange circle on the ground, and players must move out of this to avoid taking extremely heavy damage. Stand in brown, move out of orange. The optimal strategy is for tanks to separate Lokk and Rokka so that players near each enemy will have only one set of these ground effects to deal with. Oro should be tanked right on top of one of either Lokk or Rokka, and players should kill Oro first. Melee should stay with Oro and cleave both enemies; ranged DPS should stand with the lone elemental and his tank, but focus primarily on Oro. All players will need to assist in soaking Meteoric Earthspire that spawn near them. After killing Oro, kill whichever elemental is on the lowest health. Once all three elementals are dead, Tectus will rise from the sandy mound at the center of the room and can be immediately engaged by nearby players. Tectus Tips & Strategy The Tectus encounter requires heavy movement and a lot of add management. Tectus begins the fight buffed by The Living Mountain, which prevents him from being killed unless he is currently channeling Tectonic Upheaval, which he does when he reaches 100 Energy. If Tectus completes a Tectonic Upheaval, he will regain 20% of his life and gain energy at a faster rate, bringing the next Tectonic Upheaval more rapidly than the first. Currently, Tectus is much easier to kill than his Shards or Motes are, so players may wish to save Bloodlust/ Heroism/ Time Warp for the middle of the encounter when there are 4 Motes and 1 Shard active.When Tectus reaches 25 Energy, he will cast Earthen Pillar, summoning a large, permanent rock structure that will kill any player caught in the area of effect and will prevent line of sight. Players must place these Pillars properly around the edge of the encounter area; they are targeted on a random ranged DPS or healer, so it is important that these players do not move in to the center of the encounter area and spawn Pillars where they will cause line of sight difficulties for the remainder of the fight. Once the Pillar indicator has appeared, players must move quickly out of its area of effect to avoid death. Throughout the fight, he will also summon smaller versions with Fracture; these do not persist, but will deal heavy damage and knock back any players within their area of effect. Again, players must move quickly out of Fracture. Periodically, Tectus will target randomly-chosen ranged DPS or healers with Crystalline Barrage. The targeted player(s) will display an arrow above their heads before the Crystalline Barrage begins to fire, and they should move out of the group to avoid damaging other players with the Barrage's effect. One popular strategy for handling the dual demands of Earthen Pillar and Crystalline Barrage is for the raid to move clockwise to avoid Pillars, and for players targeted by Barrage to move counter-clockwise to ensure that the Pillar-avoiding path always remains clear.When Tectus is slain, he shatters, forming two smaller clones called Shard of Tectus. The Shard of Tectus has all the same abilities as Tectus does, including the Shard of the Mountain buff. Tanks should each taunt a Shard to spread out the tank damage, while players focus on killing one of the two Shards. When a Shard is slain, it Shatters, forming four even smaller clones called Mote of Tectus. These Motes retain nearly all of the abilities that the Shards had, but can be killed at any time. The tank damage from tanking all four Motes can be extreme, so some groups may find it easier to split the Motes between the two tanks, rather than having one tank hold all four Motes.The ideal kill order is Tectus > Shard 1 > Motes 1-4 > Shard 2 > Motes 5-8. While Tectus is alive, Night-Twisted Berserkers and Night-Twisted Earthwarpers will spawn and must be taunted quickly. The off-tank should hold these adds within range of the melee DPS so they can be cleaved down effortlessly. Earthwarpers have a dangerous cone attack, Earthen Flechettes, that requires them to be faced away from the melee; they also have a dangerous cast, Gift of Earth, that cannot be conventionally interrupted. Players can choose to either stun the Earthwarper to prevent the cast, allow it to go through and buff Tectus with 10 stacks of Accretion (causing high damage on the Tectus tank), or the add tank can intercept it and gain stacks of Petrification. Intercepting Gift of Earth deals very heavy damage and the tank who does so cannot tank Tectus while affected by Petrification. The ideal method of managing Gift of Earth is to have a stun rotation and kill the Earthwarpers quickly. Tank Responsibilities Face the Night-Twisted Berserkers and Earthshapers away from the raid, but position them within range of melee cleave abilities When Tectus Shatters into two Shards of Tectus, each tank should taunt one Shard When a Shard of Tectus shatters into Motes of Tectus, one tank can hold all 4 Motes, but if damage is too high on the Motes tank, have the Shard tank taunt one Mote away from the group Damage-Dealer Responsibilities When Tectus, or one of his Shards, is at low health during Tectonic Upheaval, focus DPS on this target to kill it Ranged DPS should prioritise damage on the current kill target, but multi-DoT other Shards and Motes to help keep Accretion under control Melee should cleave and stun the Night-Twisted adds and stun the Earthshapers as much as possible to prevent the uninterruptible Gift of Earth Ranged DPS should stay stacked up with healers on the edges of the encounter area, and move as a group to avoid Earthen Pillar Move out of Fracture to avoid taking heavy damage Players targeted by Crystalline Barrage should move away from the rest of the group to avoid damaging the entire raid Use personal damage-reduction cooldowns for Tectonic Upheaval or when targeted by/standing in more than one Crystalline Barrage Healer Responsibilities ank damage will be quite high, especially when tanking multiple Motes of Tectus Raid damage will be high during Tectonic Upheaval, and damage-reduction and healing cooldowns should be used during this time Healers (except for Mistweaver Monks) should stay stacked up with the ranged DPS on the edges of the encounter area, and move as a group to avoid Earthen Pillar Move out of Fracture to avoid taking heavy damage Players targeted by Crystalline Barrage should move away from the rest of the group to avoid damaging the entire raid Use personal damage-reduction cooldowns for Tectonic Upheaval or when targeted by/standing in more than one Crystalline Barrage When to Use Bloodlust/ Heroism/ Time Warp Currently, the fight is most difficult when players are dealing with Motes 1-4 and Shard 2. Use Bloodlust/ Heroism/ Time Warp here to burn the Motes down quickly. Looking For Raid Difficulty The Night-Twisted Earthwarper does not cast Gift of Earth on Looking For Raid difficulty. The Earthwarper should still be killed quickly and stunned often to prevent excessive Earthen Flechettes damage Video link =>Tectus Mythic Difficulty On Mythic difficulty, Tectus and his Shards respawn at 20% health after players defeat them. The respawned versions have all of the abilities of the original version, but are not affected by The Living Mountain, and therefore can be killed outside of Tectonic Upheaval. They will, however, spread Accretion to other nearby enemies, so players should focus on killing these respawned versions immediately. Additionally, the Night-Twisted Berserkers and Earthwarpers will continue to spawn throughout the encounter, instead of stopping once Tectus has been destroyed. Tanks will need to continue to be mindful of the Earthwarper's facing (to prevent players being struck by Earthen Flechettes) and to continue to manage Gift of Earth/ Petrification. Stunning the Earthwarpers to prevent Gift of Earth casts will be incredibly important since the damage from soaking Gift of Earth is very high and allowing Tectus or his Shards/Motes to gain additional Accretion could result in tank fatalities. Tectus, and his Shards and Motes, will summon a second Earthen Pillar upon reaching 50 Energy. This requires no change in strategy, but players must manage movement carefully to avoid filling the encounter area with line-of-sight-blocking Pillars. The generally accepted strategy is to kill Tectus as close to the start of his first Tectonic Upheaval as possible, then kill the respawned Tectus quickly, then kill both Shards of Tectus together during their first Tectonic Upheaval, then AoE down all 8 Motes and the two respawned Shards of Tectus. Players must defeat all Motes before they begin to cast Tectonic Upheaval. When executed properly, this strategy requires very little healing - mostly on tanks - and can be accomplished with as few as 3 healers and heavy use of cooldowns during Tectonic Upheaval. The strategy may also use three tanks to split the tank damage during the Shard and Mote phases while still coping with the Night-Twisted Berserkers and Earthwarpers. Bloodlust/ Heroism/ Time Warp is best used to assist in defeating the two Shards of Tectus during Tectonic Upheaval and to get a strong initial burn on the Motes of Tectus before players are forced to spread out by the Earthen Pillar and Crystalline Barrage mechanics. Video link =>Tectus _____________________________________________________________________________________________ Twin Ogron Strategy Guide Notable Trash Mobs The room in which the Twin Ogron encounter occurs is full of a large number of trash mobs. The Gorian Arcanists will each debuff several players with Arcane Volatility, which will detonate after 6 seconds, damaging all players within 8 yards and knocking them into the air. Players should spread out to avoid friendly fire, and tanks should be careful to limit the number of trash packs they pull at once, to reduce the number of targets affected by Arcane Volatility. Watching the Highmaul Conscripts to predict the direction of their Shield Charge will be valuable for avoiding a similar mechanic during the boss encounter. Return to Table of Contents Twin Ogron Tips & Strategy The Twin Ogron encounter requires heavy movement and presents a wide variety of mechanics for players to master. Most of these mechanics are energy-based, and can be predicted by watching the two bosses' energy bars: _____________________________________________________________________________________________ Phemos Ability Counter Whirlwind: 33 Energy Tank drags Phemos away from raid Enfeebling Roar: 66 Energy Stack on Phemos to split damage Quake/ Blaze: 100 Energy Move behind one weapon; dodge fire _____________________________________________________________________________________________ Pol Ability Counter Shield Charge: 33 Energy Step out of the boss's path to avoid Injured Interrupting Shout: 66 Energy Casters stop casting Pulverize: 100 Energy Spread slightly, dodge ground effects _____________________________________________________________________________________________ Pol begins the encounter at 0 energy, and takes 85 seconds to gain full energy. Meanwhile, Phemos begins the encounter at 100 energy, and takes 100 seconds to gain full energy. Because the two Ogron do not gain energy at the same rate, there is no fixed order for their abilities to occur in. Throughout the fight, players must adjust to the dynamic timing of the abilities. The most difficult mechanic to deal with in the encounter is Phemos' Quake/ Blaze, which will be the first mechanic players will encounter in the fight. Phemos will throw his weapons into the ground, dealing unavoidable raid-wide AoE damage, and then the weapons will begin to emanate walls of flame toward the center of the room. Once the weapons are placed, players should move so that they are behind one of the weapons and will therefore only have to deal with one set of the flame walls. Avoid being struck by Blaze, as it deals moderate damage itself and leaves behind a stacking Blaze debuff, which will probably be fatal at more than 3 stacks. The general flow of the fight will be: Quake occurs - drag bosses behind a weapon - drag Phemos away for Whirlwind then bring him back - move toward the center of the room when dodging Pulverize - stack on Phemos for Enfeebling Roar. When Quake happens again, repeat the cycle. Remember that there is no set order for Shield Charge/ Whirlwind/ Enfeebling Roar/ Pulverize; the raid leader should be watching both boss's energy bars and calling out the next step of this intricate dance. If Enfeebling Roar overlaps with Pulverize (this is likely to happen on the second appearance of these abilities), the Phemos tank and the raid must dodge the Pulverize effect in the same direction! The only other tricky mechanic is Enfeebling Roar. This ability places a debuff on all players within 20 yards of Phemos, which deals heavy damage and leaves behind a debuff that increases the damage taken from subsequent Enfeebling Roars. The duration of this debuff (and the damage it deals) is reduced for each person in range of the Roar. Since Enfeebling Roar occurs approximately every 100 seconds, and the maximum duration of the Enfeebling Roar debuff is 300 seconds, at least 4 players must be within range of Phemos to soak Enfeebling Roar. However, it is best to have everyone in the raid soak the Enfeebling Roar, to split the initial damage so that no players are in danger of dying. The Twin Ogron should be tanked close together for two reasons: they gain casting and attack speed when they are separated by large distances, and they share a health pool so allowing cleave/AoE damage will allow the raid to defeat the encounter more Tank Responsibilities Tank Pol and Phemos together as much as possible for cleave damage On Looking For Raid, Normal, and Heroic difficulties, tanks should never swap the bosses Drag the bosses to a "safe spot" behind one of the two weapons spawned after Quake so the raid will take less damage Pull Phemos away a few seconds before he begins to Whirlwind The Phemos tank should use cooldowns during Whirlwind and when Phemos is buffed with Double Slash The Pol tank should use cooldowns for Shield Bash Damage-Dealer Responsibilities Multi-DoT and cleave the bosses whenever possible since their health pool is shared Melee DPS should stay with Pol when Phemos is dragged away, and should stay on Phemos when Pol uses Shield Charge Stack on Phemos's tank for Enfeebling Roar, to help split the damage and the debuff duration Dodge as much of the Blaze fire as possible Avoid being struck by Pol's Shield Charge Use a personal damage-reduction cooldown if you gain stacks of Blaze, or if afflicted with Injured Move out of the second and third waves of Pulverize; Stampeding Roar is great for avoiding the third Pulverize effect Casters should stop casting when Pol is casting Interrupting Shout Healer Responsibilities Tank damage will be high throughout the encounter, especially during Double Slash Use damage-reduction raid CDs to counter Enfeebling Roar's damage Use healing throughput raid CDs near the end of Blaze to counter the debuffs Stack on Phemos's tank for Enfeebling Roar, to help split the damage and the debuff duration Dodge as much of the Blaze fire as possible Avoid being struck by Pol's Shield Charge Use a personal damage-reduction cooldown if you gain stacks of Blaze, or if afflicted with Injured Move out of the second and third waves of Pulverize Stop casting when Pol is about to complete Interrupting Shout, or switch to instant casts, to avoid being interrupted/spell school lockout When to Use Bloodlust/ Heroism/ Time Warp Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required. Looking For Raid Difficulty In Looking For Raid difficulty, players struck by Pol's Shield Charge are not afflicted with Injured. Additionally, Interrupting Shout's spell lockout duration is reduced to one second (rather than six seconds). Video link =>Twin Ogron Mythic Difficulty On Mythic difficulty, Imperator Mar'gok aides the Twin Ogron by empowering one of the Twins with Arcane Twisted, which augments one of the Ogron's abilities: Phemos' Whirlwind ability gains the Arcane Vortex effect, pulling players into its area of effect if they are nearby. While this should not be a factor for anyone other than the Phemos tank, since the best strategy is to pull Phemos away from the raid shortly before he begins to Whirlwind, it is possible that players may be caught in the effect should Enfeebling Roar and Whirlwind occur within a short span of time. Stampeding Roar or personal movement speed-enhancing abilities are valuable for escaping the Whirlwind's vortex. Pol's Shield Charge will now spawn three ghostly copies that will also complete Arcane Charge. Players must be sure to avoid being hit by any of these Charges as the debuff it leaves behind, Injured, is very dangerous. Phemos' Double Slash leaves behind an Arcane Wound debuff, and Pol's Shield Bash leaves behind an Arcane Bash debuff. Tanks should swap just before Phemos does a Whirlwind (NOT after, since Whirlwind leaves Weakened Defenses, which combined with Arcane Bash will result in tank deaths). Each boss takes turns being empowered, so raids do not have to deal with empowered Whirlwind and empowered Shield Charge at the same time, but the raid should keep track of which Ogron is empowered at any time and be prepared to handle the movement requirements of these empowered abilities.Additionally, Imperator Mar'gok will assist the Twin Ogron in battle by occasionally casting Arcane Volatility on four players. Those players have six seconds to get at least 8 yards away from the raid before Arcane Volatility detonates. Affected players should use a damage-reduction cooldown when their Arcane Volatility is about to expire, and healers will need to heal these players quicke! Video link =>Twin Orgon _____________________________________________________________________________________________ Ko'ragh Strategy Guide Notable Trash Mobs There are six Breaker Ritualists in Ko'ragh's room that must be defeated before players can interact with Ko'ragh. None of these enemies are particularly dangerous on their own, but players should CC and interrupt them to prevent damage whenever possible. Ko'ragh Tips & Strategy The Ko'ragh encounter requires heavy movement and careful coordination of a small group of players who must manage a special task in the fight. Healing and DPS demands on this encounter are high, and raids will want a good balance of physical and magical type damage-dealers to deal with the central mechanic of the fight, the Nullification Barrier/Rune of Nullification.Ko'ragh begins the fight with a powerful Nullification Barrier that absorbs a set amount of magical damage. Physical damage dealt to Ko'ragh during this time will remove health from his health bar; magical damage will simply deplete the shield. While Ko'ragh is protected by the Barrier, he also gains Breaker's Strength, causing his damage to ramp up slowly. When players deal enough magical damage to fully deplete the shield, Ko'ragh will leap to the center of the room and summon a Rune of Nullification, charging a new Nullification Barrier. Once the new Nullification Barrier is fully charged, Ko'ragh will resume using his other abilities. One player may enter the Rune of Nullification along with Ko'ragh each time, and gain their own Nullification Barrier. While inside the Rune of Nullification, the player will be affected by Caustic Energy, taking very heavy damage and requiring significant healer focus. This damage ignores damage-reduction abilities and immunities. The longer a player stands inside the Rune, the larger their Nullification Barrier will be, but players should move out if they are in danger of dying. (Once you have gained a Nullification Barrier from a Rune, you can re-enter that Rune freely, so stepping out to benefit from a large heal or a mechanic such as Spirit Link Totem, then stepping back in to finish charging up your Barrier, can help you survive.) Players who have gained a Nullification Barrier must stand underneath Overflowing Energy orbs to nullify their raid damage; unsoaked Overflowing Energy orbs will detonate upon hitting the ground and deal heavy damage to the raid, and a player who stands under an orb without having a Nullification Barrier will take fatal damage. Overflowing Energy orbs spawn about every 30 seconds, though this is paused while Ko'ragh is charging his Nullification Barrier. While initially only one orb spawns at a time, every 90 seconds Ko'ragh will be able to summon an additional orb, so it is important to have a team of players assigned to the soaking task. Because the Overflowing Energy orbs can spawn anywhere within the room, ranged DPS are the best choice for this task. Before beginning the raid encounter, the raid should decide which players will be in charge of this task, and set an order for them to gain a Nullification Barrier. Also during the Rune of Nullification, Ko'ragh summons Volatile Anomaly adds. Since Ko'ragh does not need to be tanked during this time, tanks should pick up the Volatile Anomalies and drag them to Suppression Fields to silence the adds and prevent them from casting Destabilize when they die. Ko'ragh also uses Expel Magic throughout the encounter. These are simple mechanics to handle: Expel Magic: Arcane affects only the tank, causing the tank to leave a trail of Arcane bombs that will explode every 1.5 seconds. The other tank should taunt, and the affected tank should run away from the raid. Expel Magic: Fire debuffs the entire raid, causing them to detonate after several seconds or when dispelled. Players should spread out to avoid damaging each other. Healers can dispel strategically. Expel Magic: Frost summons a frost orb that slows and damages players near it. The raid should move away. Expel Magic: Shadow places a heal-absorbing shield on the entire raid. Healers should use throughput cooldowns to remove the shield quickly. Tank Responsibilities aunt the boss whenever the other tank is affected by Expel Magic: Arcane When affected by Expel Magic: Arcane, run away from the raid Move Ko'ragh away from Expel Magic: Frost orbs and the Suppression Field When Ko'ragh leaps to the center of the room, do not follow him - tanks should not charge up a barrier Taunt and gather the Volatile Anomalies, then position them inside a Suppression Field Damage-Dealer Responsibilities Spread out slightly for Expel Magic: Fire (especially melee DPS) Move away from Expel Magic: Frost; abilities like Stampeding Roar, Windwalk Totem, or personal movement speed-increasing effects are useful here While Ko'ragh is charging, do not enter the Rune of Nullification unless you are assigned to do so Do not kill Volatile Anomalies until they are within a Suppression Field Avoid standing in Suppression Fields, and move away if Ko'ragh targets you or someone near you for Suppression Field Healer Responsibilities The Ko'ragh tank will take heavy damage, and may require external tank CDs Use raid CDs to mitigate Expel Magic: Shadow and any orbs-that-you-have-to-soak detonations that occur Players affected by Caustic Energy will take extremely heavy damage; all healers should help heal these targets The shield charging damage penetrates all immunities and damage reduction abilities, so do not use external CDs on these players Do not dispel Expel Magic: Fire from melee players or any players stacked up with one another (there is little reason to dispel if the raid spreads out) Avoid standing in Suppresion Field and move away from Expel Magic: Frost orbs Nullification Barrier Team Responsibilities Be the first player(s) to enter the Rune of Nullification when it is your turn to soak Do not use damage-reduction cooldowns while in the Rune, as the damage from Caustic Energy ignores them Do use a Healthstone or Healing Tonic to assist healers in keeping you alive Stay in the Rune of Nullification as long as possible to get a large Nullification Barrier, but leave if you fear you are going to die Nullification Barrier is an alternate power bar, not a debuff; be sure you can track it appropriately Once you have soaked your assigned Rune of Nullification, you should never enter a later Rune of Nullification - the goal is to have several players with Nullification Barriers by the end of the fight! Look for Overflowing Energy locations and stand underneath them as they are about to hit the ground Be sure not to soak the same Overflowing Energy orb as another player When to Use Bloodlust/ Heroism/ Time Warp Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required. Looking For Raid Difficulty In Looking For Raid difficulty, five players may enter Ko'ragh's shield instead of just one, which allows the raid to have more players capable of soaking the Overflowing Energy. This poses a slight strain for healers when all five of these players are taking Caustic Energy damage while charging their shield, but should result in much less raid damage overall. Video link =>Ko'ragh Mythic Difficulty On Mythic difficulty, Ko'ragh gains the ability to create an additional Overflowing Energy orb every 60 seconds, instead of every 90 seconds. Early in progression, when players do not have enough damage to break through the Nullification Barrier in under ~66 seconds, the raid will have to deal with two unsoaked Overflowing Energy orbs at the same time, shortly after Ko'ragh casts Expel Magic: Shadow. Raids will need to coordinate healing throughput CDs (e.g. Revival, (Spell #159916)) to quickly clear the Expel Magic: Shadow debuff from the raid, and follow it with damage-reduction CDs (e.g. Devotion Aura, Rallying Cry) to prevent player deaths from the Overflowing Energy damage. The raid should use Bloodlust/ Heroism/ Time Warp at the start of the encounter to make it more likely that Ko'ragh's Nullification Barrier will be broken through before the Expel Magic: Shadow/double Overflowing Energy confluence; once your raid is able to do so, the fight will become much easier. To deal with the more frequent Overflowing Energy spawns, two players may enter Ko'ragh's Rune of Nullification and receive a Nullification Barrier each time. This will cause heavy demands on healers, and the healing team must coordinate their powerful single-target healing to keep both of the affected players alive. If players can break Nullification Barrier quickly enough, they can stay apace with the increase in Overflowing Energy spawns; otherwise, healers will need to cope with occasional unsoaked Overflowing Energy explosions throughout the encounter. An additional mechanic in the Mythic encounter, Dominating Power, causes players who soak Overflowing Energy orbs to become mind-controlled, and the raid must damage them to below 20% health to break the MC. Only every second set of Overflowing Energy orbs will cause Dominating Power; these sets of orbs have purple, rather than yellow-green, ground indicators. Players who are under the effect of Dominating Power will spam cast Forfeit Power, which restores some of Ko'ragh's health and must be interrupted. Because the orb-soaking players have a Nullification Barrier, magical damage is not effective in breaking these players out of the MC. Physical damage is required. Because the number of Overflowing Energy orbs continues to increase throughout the fight, and because more and more players will be gaining their own Nullification Barrier, the raid will have to deal with an increasing number of these mind-control effects. Near the end of the fight, the MCs can be ignored if players do not plan to break through Ko'ragh's Nullification Barrier again. This allows physical-damage DPS to focus on killing the boss, since they are the only ones who can do so.Finally, Ko'ragh gains Expel Magic: Fel, which will debuff 3 random players. The debuff marks the target's location at the time it is applied, and when it falls off 12 seconds later, it will draw a line of flames from that location to the player's current location. Standing in or passing through the Fel flames deals heavy damage, and these flames will persist for 90 seconds. Players debuffed by Expel Magic: Fel should attempt to move as little as possible, and if they must move, should move in such a way as to minimize the amount of ground their Fel flames will cover (e.g. in a small circle, or just a few steps to one side). Video link =>Ko'ragh _______________________________________________________________________________ Imperator Mar'gok Strategy Guide Notable Trash Mobs There are several trash packs between Ko'ragh and Imperator Mar'gok, but the most dangerous packs are the two that are fought just before engaging the boss. At the end of Mar'gok's corridor, players will encounter Guard Captain Thag and two Ogron Maulers. Thag will use Ground Stomp and Brutal Cleave on nearby players, while Ogron Maulers have a powerful Deafening Roar, which deals heavy damage and interrupts spell-casting, with a 50-yard range. One tank should tank Thag in place, while the other tank drags the Ogron Maulers away, and players should focus on killing one Ogron Mauler quickly to reduce raid damage. Healers may need to use CDs to keep the raid alive while both Maulers are active, but should be careful to avoid casting during Deafening Roar. After one Mauler is dead, kill the second Mauler, then kill Thag. Alternatively, one tank could hold Thag and one Mauler at thefar end of the corridor, while the other tank brought the second Ogron back into the portal room, and the raid could kill it there while taking less damage. This runs the risk of the Thag/Mauler tank dying. In Mar'gok's room, players will encounter the Gorian War Council, consisting of five mages: High Councilor Mal'gris, Councilor Daglat, Councilor Gorluk, Councilor Magknor, and Councilor Nouk. Mal'gris will bombard the raid with Unstable Tempest, which will acquire more and more targets as the fight continues. Daglat teleports to a random enemy and casts Arcane Destruction, dealing heavy damage to players within 10 yards at the end of the cast. This damage can be avoided if players move away from Daglat during the cast. Councilor Gorluk repeatedly casts Conjure Phantasmal Weapon, summoning Phantasmal Weapons that will melee random raid members unless tanked. Councilor Magknor attacks the raid with Arcane Torrent, which repeatedly strikes the ground with powerful bolts of magic that deal damage to all players within 6 yards. Councilor Nouk afflicts random targets with Time Stop, causing those targets to be periodically stunned until healers dispel the debuff. The suggested kill order is Nouk > Mal'gris > Magknor > Daglat > Gorluk. The Phantasmal Weapons should be killed with incidental cleave and AoE abilities. Imperator Mar'gok Tips & Strategy The Imperator Mar'gok encounter is long, with four phases, and very complex. Mar'gok begins the fight with a certain set of abilities, and as he falls below various health thresholds, he will empower these abilities with additional effects by activating Runestones around the room. Between the second and third phase, and the third and fourth phase, players will have an Intermission where they must deal with a variety of add spawns while Mar'gok is immune to damage. Phase 1 Mar'gok uses four major abilities, almost always in this order, throughout the fight. Arcane Wrath places a Branded debuff on a random player. The Branded debuff will expire after 4 seconds, dealing heavy damage to the player it just expired from, and will attempt to jump to another player within range. Each time the ability jumps, it gains a stack, will deal more damage when it expires, and halves its jump range; the debuff will expire after 12 jumps or when no other players are close enough for it to make a successful jump. Initially the debuff has a jump range of 200 yards, but by the time it reaches 5 stacks, it has a jump range of only 12.5 yards. Players should force Branded to expire early by running away from the raid when they are affected with a Branded debuff of 5 stacks or more.Arcane Aberration: Mar'gok will summon an Arcane Aberration that will pulse light AoE damage to nearby players. This add should be picked up by the off-tank and dragged into melee to be killed quickly. Mark of Chaos: Mark of Chaos is applied to the active tank, and requires a tank swap. The debuffed tank must run far from the raid, as the detonation that occurs when Mark of Chaos expires has a 35-yard range and will deal fatal or near-fatal damage to any players within its area of effect. Force Nova: Force Nova emanates out from Imperator Mar'gok and deals moderate to heavy damage to players as it passes through their position. If a player is running in the same direction as the Force Nova, they will be struck multiple times and are likely to die; players should run through the Force Nova to reduce incoming damage.Additionally, Mar'gok will cast Destructive Resonance approximately every 15 seconds. This creates a mine at a random ranged player's feet, which becomes active after only a few seconds and will persist for one minute. Players must run out of Destructive Resonance to avoid triggering it, as detonating the Mine deals heavy raid-wide damage and will afflict the player who triggered it with a debuff that stuns them each time they take Arcane damage. The general strategy for the fight is for the tank to slowly drag Mar'gok clockwise around the room from his starting position, with ranged lagging behind to drop Destructive Resonance mines in safe places. Tanks affected by Mark of Chaos should try to move either to the alcoves on the outer edge of the encounter area, or to the opposite side of the room, to ensure no players are within 35 yards when the Mark detonates. All DPS should kill the Aberrations when they spawn. Phase 2 After reaching 90% health, Mar'gok becomes empowered with the Power of Displacement, which causes all of these abilities to affect the player's movement in some way. The Branded: Displacement debuff prevents players from moving out of a ring only they can see. A player afflicted with 5 or more stacks of Branded: Displacement must move to one extreme edge of their ring, and the rest of the raid must watch their position and move in the opposite direction to help eradicate the ability. The Displacing Arcane Aberration will knock players back when it dies, so melee must position themselves such that the Impactful Pulse will not push them into a bomb. Mark of Chaos: Displacement will teleport the affected tank to a random player's location, and the tank must adjust their movement plan to ensure no players are struck by the detonation effect. Force Nova: Displacement will push players back with it if they do not move through it, so players should run forward through the Nova. Use a speed boost or a personal damage-reduction cooldown if no speed boost is available. Destructive Resonance: Displacement grows to double its size before expiring. Intermission 1 At 55% health, Mar'gok will become immune to damage while he begins to draw power from the second Runestone. Two Gorian Warmages will spawn to the left and right of the entrance to the encounter area. These mages will Fixate on random players and cast Nether Blast at them, dealing heavy damage to that player and all players within a few yards. The Fixated players should move out of the raid. The raid should focus on killing one Warmage first, then the other, rather than splitting damage. Volatile Anomaly adds will also spawn; they should be picked up by the tanks and held far from the Warmages so that they do not get buffed by Dominance Aura. When a Volatile Anomaly dies, it Destabilizes, so players should stagger these adds' deaths so that this damage is spread out over several seconds, and healers should use raid CDs to keep the raid alive. Phase 3 Mar'gok becomes empowered with the Power of Fortification, which makes all of his basic abilities more time-consuming to deal with. The Branded: Fortification debuff will only reduce its jump range by one quarter, rather than one half. When Branded: Fortification's stacks get high, around 8-9 (25-31 yards), the affected player must run in one direction, while nearby raid members must run in the opposite direction, in order to cause the debuff to fizzle. The Arcane Wrath damage will be extremely high for the late jumps, so the affected players and the healers must be prepared to use CDs to prevent deaths. The Fortified Arcane Aberration is immune to stuns and crowd-control effects and has a very high health pool. Mark of Chaos: Fortification will root the tank in place. The tank must either preemptively move away from the raid just before Mark of Chaos: Fortification is cast, or must use certain movement abilities such as Heroic Leap during the debuff, to get away, or, the raid must run away from the affected tank to avoid dying to the detonation. Force Nova: Fortification will occur three times over 16 seconds, instead of just once. Healers may require throughput CDs to heal through this damage. Destructive Resonance: Fortification persists for two minutes instead of one. Intermission 2 At 25% health, Mar'gok again becomes immune to damage and summons the Gorian Warmages. In addition to the Volatile Anomalies, tanks must also pick up the Gorian Reaver and be sure to point him away from the raid for Devastating Shockwave. Tanks will also have to swap whenever the Gorian Reaver uses Kick to the Face. Phase 4 Mar'gok becomes empowered with the Power of Replication, which causes all of his basic abilities to duplicate their effects in some way. The Branded: Replication debuff will jump to two players the first time it jumps. This creates additional strains on healers and means that two players must successfully run away from the raid to cause the debuff to fizzle without passing it to each other. The Replicating Arcane Aberration will summon 7 Arcane Remnant when it dies. Tanks must be prepared to pick these extra adds up, and DPS must kill them. Mark of Chaos: Replication will create 8 Orbs of Chaos around the tank when it expires. These Orbs will move in straight lines, dealing extremely heavy damage to any players who come in contact with them. Force Nova: Replication will cause each player affected by Force Nova to reflect damage to allies within 4 yards. Healing cooldowns will be needed to heal the melee DPS through this effect, while ranged DPS should spread out to avoid friendly fire. Destructive Resonance: Replication will create two additional Destructive Resonances when it is triggered or expires naturally. Tank Responsibilities Run far away from the raid when afflicted by Mark of Chaos; use movement speed-boosting abilities to assist in getting 35 yards away Taunt Mar'gok when the other tank is afflicted by Mark of Chaos Tank swap again about halfway between Mark of Chaos casts, to avoid stacking Accelerated Assault too highly When not tanking Mar'gok, taunt Arcane Aberrations and pull them into the melee DPS group During Intermission 1, taunt Volatile Anomalies and tank them far from the Gorian Warmages In Phase 3, you may not be able to move with Mark of Chaos: Fortification; call for the raid to run away from you During Intermission 2, tanks swaps will be required for the Gorian Reaver's Crush Armor/ Kick to the Face mechanics In Phase 4, avoid running through your own Orbs of Chaos when returning from Mark of Chaos: Replication In Phase 4, after the Replicating Arcane Aberration dies, pick up the 7 Arcane Remnants that spawn Damage-Dealer Responsibilities Kill Arcane Aberrations as quickly as possible Avoid standing in, passing through, or being knocked back into Destructive Resonance If you are afflicted by Branded, Branded: Displacement, Branded: Fortification, or Branded: Replication, check the number of stacks on your debuff and run away from the raid if it is 5 or higher Use a damage-reduction cooldown if affected by any form of Branded Move forward through Force Nova to reduce damage taken During Intermissions, melee DPS should focus on killing Gorian Warmages and ranged DPS should focus on Volatile Anomalies and the Gorian Reaver Interrupt the Gorian Warmages' Nether Blast whenever possible Move out of the path of Orbs of Chaos Healer Responsibilities Strong single-target healing is needed on players affected by Arcane Wrath (after Branded expires), on players Fixated by Gorian Warmages, and on tanks Raidwide AoE healing will be necessary during Force Nova Raid CDs should be used to survive Volatile Anomaly's Destabilize and the Phase 2, 3, and 4 Force Novas Avoid standing in, passing through, or being knocked back into Destructive Resonance If you are afflicted by Branded, Branded: Displacement, Branded: Fortification, or Branded: Replication, check the number of stacks on your debuff and run away from the raid if it is 5 or higher Use a damage-reduction cooldown if affected by any form of Branded Move out of the path of Orbs of Chaos When to Use Bloodlust/ Heroism/ Time Warp Although the fight is long enough to be able to use Bloodlust/ Heroism/ Time Warp twice if it is used at the start of the encounter, the first 10% of the fight is very easy and there is little benefit to doing so. It may be more useful to save Bloodlust/ Heroism/ Time Warp for Intermission 2, to help kill the Gorian Reaver and the Volatile Anomalies before the first Replicating Arcane Aberration spawns. Looking For Raid Difficulty In Looking For Raid difficulty, triggering the Destructive Resonance ability (or any of its variants) by standing in the mine only deals damage to the player who triggered the mine, not the entire raid. Video link =>Imperator Rymnor officer from the guild Prophecy!
  16. in this screen i havnt landed but i landed and havnt do dmg
  17. Content 1. Talents & Glyphs. 2. Spells. 3. Gear & Stats 4. Enchants, gems and consumables 5. Addons & Macros. 6. Hints and tricks. 7. Perks 8. Current BiS list. Before I continue I want to point out that there is a difference in healing depending on the seize of your raid as a Holy Priest, I'll do my best to cover both. 1. Talents & Glyphs. Tier 1 - The survivability tier. Desperate Prayer, Spectral Guise and Angelic Bulwark. For most fights, this is preference based. There are however some fights where Spectral Guise is a most to avoid certain mechanics, consult your boss guides or scroll down to the hints and tricks section of this guide. - Desperate Prayer: Instantly healing youself for 30% of your total health on a 2 minutes cooldown, no mana cost. - Spectral Guise - This will leave an illusion of yourself behind, and you will be stealthed for up to 6 seconds, or until you are hit by 3 times. - Angelic Bullwark - Anytime a damaging attack brings you below 30% health, you gain an absorption shield equal to 20% of your total health lasting for 20 seconds. This effect cannot occur more than once every 90 seconds Tier 2 - Mobility tier. Body and Soul, Angelic Feathers and Phantasm. This is tier is based on preferences, I prefer the Angelic Feathers because they give me the most mobility in PvE. - Body and Soul: Everytime you cast Power Word: Shield or Leap of Faith on a friendly target, they will receive a 60% running speed bonus for 4 seconds. - Angelic Feathers: Places a feather on the ground, anyone who will walk through this feather will receive a 80% run speed bonus for 6 seconds, and has a 10 second cooldown and 3 feathers in total can be dropped on the floor. - Phantasm: Removes all the movement impairing effects on you and makes you immume for movement imparing effects for 5 seconds. Tier 3 - The ''Mana'' tier. From Darkness, Comes Light (FDCL), Mindbender, Solace and Instanity This is the first talent tree that will change your play style, if you're comfortable with your mana, I advice you to use FDCL, else Mindbender or Solace and Instanity are both a good pick. -From Darkness, Comes Light: Has a 15% chance on giving you a free of mana cost, instant cast Flash Heal whenever you cast Smite, Heal, Binding Heal, Flash Heal or Greater Heal. This has two charges. -Mindbender: This is a different version of Shadowfiend, it has a 1 minute cooldown instead of the 3 minutes the Shadowfiend has and will last 15 seconds. It will atack 10 times, restoring a total of 13% mana per use. Picking this talent will replace the Shadowfiend spell. -Solance and Instanity: This talent will grant us the ability: Power Word: Solace and replaces Holy Fire for Discipline and Holy Priests. It does the same as Holy Fire and is instant cast, costs no mana, and restores 1% of maximum mana on each cast. The Damage dealt by Power Word: Solace will heal a nearby friendly player within 40 yards of the target for 100% of the damage dealt (50% when healing the Priest). Tier 4 Crowd Control tier: Void Tendrils, Psychic Scream, Dominate Mind Some may say this is mainly a PvP talent tier, while mostly correct, Void Tendrils and Psychic Scream have their uses.. Dominate Mind however has to my knowledge no real use in any of the WoD raids. Consult guides to see what creatures can be feared and or rooted. Tier 5 - Throughput tier. Twist of Faith, Power Infusion and Divine Insight. I personally like to switch between Twist of Faith and Divine Insight. - Twist of Faith: Increases your damage and healing by 15% for 10 seconds, each time you damage or heal a target that is below 35% health. This talent is very situational, as most of the time your team members will not drop below 35%. - Power Infusion: This is a 2-minute cooldown that increases your spell casting speed by 20%, reduces the mana cost of all your spells by 20% and increases your damage by 5% for 20 seconds. - Divine Insight: Grants you a 40% chance, whenever you cast Greater Heal or Prayer of Healing I, that your next Prayer of Mending will not trigger a cooldown, and that it will automatically jump to all of its targets. Tier 6 - the spell tiers: Cascade, Divine Star and Halo. This tier is one of the best spell tiers, every option has their strenght and weakness. It's different per fight which spell to pick and it boils down to what suits you and your team the best. All three options can do healing and or damage. For fights where a big part of the raid is stacked up, I use Divine Star. When people are spread out I use Cascade or Halo. -Cascade: This spell will cast on your target and then bounces to another target, each time it bounces, it will split in 2 bolts, preferring farher away targets, and never hitting the same target twice. Cascade can bounce up to 3 times. This spell is instant and has a 25 second cooldown. It is worth noting that this spell can only go from enemy to enemy or from friendly target to friendly target. This has a 1.25 second cast time. -Divine Star: Fires a divine star that travels 24 yards, healing or damaging everybody in its path in a 6 yards range. After reaching its destination, the star returns to you, repeating the effect. This spell is instant and has a 15 second cooldown. This spell requires very good positioning and the raid to be stacked up in order to get the most use out of this spell. It is affected by diminishing returns past 6 targets. -Halo: Causes an effect around you, which expands up to a 30-yard radius. Allies who are inside it are healed, while enemies are damaged. The highest amounts of healing/damage are received by the targets who are around the 25-yard mark. This spell is instant and has a 40 second cooldown. This is the most expensive, but biggest (when positioned correctly) healing spell of the three and is amazing if the group is spread out. It is affected by diminishing returns after 6 targets. You will probably need to use an addon to help you with positioning optimally. This now has a 1.25 second cast time Tier 7 - the ''new'' spell tiers: I currently prefer Words of Mending since its a cast and forget spell, the other talents aren't even worth thinking about, in my opinion. Clarity of Purpose: Heals an ally, increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for the same amount, replaces Prayer of Healing. Words of Mending: Your healing and shielding spells casts grant you a stack of Word of Mending. When you gain 10 stacks of Word of Mending, your next targeted healing or shielding spell also casts a Prayer of Mending on them. Saving Grace: Heals a friendly target. Reduces your absorbs and healing done by 10% for 8 seconds, stacking up to 10 times. Glyphs: There aren't a lot of major Glyphs that will improve our healing, there are some worth listing however: Glyph of Guardian Spirit: Guardian Spirit increases healing on the target by an additional 200%, but no longer prevents the target's death. Glyph of Deep Wells: Increases the total amount of charges of your Lightwell by 2. There isn't a lot of explaining to do here. But please do not confuse this glyph with the following one: Glyph of Lightwell: Your Lightwell no longer automatically heals nearby targets, but can be clicked by players to deal 50% more healing than normal. This basically converts the Lightwell to the old version, where players needed to click it in order to receive a heal from it. Experience tells that many won't to do this for various reasons. Glyph of Binding Heal: Your Binding Heal spell now heals a third friendly target within 20 yards, but costs 35% more mana. If you're okay on mana regen, and the tank plus melee dps are taking a beating, this glyph is a nice addition. Glyph of Renew: Your Renew heals 33% more each time it heals, but its duration is reduced by 3 seconds. Not worth using in 25 man, since you will hardly use Renew at all there. I suggest considering this glyph if you're raiding 10 man where the spell is used more. Glyph of Circle of Healing: Your Circle of Healing spells heals 1 additional target, but its mana cost is increased by 35%. A solid glyph in my opinion, again if you're good with mana you can safely use this glyph, especially on heavy AOE fights. Glyph of Purification: Purify now has a maximum of 2 charges, but its cooldown is increased by 4 seconds. Glyph of Restored Faith: Leap of Faith pulls you to your target instead of pulling your target to you. Glyph of Praying of Mending: The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charge. This Glyph lowers your overall healing but you might want to consider this glyph now with the amount of PoMs being casted due to Divine Insight and Word of Mending. Some math comes into play to explain this properly: Glyphed = 160% + 100% + 100% + 100% + 100% = 560% total healing. Unglyphed = 100% + 100% + 100% + 100% + 100% + 100% = 600% total healing. Spells: In this section, I'll list the usages of spells a Holy priest has and how to use them aswell as when they need to use them. Holy Priests have a big ''toolbox'' which are used almost often, in order to be a good healer, it's important to know it by heart. I'll start off with the buffs: Power Word: Fortitude: This will buff your raid or party with 10% stamina for 1 hour. Serendipity: This is a passive buff. When you heal with Binding Heal or Flash heal, the cast time of your next Greater Heal or Prayer of Healing is reduced by 20% and mana cost reduced by 20%. Stacks up to 2 times. Lasts 20 seconds. A buff worth tracking, especially if you're having mana problems or need to use an AOE spell quickly. Chakras: Simply put, Chakras increase the role that we do. Holy Priests have three different roles which are Single target healing, AOE healing (group healing) and Damage/control which is mainly used for Solo PvE or PvP. There are three different Chakras aswell, and each Chakra increases one of those roles mentioned. Every 30 seconds you can switch to a different Chakra, each grants us a different spell aswell. Chakra: Chastise: Increases the damage done by your Shadow and Holy spells by 50%, grants a 10% chance for Smite to reset the cooldown of Holy Word: Chastise, reduces the mana costs of our offensive spells and transfpr,s your Holy Word spell back into Holy Word: Chastise which does damage on an enemy target and disorients them for 3 seconds. This has a 10 second cooldown. I only use this for solo content when I don't have a Shadow specc with me. Chakra: Serenity: Increases the healing done by your single-target healing spells by 25%, causes them to refresh the duration of your Renew on the target, and transforms your Holy Word: Chastise spell into Holy Word: Serenty: Instantly heals the target and increases the critical effect chance of your healing spells on the target by 25% for 6 seconds. This has a 15 second cooldown. I personally don't ever switch to this in 25 man, perhaps this is just preference but I like the more AOE healing style play. However I do use this when I raid 10 man, because single target is more needed and it refreshes Renew when using single target spells. Single target spells affected: Heal, Greater Heal, Flash Heal, Binding Heal, Holy Word: Serenity, Renew Chakra: Sanctuary: Increases the healing done by your area of effect healing spells by 25%, reduces the cooldown of your Circle of Healing spell by 1 second each time you cast a heal and transforms your Holy Word: Chastise spell into Holy Word: Sanctuary: Blesses the ground wih Divine light, healing all within it . Only one Sanctuary can be active at any one time. This has a 40 second cooldown. This is the Chakra I actually use all the time, since in 25 man I'm more about AOE healing, this will provide me with the best boost for my skills. Sanctuary is a nice addition to either throw on the tanks and melee beneath the boss, or on the ranged if they're stacked up. AOE-healing spells affected: Prayer of Healing, Circle of Healing, Halo, Cascade, Divine Star, Holy Word: Sanctuary, Divine Hymn. Renew: Heals the target over time. As I already stated, a spell that's not used so much in 25 man, but recommended to keep on your team members, especially the tanks in 10 man. Flash Heal: Heals a friendly target. This is seen as your emergency quick casting, high mana cost spell. Heal: A slow casting spell that heals a single target. This is just a simple big heal. Prayer of Mending (PoM): Places a spell on the target that heals them the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid member. A spell that you should use on cooldown, it's worth tracking the spell aswell with an addon, but I will continue about this later. It is worth mentioning that PoM will overwrite eachother, so you can't have two PoMs on you. Also this spell can jump to Hunter and Warlock pets. Now has a 1.25 second cast time. Prayer of Healing (PoH): A powerful AOE heal that heals friendly party members within 30 yards. This is your basic AOE healing spell and also one of the most common used spells while healing. Do note that this effects party members, not random members in your raid. Binding Heal: Heals a friendly target and the caster. This is a nice spell to use when both you and another person is taking damage, spamming this will drain your mana however, so use with caution. Circle of Healing: (PoH) Heals up to 5 friendly party or raid members within 30 yards of the target. Prioritizes healing the most injured party members As this is an instant cast, it's nice to use on the move Divine Hymn: Heals 5 (12 in 25 player instances) nearby lowest health friendly party or raid members for 8 seconds and increases healing done to them by 10% for 8 seconds. This is a channeling spell. Now this is your big AOE raid cooldown, use this when there is a lot of spike damage from the boss. Guardian Spirit: Calls upon a guardian spirit to watch over the friendly target. The Spirit increases the healing received by the target by 60%, and also prevents the target from dying. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 seconds. Castable while stunned. As said, this spell will prevent someone from dying, also increases their healing taken. This is nice to prevent a tank death, or can soak certain boss abilities that would otherwise one shot someone. Do note that Guardian Spirit has a firm cap of 200% of the casters total Healthpoint. And will not prevent a killing blow greater than that value. Leap of Faith: You pull the spirit of the friendly party or raid target to you, instantly moving them directly in front of you. While this is very tempting to have some fun with and while I am one to often joke around with, it is a spell that has a great use and can be a life saver for others. Shadowfiend: Creates a shadowy fiend to attack the target. Spirit of Redemption: Upon death, the Priest becomes the Spirit of Redemption for 15 seconds. The Spirit cannot move, attack, be attacked or targeted by any spells or effects. While in this form the Priest can cast any healing spells free of cost. When the effect ends, the Priest dies. This will automatically happen when you die, do note that you can't cast Cascade, Halo or Divine Star while you're a Spirit of Redemption. Lightwell: Creates a Holy Lightwell. Every 1 second the Lightwell will attempt to heal party and raid members lower than 50% health. Lightwell lasts for 3 minutes or untill all the heals are expended. Always place the Lightwell down, and drop it again even in combat when it expanded or the 3 minutes has passed. Stats & Gearing: There is a difference stat wise priority depending on the raid size, for the normal raid size you'd want Multistrike>Haste/Mastery>Intellect>Versatility>Critical Strike. When in a smaller raid group you want to focus more on Haste. Holy Priest small group healing You want to focus on haste, reason being is that you want extra ticks on Holy Word: Sanctuary, Renew and Lightwell but does little to spells like Circle of Healing. Holy Priest 20-30 man You'll want to aim for Mastery which is: Echo of Light. This causes each one of your direct heals to place a (Healing over Time) HoT on the target, healing for a percentage of the initial heal over 6 seconds. Successive applications of this HoT do stack. Don't be afraid to take some Haste as well, it's on par right now with Mastery. Note that in small raid sizes, Mastery is of lower importance since it does not benefit from Renew. Tier items: Tier 17 bonuses are based around Prayer of Mending. Additionally, with your Tier 17 bonuses, mastery is greatly increased in value because your spell selection is altered. Which makes your stat priority Spirit > Multistrike >= Mastery>Haste/Crit. The two set for Holy: Prayer of Mending jumps to 4 additional targets. The four set for Holy: When Prayer of Mending heals a target, you have a 20% chance to gain a stack of Serendipity. Tier 18 bonuses are again based around Prayer of Mending. I would advice keeping tier 17 two set and get tier 18 two set since the four set for t18 just isn't worth giving up four extra PoM jumps. The two set for Holy: You gain 2% haste for 15 sec when Prayer of Mending bounces. This effect can stack up to 3 times. The four set for Holy: Your Prayer of Mending has a 10% chance to split when it bounces, healing an additional target nearby. Legendary Ring You're probally thinking or close to getting the Legendary Ring, it will be a raid use cooldown, so if you activate it, all the healers with the same ring will get the use effect as well and will be put on cooldown for everyone, so talk with your other healers when to use it the best. Use: Awakens the powers of Etheralus rings worn by you and your allies, increasing healing and absorption done by (2500 / 100)% for 15 sec. When this effect ends, each empowered player unleashes a burst of energy that shields your allies, absorbing damage equal to (2500 / 100)% of all healing done while empowered, divided evenly among the shielded players. (2 min shared cooldown) Enchants, gems and consumables If you want to raid, having enchants and gems are must have for your gear, also using food buffs, potions and flasks will enhance your preformance. Gemming We no longer need to look at socket colours, so you want to go for Multistrike. Enchants Do look at your raid size depending on what enchants you're going to use. Weapon: Mark of the Frostwolf - Multistrike Mark of Shadowmoon – Spirit You're most likely want to use Mark of Shadowmoon at the start of the tier. Neck Enchant Neck – Gift of Multistrike– 75 Multistrike Cloak Enchant Cloak – Gift of Multistrike/Breath of Multistrike(cheaper) – 100 multistrike+10% movement speed/100 multistrike Ring Enchant Ring – Gift of Multistrike – 50 multistrike Consumables: Consumables play a big role in raiding, more often in organized raids will you expected to use flasks, potions and food. Flask will be the standard WoD Int flasks and for food you want to focus on Multistrike, Mastery or Haste gain. Consult your guild cook for names! Addons & Macros. I personally am not a big addon user, but I do use PoM Tracker, this lets me see who has PoM on him currently and on how many jumps the spell is. For the Halo users: http://www.curse.com/addons/wow/halopro MACROS!!! A nice one I find is: /cast [@mouseover,help,nodead][] Leap of Faith This macro will cast Leap of Faith Icon Leap of Faith on the target your are currently mousing over, if it is a friendly target and not dead. Otherwise, it will cast Leap of Faith on your current target. #Power Word: Solace /cast [target=focus] Power Word: Solace This macro will help you casting Power Word: Solace on the boss even if you're not targetting it, you do however need to put the boss on focus. /Cast Desperate Prayer /Cast Spectral Guise /run local G=GetSpellInfo SetMacroSpell("60 Talents", G"Desperate Prayer" or G "Spectral Guise") Same as the other ones, but with the lvl 60 talents! Be sure to name this macro 60 Talent, else it will not work. If anyone else has any other nice Priest addons and Macros, feel free to leave a comment and I'll add them! Hints & tricks: I'll put down some tricks I use as a Priest, again if anyone has anything to add, feel free to comment it and I'll add it aswell! 1. Pre cast renew and PoM on raid members when an aoe phase is incoming and there is nobody to top up. 2. Pre cast PoH when boss is casting his aoe burst spell such that your cast finishes just as the damage comes out instead of reacting to the damage and getting there two seconds later. (Requires knowledge of boss fight/abilities) 3. Pre cast lightwell before the pull (2mins before) so that it is coming off CD in the first few minutes and you can perhaps squeeze an extra lightwell into the encounter. Perks: Draenor Perks are specialization-specific passive abilities gained while leveling from 90 to 100 in Warlords of Draenor, improving existing abilities. The perks are as followed: Enhanced Chakras: Reduces the cooldown on your Chakras by 20 seconds. Enhanced Focus Will: Each application of Focused Will also increases your damage dealt by 5% Enhanced Leap of Faith: Your Leap of Faith also increases your next non-periodic heal cast on that target by 50% for 10 seconds. Enhanced Renew: Increases the duration of your Renew by 3 seconds. Rymnor officer from the guild Prophecy!
  18. This is for Warlords of Draenor idk its good
  19. Table of contents: 1. General direction of the specc 2. Ability pruning and other changes from Mists of Pandaria 3. Main basics discipline notions 4. Talents. Draenor Perks 5. Glyphs 6. Stats 7. Spells and their usage for single target/aoe healing 8. Enchants 9. Gems 10. Consumables: food, flask, potions 11. Addons and macros. 1. Warlords of Draenor comes with the desire to separate priests’ healing specs even more definite, by making a lot of former common abilities exclusive to their spec. We could say that while this may simplify things for new players who might have a hard time understanding why renew is bad for discipline priests (especially when it’s worked fine for most of their leveling), it also limits a certain flexibility we had. As a part of removing “button bloat”, a lot of our abilities have been removed completely. So where does this leave discipline as a spec this expansion? First thing to say would be that its Mists of Pandaria main strength – atonement healing (or smite healing) has been greatly reduced and will not be a main way to heal anymore. Mourned by some, cheered by others, I’m personally a bit in between – while I do think it was too strong, and reduced the specc to a mindless rotation with no real choice, its current incarnation is too weak. The changes made to smart healing (I agree smart healing was too strong across all classes and a problem) makes atonement not only weak, but also unreliable (for those unfamiliar with the changes to smart healing: “smart” heals now will target random people instead of the most hurt ones). So, good bye atonement for now, it will be used only for low damage and building evangelism – which is still important. What is what will define us this expansion? So far it seems we have moved even deeper in the mitigation area, with a new spammable shield (via talents), and a very strong Power Word: Shield. While not as bad as in Wrath of the Lich King, mostly due to removal of rapture (and generally rapture unable to multi-proc for a while now), we are looking so far at a lot of PWS spam. This text is a compilation of things gathered from several authors with things I didn’t find discussed somewhere else, and personal opinions (open to debate evidently). Here are the sources – for their real authors: http://howtopriest.com/viewtopic.php?f=20&t=6229&start=20 – for the talents&glyphs/stats overview (copy pasted) http://www.mmo-champion.com/threads/1595906-6-0-Discipline-Priest-Discussion - For the ability pruning and other changes (copy pasted/consolidated) http://www.mmo-champion.com/threads/1606602-Disc-stat-weights - for stats and spells strength discussion (mostly for the calculator) http://www.icy-veins.com/wow/discipline-priest-pve-healing-guide - general reading and the format of icy veins makes organizing topics a lot better than these boards so if you want a detailed and ordered reading on base discipline notions – you have it there better than I can make it here. One note I’d have myself on the icy-veins guide and that would be prioritizing crit to everything else at this stage of the expansion. While I believe crit will pull ahead in higher levels of gear when it becomes dependable, at this point mastery probably is a safer bet – in my opinion.2. Ability pruning in WoD • Hymn of Hope has been removed. • Heal has been removed. • Inner Fire has been removed. • Inner Focus has been removed. • Inner Will has been removed. • Rapture has been removed. • Renew and Binding Heal is now available only to Holy Priests. Evangelism is now available only to Discipline Priests. It no longer increases damage or decreases mana cost of spells. Shadow Word: Death is now available only to Shadow Priests (Discipline and Holy Priests can add a self-damaging utility to Holy Fire through a new Major Glyph) • Spirit Shell is now a level-75 talent, replacing Divine Insight for Discipline Priests. • Strength of Soul has been removed. • Train of Thought has been removed. • Void Shift has been removed. Ability Consolidation and Refinement • Greater Heal has been renamed to Heal. • Borrowed Time’s effects have been merged into baseline Power Word: Shield for Discipline Priests and has been redesigned: It now increases the Priest's stat gains to Haste from all sources by 40% for 6 seconds. • Holy Fire now lasts 9 seconds (up from 7 seconds). • Pain Suppression no longer reduces the target’s threat by 5% • Focused Will now triggers from any damage taken instead of being limited to being the victim of any damage above 5% of total health or being critically hit by non-periodic attacks. • Power Word: Shield now has a chance for a critical effect based on critical strike chance and can Multistrike based on Multistrike chance for all specializations. • Cascade now has a 1.5-second cast time, heals for 50% less, and no longer damages enemies. Cascade’s Mana cost has been reduced by 67%. • Divine Star’s Mana cost has been reduced by 67%, and now follows standard AoE capping rules. It now heals for 50% less, and no longer damages enemies. • Halo now has a 1.5-second cast time (up from instant cast, see also: Instant Cast Heals), heals for 50% less, and no longer damages enemies. Halo’s Mana cost has been reduced by 67%, and now follows standard AoE capping rules (revision needed). • Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest, but the ability has a 1.5-second cast time (up from instant cast). • Power Infusion now grants 25% Haste (up from 20%), but no longer increases damage (down from 5%). • Twist of Fate will now only trigger from healing for Discipline and Holy Priests, and only triggers from damage for Shadow Priests. • From Darkness, Comes Light has been split into two abilities depending on the Priest's specialization. For healing specs - Surge of Light – the proc from this talent - activation chance has been reduced to 8% (down from 15%). • Solace and Insanity has been split into Power Word: Solace for Discipline and Holy, and Insanity for Shadow. • Level-15 and Level-60 talent rows have swapped places. Miscellaneous Changes • Angelic Feathers now increases movement speed by 60% (down from 80%). If cast on players, will always prefer the casting Priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended instead of replaced; up to a maximum of 130% of base duration. • Enlightenment is a new passive ability for Discipline Priests.: it increases the critical healing chance of Prayer of Mending by 10%, and increases stat gains to Critical Strike from all sources by 5%. • Holy Nova is no longer available through a Major Glyph, and is instead a Discipline specialization spell. Its mana cost has been lowered and its healing increased. It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests. • Shadowfiend no longer restores mana. • Mindbender now restores 0.75% mana per hit (down from 1.75% mana). • Void Tendrils now have 10% of the Priest’s health (down from 20%), and damage dealt to the rooted target is now also dealt to the Void Tendril itself. • Silence is now available to discipline priests : Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.. Things we still have and will use on a regular basis: 1. Atonement (req. lev 34) – or healing through dps : When you deal damage with Smite, Holy Fire, Penance, Power Word: Solace, or their multistrikes, you instantly heal a nearby injured friendly target for 100% of the damage dealt. – while still here, its been greatly reduced from its powerful state in Mists of Pandaria. Smite hits now like a wet noodle, and together with smart heals now targeting random people, it makes atonement healing very unreliable and weak. You should only do it when there’s nothing much to heal really, or to build evangelism stacks. 2. Archangel (req level 50): Consumes your Evangelism, increasing your healing done by 5% for each Evangelism consumed for 18 sec - is same, but now, through a perk you will get sometimes during leveling – gains a new effect – Empowered Archangel (req. level 92+) - The next Prayer of Healing or Flash Heal that you cast after activating Archangel has 100% increased critical strike chance. This is basically a “replacement” for the old inner focus, but without the mana reduction part (though with a shorter cooldown, from 45 seconds, to the 30 seconds of Archangel). It’s very nice to put a chunk of aegis on your party, or on your tank in case of brutal dmg. 3. Penance (req . lev 10): Launches a volley of holy light at the target, causing [(100.8% of Spell power) * 3] Holy damage to an enemy or [(220% of Spell power) * 3] healing to an ally over 2 sec. As you can see, its offensive capabilities have been greatly reduced in comparison to its defensive powers, so we’ll be using it to heal a lot more often than to damage. A good thing to note is that Grace being changed (no longer has stacks), penance lost it’s ability to stack that in one go. 4. Power Word : Shield (req. level 20) – is as strong as ever, and presently one of the best tools a discipline priest has. 5. Divine Aegis (req. level 24) - Critical heals and their multistrikes create a protective shield on the target, absorbing 100% of the amount healed, instead of healing for twice as much. Lasts 15 sec. Remains the same and will continue to be a healthy slice of our healing. With Empowered Archangel, we got a tool to get it on demand. 6. Grace (req. level 45) - Increases all healing and absorption done by 30%. This actually became a “hidden buff” – and you will not see it on the target, but it’s there. The explanation from Blizzard has been that it would be “confusing” if visible. Grace will probably be used as a fine balancing tool throughout the expansion. 7. Prayer of Healing – strong and costly aoe healing, still party dependent. Has great synergy with Empowered Archangel. In opposition, Holy nova is our cheap group healing, with smaller range, but lower cost and instant. 8. Flash Heal(req. lev. 7) and Heal (former Greater Heal, req lev. 34) – do similar amounts of healing, the difference being mana cost and cast time. Basically the cut has been made more clear: fast expensive versus slow cheaper spell. None of them are particularly amazing for disc, and you will prefer Penance/PWS/CoW for single target healing most of the time, but sometimes you need to actually heal and sometimes you need to actually heal fast – so there they are. 9. Prayer of Mending (req lev. 68)– did not become more desirable as disc, and with the cast time, it’s pretty annoying. The awesome part about it is that it no longer over-writes PoMs from other priests and that it can be cast on multiple targets (as in, if you cast in on cd and the previous ones didn't expire, you will have several PoMs on people). 10. Power Word Barrier(req. lev 70): Summons a holy barrier on the target location that reduces all damage done to friendly targets by 25%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec. and Pain Suppression (req lev.58) : Reduces all damage taken by a friendly target by 40% for 8 sec. Castable while stunned. remain our raid, respectively tank cooldowns. 11. Borrowed Time - Changed in 6.02. After casting Power Word: Shield, you gain Borrowed Time, causing you to gain 40% more of the Haste stat from all sources for 6 sec.4. Talents Level 15: Tier 1 – Survival • Desperate Prayer :- Heals the caster for 22% of maximum health – cooldown 2 minutes, not on the GCD. It’s basically a personal healthstone. • Spectral Guise - On use pseudo-stealth capable of being broken if our guise is hit three times, or if we are taken out of stealth via an AOE. You cannot use this ability to negate boss damage. In previous tiers, it could negate targeted boss mechanics. You can use it to get out of combat from regular mobs. • Angelic Bulwark- Automatic 15% of base HP shield if you are brought below 30% HP; no need to push a button. The exchange for the automatic trigger is a 10% loss when compared to Desperate Prayer. (Note: if a single blow takes you from 31% HP to 0, Bulwark is not triggered). Easiest to manage since it’s an automatic trigger. Level 30: Tier 2 – Movement • Body and Soul - Via the application of PW:S or a lifegrip. A targeted 60% speed increase that lasts for 4 seconds. Can be problematic if you wish to give a speed boost to a target who already has the weakened soul debuff. Easy to manage, usually you will want to couple a shield with a “kick in the !@#$” to players standing in fire, but given the fact that discipline priests rely heavily on shields to heal, weakened soul might already be on your target just when you really need the speed boost. • Angelic Feather - Requires the use of a targeting reticle and can be used by the unintended target if another player gets too close. It provides a 60% speed increase for 6 seconds, and because there is no weakened soul debuff to worry about, can be chained together for a consistent speed buff until you are out of charges. Efficient, sort of unreliable when groups are present and harder to manage. • Phantasm - Instead of a movement increase, it removes current movement debuffs and grants immunity to movement impairing effects thereafter for 5 seconds. More of a pvp thing. Level 45: Tier 3 -Mana Restoration/Efficiency • Surge of Light (SoL)- (Formerly FDCL) SoL is arguably the hardest talent to quantify the amount of mana we ‘regen’, since it mostly is a mana savings ability that relies on some amount of RNG In 5.4 FDCL has been buffed to include nearly all of our healing spells that can proc the free FH. Going into WoD, the PPM has been reduced. This talent is less desirable for Disc in most situations, as it does not proc from PWS or CoW (and unlike Holy Serendipity, it has no synergy with other spells). You can greatly increase your chances of a proc when combining this talent with DS, which is useful in 5-man and CM content. All in all, I tried it, but at maximum level I found it pretty unreliable and proccing rather rarely. • Mindbender - The first thing to keep in mind is that this replaces Shadowfiend. If you do not spec into this, you will still have access to baseline Shadowfiend – but this one no longer restores mana. Mindbender has a 60 second cooldown, and restore 0.75% (down from 1.75% in 5.4) mana per swing. It also provides more damage than Solace. It’s easier to manage than Solace (fire and forget once per minute). • Power Word: Solace - This replaces Holy Fire (dealing the same amount of damage) and removes the mana cost completely. It restores 2% of your total mana, applies/refreshes your evangelism stacks and heals for 100% of the damage it deals (it's under a separate spell ID than Atonement for Discipline.) As a Disc Priest, you should be regularly casting this spell. Disc has excellent synergy with this spell given it's interaction with Evangelism. Simply put, it's a mana positive smart heal. This is still a very strong talent choice, it's benefit scaling with how well you can use it on CD. It’s a bit harder to manage than Mindbender, but provides more mana is managed optimally. Level 60: Tier 4 -Crowd Control • Void Tendrils - This ability can be handy when you need to root a group of mobs that you raid is kiting. Rooted mobs will still melee player targets in melee range. • Psychic Scream - Previously a standalone spell, it is now in the place of Psyfiend. • Dominate Mind - The tried and true MC but effective on non-humanoids. Channel must be maintained to keep control of the target. There are numerous instances of mobs within dungeons and out in the world that can be MC'd. It is worthwhile if you need an additional CC. Level 75: Tier 5 – Throughput • Twist of Fate - Increases your output after you heal players below 35%. Likely not helpful unless you are in an encounter where people are consistently below 35%. As of 6.02 does not trigger from your damaging abilities, so it is more difficult to achieve high uptimes. It also does not trigger from PW:S. Former very good choice in Mists of Pandaria, the talent is currently pretty much dead for Discipline, since given the nature of the class – lots of mitigation, if you got under 35%, you’re already in big trouble, aka if you get to use ToF, you’re doing something wrong. • Power Infusion - Now available to all priests, not just Discipline: Infuses the Priest with power for 20 sec, increasing haste by 25% and reducing the mana cost of all spells by 20%. Strong option for both added output and mana savings. It can be used in situations where you need to cast sequential expensive/fast heals such as FH in CMs. • Spirit Shell -Divine Insight is now replaced by Spirit Shell for Discipline priests: For the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec. 1 min cooldown. Spirit Shell benefits from your mastery in that the heals being cast to apply Spirit Shell are scaling with Mastery (it does not double dip.) A very strong ability in Mists of Pandaria, it is currently not as priced: Clarity of Will replaces it for single target. Still, when massive raid damage can be predicted, spirit shell remains a decent cooldown. It’s less good in 5 mans due to Empowered Archangel giving a nice boost to Aegis. Another reason why Spirit Shell is less desirable in 5 mans is that the shields cap at 60% of the priest's health - therefor easy to cap on a single group. In order to get the most of Spirit Shell, knowledge of the encounter is needed. Level 90: Tier 6 - AOE Healing • Cascade - Heals 31 targets favoring targets further away. (1-2-4-8-16) No diminishing returns since the target number is finite. Likely our go-to and default choice unless a fight commands the other talent’s increased frequency or increased output. Important to note that a bounce cannot hit the same player twice and that there is a delay in the healing due to travel time (biggest effect is typically 2-3 seconds after cast). Solid option provided your raid is slightly spread out, and periodic/moderate burst is needed. You should be pre-casting this before a large raid-wide damage spike. Has the highest potential for DA generation. It’s no longer instant. • Divine Star - Least expensive, lowest cooldown of the 3 choices. Currently the only Level 90 talent without a cast time. More mana efficient than a Prayer of Healing. Star heals for the least per cast of the three talents in this tier. Strong option provided your raid is grouped up, and constant healing is needed. Requires good positioning to maximize the spell's output. You can move to change the return pathing if needed. Otherwise, it’s currently pretty weak as far as output goes, since it received a target number cap. Useful to force Surge of Light procs. • Halo - Most expensive, but potentially highest amount healed per cast and has the greatest burst capability. Potentially restrictive due to its high cooldown and mana cost. Requires 25 yard distance for the best output. Good selection if your raid is spread out and if large burst healing is needed or if raid damage times well with the 45 second cooldown. Level 100: Tier 7 – Toolkit Enhancements • Clarity of Will (CoW) - Another absorb that behaves similarly to PW:Shield but without triggering a debuff. Solid choice for spread AoE damage as you can apply it to a handful of targets before large spikes of damage. You can increase the absorb amount by recasting it at the same target (similar to how SS functions.) Very good tank healing ability, same cast time as Heal, but double the strength – so you should prefer spamming this on your tank rather than Flash Heal/ Heal. Mana cost is 5.04k, compared to Flash Heal – 6.64k and Heal – 3.2 k. This is probably the strongest talent for discipline priests. Clarity of Will can be re-applied before it is consumed/expires, but it's capped at 50% of the target health. • Words of Mending- Causes any healing casts to grant you a stack of Word of Mending. When you reach 10 stacks your next targeted healing cast will also cast a PoM at that target. This can be situationally useful where there is a lot ticking damage such that PoM will be bouncing often and not be mostly overheal. Tried it during beta, was not impressed, but as mentioned above, some special situations of aoe ticking dmg might warrant it. • Saving Grace- Perhaps the least interesting of the three, as well as being the most situational. Saving Grace heals a friendly target but reduces your absorbs and healing done by 10% for 8 sec, then stacking up to 10 times. If you need a big instant heal every 8 seconds (as to let the penalty drop of.) It is incredibly situational, and the debuff/cast time make it too punishing for most content. Draenor Perks - every 2 levels after level 90 we will receive a new twist to our specific abilities, called Draenor Perks. Here are the perks for Discipline priests: Empowered Archangel: The next Prayer of Healing or Flash Heal that you cast after activating Archangel has 100% increased critical strike chance.. This is basically a replacement for the retired Inner Focus. Enhanced Power Word: Shield: Reduces the duration of Weakened Soul caused by your Power Word: Shield by 3 sec. Enhanced Focused Will - Each application of Focused Will also increases your damage dealt by 5%. Enhanced Leap of Faith - Your Leap of Faith also increases your next non-periodic heal cast on that target by 50% for 10 sec.5. Glyphs – personally currently running with: • Glyph of Penance: Increases the mana cost of Penance by 20% but allows Penance to be cast while moving. While the increased mana cost makes it a bad choice for proving grounds, the mobility is priceless for disc, since we basically have no strong heal on the move. • Glyph of Weakened Soul: Reduces the duration of the Weakened Soul effect caused by Power Word: Shield by 2 sec. Exclusive with Glyph of Power Word: Shield, Glyph of Reflective Shield. – since PWS is very strong for us currently, being able to cast it more is a good thing. • Glyph of Holy Fire: Increases the Range of your Holy Fire, Smite and Power Word: Solace spells by 10 yards. Mostly a general quality of life improvement, and easiest to swap out for specific situations. The most attractive at the moment seems the Purify Glyph instead of this one. For progress raiding, survivability ones like the Glyph of Fade will also be interesting. From the minor glyphs, the Glyph of sha used to be the only useful one, taking mindbender off the GCD, but seems it's no longer the case. Rest are purely cosmetic. Other glyphs available to disc (since in WoD, some glyphs are spec specific) • Dispel Magic: Your dispel magic spell also damages your target for 487 to 732 Holy damage when you successfully dispel a magical effect. Situational useful. Potentially very strong in PvP. • Fade: Your Fade ability now also reduces all damage taken by 10%. Very useful during progression whenever you want to decrease the amount of damage you're taking. • Fear Ward: Reduces the cooldown of Fear Ward by 60 seconds. Again, straightforward and situational useful. Has the potential to be very useful in PvP. • Focused Mending: Causes your Prayer of Mending to only bounce between the target and the caster. Generally a PvP glyph. • Inquisitor: Your Holy Fire and Power Word: Solace deal 25% additional initial damage, but 20% of that damage is also dealt back to you. This is what took the place of our ability to SW: Death in PvP. Careful of one-shotting yourself if you are low on hp. • Leap of Faith: Your Leap of Faith spell now also clears all movement impairing effects from your target. Useful in PvP or situationally in PvE. • Levitate: Increase your movement speed while Levitating and for 10 seconds afterward by 15%. • Mass Dispel: Causes your Mass Dispel to be potent enough to remove Magic effects that are normally undispellable. Useful in PvP. • Power Word: Shield: 20% of the absorb from your Power Word: Shield is converted into healing. Functions as follows :100% absorb converts to 80% shield, 20% healing. • Prayer of Mending: The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charge. Exclusive with Glyph of Focused Mending. Useful in PvP or during heavy tank and/or single target damage. • Psychic Scream: Targets of your Psychic Scream now tremble in place instead of fleeing in fear. Helpful when a feared target needs to be melee'd soon; useful in PvP and PvE situationally. • Purify: Your Purify spell also heals your target for 5% of maximum health when you successfully dispel a magic effect or disease. With our healthpools being larger with respect to the heals we cast, this has become a more attractive choice in situations where you will dispelling often. • Purification: Purify now has a maximum of 2 charges but its cooldown is increased by 4 sec. This glyph is a must have in encounters where a dispellable debuff falling off could cause raid damage, or the timing of a dispel is critical. • Reflective Shield: Causes 70% of the damage you absorb with Power Word: Shield to reflect back at the attacker. This damage causes no threat. This only applies to the shield you applied to yourself, not other players. • Restored Faith: Leap of Faith pulls you to your target instead of pulling your target to you. • Scourge Imprisonment: Reduces the cast time of your Shackle Undead by 1.0 sec. • Shadow Magic: For 5 seconds after activating Fade, you are immune to Silence and Interrupt effects, but the cooldown of Fade is increased by 60 sec. Exclusive with Glyph of Fade. • Smite: Your Smite spells inflicts an additional 20% damage against targets afflicted by Holy Fire, but that additional damage does not get transferred by atonement. 6. Stats - In addition to the old and known stats, we got some new secondary ones and the all new –tertiaries. The old ones: • Spirit – Increases the mana regen rate. Only available on specific items now, unlike in MoP. Those items are rings, neck, back and trinkets. • Haste- Haste reduces our cast time, and increases the speed at which Heal over Time spells tick. With the removal of haste breakpoints, you get a linear benefit from haste. You get partial tickets whenever you are in between a breakpoint. Still, we don’t really have heals over time (the sill ticks from Holy fire/Solace being the only ones) – so we don’t really care about ticks, just cast time. Haste also decreases the general cooldown, so it’s useful for instant spells too. • Mastery (Shield Discipline - Disc's Mastery: Increases the potency of all your damage absorption spells by 13%, and all of your healing by 6%.) - As Disc, our critical heals convert to absorbs, which benefit from mastery. Mastery goes hand-in-hand with critical strike. Without it, our crits are much smaller. Currently PW:S accounts for a large amount of our throughput, making Mastery a very strong stat. • Critical Strike - Heals when they crit, heal for an additional 100%. However, crits can be RNG and consistency can be important to a healer. Because of our Divine Aegis as well as Enlightenment, Crit is still valuable. The new ones: • Multistrike: Grants your spells, abilities and auto-attacks the chance to activate up to two extra times at 30% of normal effectiveness. • Versatility: A linear gain in healing, damage, and absorbs that also reduces the damage you take by 0.5% for every 1% of Versatility. A very unexciting stat. • Bonus armor – is useless to anybody that is not a tank. Tertiary- none of them being particularly affecting our role as a healer • Movement Speed: Increases your movement speed. • Indestructible Causes an item to be immune to durability damage • Leech: Causes you to be healed for a portion of all damage and healing done • Avoidance: Reduces the damage taken from AoE attacks. Stat Priority – The short of it is: intellect as much as you can get, then mastery because of shield spam. Using https://docs.google.com/spreadsheets/d/1zSs-NxSiyJORO8x3WXKmZ3AZHvkgS9RcviQLyjsyrrw/edit#gid=2065368862 - seems crit isn't as valuable as it used to be. The main explanation lies in the fact that we are currently stuck in shield spamming mode, which isn't as dependent on the crit/mastery balance as our former main source of absorbs - aegis - was. Using the above spreadsheet you can calculate stat prio for your own character using logs of various encounters, but general priority is : intellect>spellpower> mastery>haste>multistrike>crit/versatility. You can use an addon like http://www.curse.com/search?type=addons&search=Stat+Weight+Score , with these general weights: Intellect - 1 Spellpower - 0,9 Mastery - 0,6 Haste - 0,6 - debatable, hard to quantify Multistrike - 0,46 Crit/Versatility - 0,42. Spirit is hard to quantify - you will need to figure out yourself what is your safety threshold. The accurate weights will depend on your own character and encounter, and you will have to calculate them yourself using the spreadsheet linked above, but these work as a general idea (I calculated them for myself and the differences from the spreadsheet ones were under 0,05). 7. Spells and their usage: A good tool to see the strength and mana cost of our spells is : https://docs.google.com/spreadsheets/d/1JFPV60lgKO-rDybmzKoXaF0UDae552ApvMr93vsNzgI/edit#gid=1207425635 . It has been updated for WoD as far as I can tell, though I think it's behind a Holy Nova nerf. You will need to check the Read Me First part on the bottom of the page to see how to use it for your own character. Anyway, looking at the chart, we can see: Single target healing: 1. Power Word: Shield is out best healing per second spell, while being pretty good in terms of mana spent too. It’s instant, it provides Borrowed Time – making it one of our strongest spells at the moment. The downside is the Weakened Soul Debuff. 2. Clarity of Will (talent) is our highest coefficient spell, making it our strongest “heal”. It’s downsides are the cast time and mana cost (2.5 sec base cast time and only a little cheaper than Flash Heal, but still close to PWS efficiency). 3. Defensive Penance – is both strong and cheap. Glyphed you can cast it on the move. Applies Grace, is an actual heal – which we need, since you can’t mitigate everything. These 3 are your best single target spells to use and you should prefer them if possible to: 4. Flash Heal – while it gets a bonus from Empowered Archangel, it’s only other qualities are that its fast and it doesn’t have a cooldown. Otherwise, it’s not particularly strong for discipline and it costs a lot of mana. It’s got similar hps to CoW but half the hpm than CoW. Its lower hps than both PWS and defensive penance. If your tank is getting hammered and already at critical hp, use it, preferably with power infusion. You should also always use the Surge of Light procs if you are talented into that. Otherwise, not that good of a choice in terms of hps/hpm. 5. Heal – our former Greater Heal. Currently slow and weak for its cast time, with slightly less hpm than PWS and CoW – so not even our most efficient choice. If you have 2.5 seconds time to cast, you will probably prefer to cast CoW on the tank and wait for penance cd for the actual healing. 6. Offensive Penance – similar hps/hpm to Heal, unreliable target, oki to use to build evangelism stacks and do moderate triage if there’s little dmg going around. 7. Holy fire/ PW:Solace – slightly less hps than offensive penance, always use on cd for evangelism stacks and mana gains in the case of Solace. It’s instant and we could always use one of those. 8. !@#$ things to use for single target: Smite Atonement, Holy Nova, Prayer of Mending, Divine Star or Cascade. While most of the above are aoe heals, so their use is somewhere else, Smite Stands out as a truly terrible heal. Unless you really have nothing to do, there's some enrage roaming about, or forgot to build evangelism stacks via Holy Fire/Solace/Penance and you really want Archangel soon…don’t use Smite. So, for single target healing, you will want to: 1. Low to moderate dmg: keep PWS on the tank, top when needed and not overhealing with an offensive penance, toss a Clarity of Will every now and then if PWS falls off before WS. Build evangelism stacks. 2. Moderate to high-ish dmg – keep PWS on the tank, increase the use of CoW to keep up. Use defensive Penance to top up, or Heal, so you can use Penance offensively for a bit of triage and Evangelism stacking. 3. High dmg – keep PWS on the tank, use Archangel and spam CoW, with defensive Penance on cd. If other members of the party took dmg too, Empowered Archangel+ PoH will top them up and give them a nice shield without leaving the tank completely open. 4. Very High dmg – All of the above, with Power infusion. Use Pain Suppression. Barrier can be used too as a tank cd if needed. If things went horribly wrong and your tank is at 10% hp and won’t really make it till you cast another CoW, spam Flash Heal and pray it will be over before your mana is.Aoe Healing 1. Prayer of Healing – our high hps ability (if not overhealing) – buffed by Empowered Archangel. It’s about twice and about 4 times the healing of holy nova, but with a cast time, 4 times the mana cost and a party restriction. 2. Holy Nova – has been very strong at some point during 6.0, but is currently rather weak. Good to spam on the move if people are fairly stacked and they already have weakened soul on them or for tagging mobs. Note: the calculator linked somewhere above doesn’t seem to take into consideration it’s latest nerfs and showing it stronger than it really is. Another good feat of Holy Nova seems to be a good chance to proc Surge of Light if talented into that. 3. Prayer of Mending – the cast time kinda ruined this spell for me, but if there is ticking dmg to make it bounce fully, it’s quite strong, similar to prayer of healing in output, but far more efficient. 4. Divine star – very efficient, about as strong as prayer of healing, which is kinda of a downer, considering it’s a talent with a cd. Decent in 5 mans, procs Surge of Light a lot. Target number capped since WoD, will prolly never be taken in raids. 5. Cascade – will probably be our most used talent from that tier in raid environments. Good hps/hpm if fully used, easy to manage. 6. Halo – highest healing ability we can use, but with a high mana cost and positional requirements from the raid. Will probably be used situational. 7. While PWS is not an aoe spell, spamming it on several targets pre-emptively will probably be a pretty good aoe healing tactic. If the time and conditions allow it, CoW spamming on several targets may also be a good tactic. Depending on severity of raid dmg, we will do the following for: 1. Low Raid Wide dmg: build evangelism for when we’ll need it, mostly through Holy Fire/ Solance/Off. Penance; PWS tank and other targets that are taking dmg; CoW tank; Use Mending on cd, if there’s enough dmg to make it bounce. Last prio – Smite. Level 90 talent if not overhealing (mostly if specced into Divine Star). 2. Moderate Raid Wide dmg – same as the above, consider using Empowered Archangel with a PoH to top up and give a round of aegis if you wont need it within 30 seconds for worse conditions. 3. High Raid Wide dmg: Archangel, and use the EA proc with PoH. Spam PWS – especially if on the move. Spam CoW on priority targets. Keep Prayer of Mending on cd. Use level 90 talent if not overhealing (for 5 mans, that will be Divine Star, otherwise not really wort it). Prayer of healing when its not overhealing after doing all of the above. 4. Very High raid dmg. Archangel+Power Infusion for all of the above. PoH spam is your highest healing ability if it heals 5 targets without overhealing, but it’s also pretty costy in mana. In a raid situation, PWS blanketing while the other healers keep the raid balanced is probably a good idea, in a 5 man, you might need to jump straight to poh spamming. Generally, if you can shield damage as discipline, it’s better than to actually try and heal it, so pre-emptive PWS and even CoW spam are best to minimize PoH spam – which will hurt on mana. Use Power Word: Barrier. 8. Enchants – enchants have been heavily reworked in this expansion and simplified. We can get any secondary stat on necks, cloaks, weapons, rings – and that is pretty much it. Their names are very straightforward. Weapon - we might be choosing spirit in the start if we struggle with mana, and crit or mastery when we are comfortable with mana: Mark of Bleeding Hollow - Mastery Mark of the Thunderlord - Crit Mark of the Frostwolf - Multistrike Mark of Shadowmoon – Spirit Mark of Warsong - Haste Neck – we will be choosing crit or mastery. Enchant Neck – Gift of Mastery/Breath of Mastery (cheaper) – 75/40 mastery Enchant Neck – Gift of Critical Strike/Breath of Critical Strike(cheaper) – 75/40 crit Enchant Neck – Gift of Multistrike/Breath of Multistrike(cheaper) – 75/40 multistrike Enchant Neck – Gift of Haste/Breath of Haste(cheaper) – 75/40 Haste Cloak – we will be choosing crit or mastery Enchant Cloak – Gift of Mastery/Breath of Mastery(cheaper) – 100 mastery+10% movement speed/100 mastery Enchant Cloak – Gift of Critical Strike/Breath of Critical Strike(cheaper) – 100 crit+10% movement speed/100 crit Enchant Cloak – Gift of Multistrike/Breath of Multistrike(cheaper) – 100 multistrike+10% movement speed/100 multistrike Enchant Cloak – Gift of Haste/Breath of Haste(cheaper) – 100 haste+10% movement speed/100 haste Ring – we will be choosing crit or mastery Enchant Ring – Gift of Mastery/Breath of Mastery(cheaper) – 50 mastery /30 mastery Enchant Ring – Gift of Critical Strike/Breath of Critical Strike(cheaper) – 50 crit/30 crit Enchant Ring – Gift of Multistrike/Breath of Multistrike(cheaper) – 50 multistrike /30 multistrike Enchant Ring – Gift of Haste/Breath of Haste(cheaper) – 50 haste /30 haste Gemming – we will be gemming mastery or crit. All sockets are now prismatic, so the colour doesn’t matter anymore. You can only gem secondary stats. They are also named very straightforward. There are 2 versions for each stat – a green cheap version and a blue expensive one. Greater Critical Strike/Haste/Mastery/Multistrike/Stamina/Versatility Taladite = 50 of the respective stat Critical Strike/Haste/Mastery/Multistrike/Stamina/Versatility Taladite = 35 of the respective stat Meta gems have been removed Pants threads have been removed Shoulder enchants have been removed. There are no more profession perks. 9. Consumables Food – we will prefer critical strike or mastery food. Damn, those names…are not straightforward. In WoD, food will provide only a secondary stat benefit. It can give +75 or +100 stats according to quality. Here is a full list of WoD crafted foods: http://www.wowdb.com/items/consumables/food-drink?filter-ilvl-min=100&filter-ilvl-max=100&filter-source=2 and here is a list of “looted” foods that I think come from garrison herb garden at some point: http://www.wowdb.com/items/consumables/food-drink?filter-ilvl-min=100&filter-ilvl-max=100&filter-source=8 More relevant for us: Crafted: Blackrock Barbecue – 100 crit Sleeper Surprise – 100 mastery Calamari Crepes – 100 multistrike Frosty Stew – 100 haste Starflower Sandwich – 75 spirit Gorgrond Chowder – 100 versatility Blackrock Ham/Grilled Gulper –75 crit Braised Riverbeast/Fat sleeper cakes – 75 mastery Fiery Calamari/Rylak Crepes– 75 Multistrike Pan Seared Talbuk/Sturgeon Stew - 75 haste Clefthoof Pot Roast/Salted Skulker – 50 spirit Clefthoof Sausages/Skulker Chowder – 75 Versatility Looted (garrison) Fuzzy Pear – 75 mastery Giant Nagrand Cherry – 75 critical strike Greenskin Apple – 75 multistrike Ironpeel Plantain – 75 versatility O’ruk Orange – 75 haste Feasts: Feast of Water/Blood – gives you 75 of your highest secondary stat. (crafted) Savage feast – gives you 100 of your highest secondary stat. (looted from garrison barn meat orders) Flasks: In WoD, the flasks you have to choose from will be Draenic Intellect Flask (200 int) and it's improved version, Greater Draenic Intellect (250 int). Potions: In WoD, potions remain largely unchanged other than Healthstones and profession perks share the CD. The Draenic versions are as follows: Draenic Mana Potion: Restores between two values of mana, dependent on level used. At level 100 restores 32300 to 35700 mana. Draenic Channeled Mana Potion: Provides the most benefit but you must channel it's full duration for max benefit. Draenic Intellect Potion: Provides throughput boost. UI&addons As all healers, you will need well tailored to your needs raid frames, with information regarding health pools, buffs/debuffs on targets and various other utility you might find useful. The blizzard standard raiding UI, Grid with or without Clique, Vuhdo, Healbot or any other raid frames will do fine. Keep them properly sized and clean, but showing you enough information. For a disc priest, it is good to be able to track: power word shield (yours), weakened soul (from others aswell, so you don’t clash), the new Clarity of Will shield, aegis, prayer of mending (no fear for over-writing anymore, they can stack now), tank and raid cooldowns. Personally, I use Vuhdo, and I will explain why - however, all raiding frames have their own strengths and weaknesses. Tools I like with Vuhdo: - friendly but complex configuring - shield amounts indicators: while the exact number is not shown, both the PWS and Divine Aegis icons can be configured to show a border around them, which will get consumed as the shield is absorbed. MoP updates include Spirit Shell. - direction indicators: when you target is out of range, mousing over its name will produce an arrow pointing it its direction. Another useful addon will be a cooldown/power-up indicator. You can use Power Auras or Weak Auras2, but others may be suitable too (like TellmeWhen). My current WeakAuras2 strings are courtesy of Derevka, who is their author: http://pastebin.com/L3NWeuWt Very important are boss mods: you can use Deadly Boss Mods, Bigwigs or a newer one that I liked during Siege of Orgrimar - VEM (currently the project is in moderation). A cooldown use announcer is Raelli’s Spell Announcer. An addon for the Halo users: http://www.curse.com/addons/wow/halopro . There is also a Holy Nova sonar: http://www.curse.com/addons/wow/holy-nova-sonar - but I have not tested it (it was developed when Holy Nova was more powerful). For those that don’t like using click-casting, mouseover macros are an old verified way of healing. They usually have the form of : #showtooltip /cast [target=mouseover,help,nodead] SpellNameHere ------------------------------------------------------------------------------ If you attach it to a cooldown that you want cast instantly (without waiting for your current cast to finish), you can formulate it as: #showtooltip /stopcasting /cast [target=mouseover,help,nodead] Pain Suppression Other useful macros I use: /show tooltip /stopcasting /cast !Power Word: Barrier - This will remove some odities in barrier placing/casting if you accidentally double click. #showtooltip /cast mindbender /cast shadowcrawl /attack This will make the little bugger teleport to its target and attack it. You can spam it if the fiend looks lost and confused. Simple Smite Macro: #showtooltip Smite /cast [@mouseovertarget, harm] [@mouseover, harm] [@targettarget, harm] [harm] Smite
  20. First thing's first; Resources -We have two different resources; Runes and Runic Power. We have a total of 6 runes namely, 2 Blood, 2 Frost and 2 Unholy Runes. Death Runes are "all purpose" runes that be used in place of any other rune, more on that later. -Runic Power is generated from used runes and the amount of runic power generated is based on the rune cost abilities, for example, Icy Touch costs 1 Frost rune, and therefore will generate only 10 runic power. Pretty straight forward on paper. Now we get to how they interact with each other. At level 60 you'll be able to choose Blood Tap, Runic Empowerment or Runic Corruption which uses runic power to speed up rune regeneration. Effectively, you have to use runes to generate runic power which will in turn help you regenerate your runes. It's a cycle. Runes begin a regeneration cycle of no more than 10 seconds when used; Haste will decrease this time but not by much. If more than one of the same type of rune has been used, for example, both Blood runes are used, the second Blood rune will not begin it's cool down time until the first one has finished. The same goes for abilities that cost a combination of runes, e.g Festering Strike used back-to-back will leave the second Blood and Frost rune on empty until the first set has completed it's cool down time. The level 60 talents help speed this process up either by speeding up rune regeneration time (Runic Corruption) or refilling random depleted runes as Death runes (Runic Empowerment, Blood Tap). Death Coil and Frost Strike cost runic power and will give 2 Blood Charges (Blood Tap talent) per use, or they have a 1.50% chance to activate either Runic Empowerment or Runic Corruption. Note that their runic power costs may differ. Abilities - How They Work Each ability a Death Knight has has a rune or runic power cost. Abilities will cost one rune or a combination of different runes, here's the list of abilities that cost only one of a specific rune type. These abilities generate 10 runic power only -Blood Runes; Blood Boil. -Frost Runes; Howling Blast, Icy Touch, Pillar of Frost, Path of Frost -Unholy Runes; Plague Strike, Scourge Strike, Death and Decay, Dark Transformation -Death Runes; Death Siphon. The following cost a combination of different runes and will generate 20 runic power when used. -Blood and Frost Runes; Festering Strike -Frost and Unholy Runes; Obliterate, Death Strike. Army of the Dead should be here as well; it costs one of each type of rune (Blood, Frost and Unholy) and will generate 30 runic power. Let's talk about abilities that cost Blood Runes - these are the single rune cost abilities and as such will only generate 10 runic power use. -Blood Boil - Damages every enemy within in 10 yards in a circle around you. Probably the most interesting of these abilities because if you choose Roiling Blood (tier 1 talent) you can spread diseases without the need for using Pestilence; for Blood Death Knights it will refresh diseases on all the targets it hits, and for Unholy Death Knights it converts it's Blood rune into a Death rune. As of Patch 6.0.2 it now spreads diseases when it strikes a diseased target. Abilities that cost Frost runes; again single rune cost only so only 10 runic power will be generated. -Howling Blast - Area of Effect strike at 30 yard range; will apply Frost Fever to all afflicted targets. Exclusive to Frost spec. -Icy Touch - Single target version of Howling Blast; weaker in overall magnitude. -Pillar of Frost - Increases Strength by 20% for 20 seconds; good offensive cool down. -Path of Frost - Allows you to walk on water; will limit fall damage if glyphed. Abilities that cost Unholy runes; single rune cost = 10 runic power. -Plague Strike - single target melee attack that applies Blood Plague; applies both Frost Fever and Blood Plague at level 68 when Ebon Plaguebringer becomes unlocked. -Scourge Strike - Single target melee attack exclusive to Unholy spec. Main filler attack -Death and Decay - Targeted area of effect damaging ability. -Dark Transformation - Exclusive to Unholy, this ability is fueled by use of Death Coils and allows you to transform your active pet/minion into a more powerful creature. Death Runes - single rune cost = 10 runic power -Death Siphon - level 75 talent; Single target ranged attack that does damage to your target and heals you a percentage of the damage done. Blood and Frost - double rune cost = 20 runic power. -Festering Strike; exclusive to Unholy this ability refreshes and increases the duration of active diseases on a target. Successful Festering Strikes convert its rune cost into Death runes. -Obliterate; exclusive to Frost this ability is the main attack for a Frost Death Knight using a 2-handed weapon best used with Killing Machine procs for 100% critical damage chance. -Death Strike; baseline for all specs, this ability heals for no less than 7% of maximum health outside of PvP environments. Activates Blood spec Mastery placing an absorb shield the value of which is equal to the percentage of the Mastery stat when Death Strike heals you. An example of Death Strike and Blood spec Mastery; if I have 200% mastery and Death Strike heals me for 300k that means I'll get 200% of 300k as an absorb shield for 10 seconds; I'll also get a certain percentage of that as Attack Power. Runic Power - will store Blood Charges for use of Blood Tap or activate Runic Empowerment or Runic Corruption. -Death Coil; usable for Blood and Unholy spec. It's a ranged attack, but can be used in conjunction with Lichborne (tier 2 talent) to heal yourself. Can be used on your active pet to heal it. As Unholy it'll give the buff called Shadow Infusion to your pet which, at 5 stacks (5 Death Coils), will allow for Dark Transformation which "enrages" your pet making it more powerful. As Blood spec it's just a runic power dump and should be used when you're running low on runes in order to proc your level 60 talents. -Frost Strike; exclusive to Frost spec, single target melee attack. Death Coil and Frost Strike are often best used when you're at, or approaching, 100 runic power, but are ideally used when spaced out across your "rotation" which brings me neatly to the next part of the guide. Abilities - What to use and When This is in itself a full guide all on it's own, but if you can work with a clear picture of the cycle, runes > runic power > runes, you should do alright; I highly recommend the addon called CLC DK which you can download from here : http://www.curse.com/addons/wow/clc-dk This addon, with the exception of Blood spec, will allow you to monitor the cool down and affects of different abilities and will display what action you should use next to maximize DPS. I've found it ineffective for Blood spec as Blood is for Tanking and doing maximum DPS isn't always a priority for tanks. I recommend it for beginners as it'll help you get an idea of what abilities you could be using and when. It should help you learn the rhythm of your chosen spec but do keep in mind that it doesn't take into consideration the current encounter be it AoE or heavy movement fight. If you can stand listening to the man I recommend Preacher's guide on Blood Tanking found here; they are out of date but the spec still plays very similar to how he describes. If anything it'll give you a place to start and develop your own style of play with.