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Restoration Shaman – PVE Healing Jin’Do the Godbreaker in Zul’Gurub

Posted on: Jul 12, 2011 | Author: Savoire

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Restoration Shaman – PVE Healing Jin’Do the Godbreaker

Now that you’ve killed the other four bosses, your party will be able to move into the area where Jin’Do resides.  If you haven’t done so yet, it is useful to kill Gub who is on a bridge on the way to Jin’Do.  If anyone in your group has to run back in from the start, the easiest way is to run through the starting area and go left along Gub’s bridge.

Before the Fight

Your group should kill the two big adds, called Gurubashi Spirit Warriors, on the stairs leading up to the Jin’Do boss platform.  These will do the Body Slam technique giving you a foretaste of the boss mechanic.  The mobs will leave a void zone, which doubles the damage taken by any player or mob in the zone.

It looks like a large dark purple-black circle on the floor.  It increases damage taken by any party member or enemy by 100%.  If the tank can position mobs in the void zone without standing in it, they will go down quicker.  Some low health spirit adds may also spawn from the void zone.  They should be killed quickly.

Jin’Do the Godbreaker – Phase One

The Jin’Do fight occurs in two phases.  The first phase is deceptively easy.  Jin’Do is in the real world in this phase and the tank can start anywhere while the dps hit him.

Jin’Do will then cast a Deadzone, which looks a lot like a death knight’s Anti-Magic Zone ability.  When players stand in it, it reduced magic damage.  It also greatly increases casting time.

After Jin’Do casts Deadzone, he will then cast Shadows of Hakkar.  The entire group will need to be in the Deadzone to survive the Shadows of Hakkar.  Jin’Do should not stay in the Deadzone with the players.

Jin’Do the Godbreaker – Phase Two

After a while, Jin’Do will shift to the spirit world.  The fight becomes much harder here, especially for healers who have a hard time healing on the run, such as restoration shamans.

You will see three chains.  The chains are attached to the spirit of Hakkar who is trapped on the platform.  To defeat Jin’Do, the group will have to break the three chains.

The chains shouldn’t be attacked until one of the Gurubashi Spirit Warriors uses a Body Slam on the player standing on the chain.  The tank will need to pick up a Spirit and bring him to the platform.  The Spirit will target a random player for his Body Slam.  If each player is by a chain, the Spirit will be tricked into Body Slamming the chain.  He will also leave a void zone which will cause damage to anyone who stands in it and will thereby increase the damage done to the chain by 100%.

The chain should then be attacked.  All dps players need break the chain as quickly as possible.  Melee dps can stay out of the void zone if possible until it fades, otherwise they will need some extra healing, and the ranged dps assigned to focus on the Twisted Spirits will need to keep at it, so they don’t overwhelm the healer.

The hard part about the fight for the healer is the Twisted Spirits.  They have low health but their numbers increase as the fight goes on, which can quickly overwhelm the group.  These need to be killed as quickly as possible.  It’s useful to have one or two ranged dps on the Twisted Spirits to protect the healer. The healer should stay close to the tank so he can grab aggro on the Twisted Spirits should they not be killed fast enough.

The last mechanic to be aware of is Shadow Spike.  A white circle will appear where a player is standing.  The player needs to move or they will take a lot of damage.  If you are trying to stay close to a chain – as you should be – avoid the Shadow Spike by moving around the chain rather than strafing away.

Healing Tips

The tank will be moving a lot throughout this fight but he shouldn’t be taking loads of damage.  Try to stay within range of him while maintaining your position near a chain that still needs to be Bodyslammed and avoiding the Shadow Spike.

There will be a lot of damage for the party in Phase 2.  People be hurt from the Body Slam, they might get hit from a Shadow Spike or damaged from the Twisted Spirits.  There are a few line of sight and range issues with some low walls in the boss area, so be aware both for healing and for running – if you’re stuck, you’re probably running against a low wall.

Surviving the Twisted Spirits

This is the key for a healer.  The Twisted Spirits must be killed quickly by one or two ranged dps.  The quicker they are killed, the easier the fight is.

About the time the third chain is going to go down, the Twisted Spirits may become overwhelming.   Do everything you can to stay alive.  Hopefully, your ranged dps will be killing them and slowing them so you can keep healing.

During the hardest part of the fight, everyone should use their cooldowns, healthstones, potions, and every possible trick to survive and get the last chain down.

Healing the Jin’Do Fight as a Restoration Shaman

This fight is very hard for restoration shamans.  However, we have a few tricks that can help us survive, even if our ranged dps players aren’t keeping the Twisted Spirits off us well enough.

Resto shamans wear mail armor and usually carry a shield.  That means we can take some more damage than our cloth and leather wearing counterparts.  Don’t panic if you have a few Twisted Spirits on you.

Have your Elementals ready to go.  The Earth Elemental is particularly good at protecting you until the Twisted Spirits overwhelm him.  The Fire Elemental works pretty well too.  If you can wait to use either – or both – of them until the last chain needs to go down, you can stand in position near the chain and place the totems to protect you while you heal.

Other useful totems are the Spirit Link Totem to help evenly distribute health and the Earthbind Totem to slow the Twisted Spirits.  The Stoneclaw Totem, if it is glyphed, will also provide added protection to help you survive.

Healing on the run is key here.  Use Earthshield on yourself if you need it or on the tank so you can run and leave him with some extra heals.  Nature’s Swiftness provides an instant heal and Spiritwalker’s Grace allows you to heal while moving.  Don’t forget Riptide and Unleash Elements for more healing and running.

Save Bloodlust/Heroism for the last chain.  It will help you heal faster and assist the dps in taking the last chain down.  If you are overwhelmed with Twisted Spirits and there is one chain left to go, use your Ankh to resurrect yourself and help the group finish free Hakkar.

Once you are done, you can breathe a sigh of relief knowing that you’ve completed Zul’Gurub.  It’s significantly harder than the other Cataclysm heroics and comparable in difficulty to Zul’Aman.


Restoration Shaman – PVE Healing Zanzil in Zul’Gurub – 4.1

Posted on: Jun 08, 2011 | Author: Savoire

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The fourth boss in the troll city of Zul’Gurub is Zanzil.  The troll necromancer has three cauldrons which must be used properly in order to survive the fight.

Zanzil Trash

There are two packs of trash prior to the Zanzil boss fight.  The first pack is a couple of casters surrounded by a swarm of zombie trolls.  The tank is the only one who needs to use the red cauldron to get the Burning Blood buff.  DPS should AOE the trash.  The casters can be killed or interrupted while being killed.

The second pack consists of two Gurubashi Berserkers.  Both will target random party members and begin to chase them.  While they fixate on players, the targets should run away while the rest of the party kills them.  After some time, if they are not yet dead, they will change target and begin chasing another party member.  They can’t be tanked and will chase their target until the timer goes off or they die.  Using Zanzil’s nearby Frostburn Formula buff from a blue cauldron will help with these mobs.  If the tank and dps have the buff when the berserkers are pulled, they should focus on one and freeze it, then kill it.  Then they can freeze the second berserker and kill it.

For healers, the main thing to note is the use of the fire cauldron.  If a player gets the fire cauldron buff, he will be able to do AOE fire damage to everyone in the area of effect, including himself and other party members.  Only the tank will need to get the fire cauldron buff and it’s only needed for a swarm of zombie trolls on the path.  However, most players will probably click the cauldron which will result in extra damage for the group for you to heal through.

Zanzil Tactics – The Cauldron Boss

The tank should pull Zanzil to the center of the room.  The cauldrons will then all be reachable by every party member, regardless of which cauldron will be needed.  As a healer, you can start at the green cauldron and keep the green cauldron buff on yourself the whole time. (See Healing Tips, below.)  You can also call out which cauldron for the team to get as you won’t need to run.

Zanzil casts two spells.  One is Voodoo Bolt, which is interruptible and does around 35K damage if it hits a player.  Assign someone to interrupt the Voodoo Bolt – the tank is a good option for the task.

The other is Zanzili Fire which does arcane damage in a line and is not interruptible.  The line goes in the direction Zanzil is facing and continues across the boss area.  The fire stays on the ground and will burn anyone who stands in it. It looks like green fire and is easy to avoid.  He shoots it at a player in a straight line.  Invariably at least one party member will get hit by it and need at least 60K healing if they move from it quickly enough.  If they stand in it, they will die.

Using the Cauldrons to Defeat Zanzil

Blue Cauldron

This is the frost cauldron which gives the Frostburn Formula buff.  When Zanzil uses the blue Zanzil’s Resurrection Elixir, he  resurrects a Zanzili Berserker. A ranged dps should use the blue cauldron.    A player with the blue cauldron buff who hits the Zanzili Berserker will temporarily freeze the big troll in place, stopping its ability to do huge amounts of melee damage to its target while it’s frozen.  They don’t have a lot of health but they do need to be killed quickly.

When the Zanzili Berserker isn’t frozen , it will be chasing one player who should stop everything to kite them until it is either frozen or dead.  Players should kill the Berserker before the next phase.  If they don’t kill it before the next phase, they should still keep hitting it until it is dead.

The ice cauldron can only be used once.  If the Zanzili Berserker isn’t killed before the freeze effect wears off, the player who is targeted by it will need to kite it.

Red Cauldron

This is the fire cauldrom, giving the Burning Blood buff.  When Zanzil uses the red  Zanzil’s Resurrection Elixir, he  resurrects a group of Zanzili Zombies. The red cauldron buff should be used.  As with the trash, the red cauldron buff causes AOE fire damage on the zombies as well as any party members in range.  It isn’t necessary for everyone to get the red cauldron buff.  Melee dps and possibly the tank are the only ones who should be getting this buff.  Once the zombies are down, the red cauldron buff should be dispelled to avoid the extra damage it causes to the group. As healer, you don’t ever need to get the red cauldron buff.

Green Cauldron

This is the poison cauldron, which gives the Toxic Torment buff.  When Zanzil casts Zanzil’s Graveyard Gas, the area fills with the toxic green gas. The party must then use the green cauldron to mitigate the nature damage by 90%.   Keep in mind that it’s really hard to see Zanzil’s Fire during this phase.

Shaman Healing Tips

As a healer, you won’t need the fire cauldron buff or the blue freezing cauldron buff.  You can stand near the green nature damage cauldron and make sure you always have the poison resistance buff.  This will make it easier to concentrate on healing, and if necessary, moving from the fire and kiting the Zanzili Berserker.

If you find yourself needing to run and heal, either if you’ve wandered from the green cauldron or else you’re having to kite the big troll, use Spiritwalker’s Grace.  If you need to run fast, use your instant ghost wolf.  Don’t forget to use Nature’s Swiftness at any time if you need it.

Most of the damage in this fight can – and should – be avoided.  You’ll need to heal the tank, heal extra during the zombie swarm/red cauldron phase, and heal everyone during the green fog phase since even with the green cauldron buff, they will take some damage.

If you run out of mana, use your Mana Tide Totem.  Also, you might be able to Lightning Bolt every now and then to get mana back if you have the Telluric Currents talent.

If people keep dying, please make sure to help them.  Melee on the red cauldron, ranged dps on the blue cauldron, everyone on the green cauldron.  Assign or direct people if there is any confusion.  If people grab the wrong cauldron, feel free to cleanse them of it, especially if they are grabbing the red cauldron incorrectly.  If someone has low health and grabs the red cauldron buff, they will kill themselves.

Do not however dispel the cauldron buff unless they are hurting the group.  With some addons, it is tempting to dispel quickly.  In your eagerness to help the group, you could end up killing them.

The most common mistakes people tend to make are standing in the line of fire, especially during the green fog phase where it’s hardest to see and during the green fog phase if they are too far away to get the nature cauldron buff.  To avoid the fire, have people always stand behind the boss.  If he turns when he casts the fire, they can move away and avoid it.

Use Bloodlust/Heroism during the green phase as you can get the most damage done on Zanzil at this time.

With a little coordination, this fight is fairly simple.   The hardest parts come from people standing in the fire, Voodoo Bolts not being interrupted, and the cauldrons not being used properly.


Restoration Shaman – PVE Healing Kilnara in Zul’Gurub – 4.1

Posted on: May 17, 2011 | Author: Savoire

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Now that you’ve gotten down Venoxis and Mandokir, your group will be heading toward Kilnara, the Panther Boss.  You find her area by going down the hill from Mandokir’s area and turning right.  It’s a temple structure on the eastern section of the Zul’Gurub map.

Healing the Kilnara Trash Mobs

The groups here are tough and you will want to use some crowd control (CC).   If your group elects to do without CC, it will be very hard on you to heal and even if you survive, you will probably lose one or two people.  You will also have trouble with mana depletion.  If all goes well, make sure the tank lets you have a drink to fill up the mana tank before continuing to the next group.

The best way to do this is to CC the casters.  They are the healers and can make the fight go much longer than it needs to.  Sap, sheep, and freeze trap can all be used.  Every class has some form of CC now, some better than others.

You can hex if needed, but unless you are hit-capped, which is unlikely and usually unnecessary for healers, you might miss.  Mobs can also break out of hex even if they don’t take splash or area of effect (aoe) damage.  With a one minute cooldown (cd) on hex, you won’t be able to re-apply it if hex breaks early.

Also important for healers here, each trash mob contains two panthers.  The panthers leave bleed effects on randomly attacked players.  These will need to be healed through until they wear off.  Individual bleeds aren’t too bad, but multiple bleeds on one player do stack up and can kill them.

Keep healing players with the bleed effect even after the fight.  Make sure you keep them alive, then drink, THEN you are ready for the next pack.  If your party rushes through this, you are making it too hard on everyone, but especially on yourself as healer.

Healing the Kilnara “Panther Boss” Fight – Phase One

Kil’nara is a caster with a room filled with panther adds.  They will not attack the party until they are engaged during this part of the fight.  Kilnara should be ignored until all or most of the panthers in the room are dead.   She will be casting Shadowbolt, which the tank should interrupt as often as possible since they cause unnecessary damage for you to heal.  Use Wind Shear if you like, although you will probably be focused on healing.  DPS will be on the adds so they won’t be focused on the boss to get the interrupts.

In phase one, her humanoid form, she will also cast Lash of Anguish often.  When it hits, it only does 1 shadow damage, but then it does around 20K damage every second for 10 seconds.  A priest’s shadow resistance buff or a paladin’s resistance aura is helpful here as the lash cannot be interrupted.

Another spell she casts in phase one is Tears of Blood.  This can be interrupted as well.   It is an area-of-effect (AOE) spell which causes around 10k damage to all enemies within 12 yards of the boss.  If she isn’t interrupted, you will see a trail of glittering blood streaming from her eyes to the target.

She will also cast Wave of Agony, which cannot be interrupted.  It looks like a

Healing the Kilnara “Panther Boss” Fight – Phase Two

Kilnara switches to panther form at 40% and all the panthers who are still alive will attack the group.    The panthers will randomly charge party members and leave bleed effects as they did on the Kilnara trash mobs.  Multiple bleed effects can be a problem. Kilnara has increased haste in panther form.

Additional Healing Tips for the Kilnara Boss Fight

If your party has trouble with this fight, make sure all of the panthers are dead before Kilnara changes form.  If the tank is having trouble staying alive, advise him to use his cooldowns.  Use your own cooldowns as soon as you need them, particularly Nature’s Swiftness and Mana Tide Totem.

The tank will probably take the most damage at the beginning of the fight with the panthers leaving bleed effects.  You need to keep him alive.  If he isn’t well-geared or is slow to pop his cooldowns, your group may be in trouble.  The panthers will also jump around the room, leaving bleed effects on other players which you will need to heal. The tank can control how many panthers he takes on at a time.  Make sure he doesn’t grab too many for what the group can handle.

When Kilnara changes form, she makes a sort of earthquake, shaking the temple, causing rubble to fall and some damage for you to heal through.  Party members should move from any damage so they don’t lose extra health.   At this point, Kilnara is engaged in panther form and there should be few, if any, panther adds left alive.  This phase is much easier to heal through.


Restoration Shaman – PVE Healing Bloodlord Mandokir in Zul’Gurub – 4.1

Posted on: May 14, 2011 | Author: Savoire

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With 4.1 going live, Restoration Shamans now have the added challenges of healing a new dungeon. The new Zul’Gurub is filled with bosses and mini-bosses. It is a level 85 heroic dungeon with bosses dropping level 353 epic items.

You’ll need to have an average item level requirement of 346 to join the dungeon queue. To finish the entire dungeon, be prepared to spend 2-3 hours.

After Venoxis – the Mandokir Boulder Hill

Once your group has successfully downed High Priest Venoxis, you will leave his area and go up the hill. Be careful, however! There is a very steep hill with huge boulders hurtling down it. If you just run up the hill, you will probably be squashed, receiving around 30,000 damage and a knockback effect.

The boulders can be avoided. As a healer, it is best to stay with the tank because when he reaches the top, he will engage the mob who was throwing the boulders. You could wait until the tank has engaged the mob and the boulders have stopped falling in order to run up the hill without danger, but the tank – and possibly any unlucky dps – will likely be dead.

Mandokir Trash

Your group can just dps the trash here if they are able to. Be warned if they take this approach – you will probably need mana breaks between each group as the healing is much more intense without crowd control. If your party uses crowd control, the groups will be very easy.

The cauldron for the trash mobs is a Frost Cauldron which helps with the crowd control (CC) if your party needs a little extra assistance.  If a party member has the frost cauldron buff and hits a mob, it will freeze it.

Healing the Bloodlord Mandokir Encounter

Players will be killed during the fight as a planned mechanic, so don’t blame yourself if someone dies.  You still need to heal people and to keep them alive when you can.  As a healer, you can also be killed and will have to wait for one of the spirt priests to resurrect you.

There are 8 Chained Spirits, so there can be up to 8 deaths with free resurrections.  Each time someone is resurrected, Mandokir goes up a level and his damage increases.  If you use all of the resurrections, he will be very hard to survive as he will be able to one-shot most tanks.

Additionally, Mandokir’s raptor, Ohgan will kill the spirit priests reducing the number of times people can get a free resurrection.  The party will need to kill Ohgan, then hit the boss.  Mandokir will resurrect Ohgan, and the party will have to kill the raptor again.

Mandokir puts Bloodletting on a random player, which drains 50% of the player’s health every 2 seconds for 10 seconds.  Mandokir gets healed for the amount he drains.  Do not heal the player until after the Bloodletting is done unless the player gets below 5K health.  The lower the player’s health is, the less total health Mandokir receives from the drain.  When Bloodletting is over, be ready to heal the player up very quickly.

The other main mechanic is Devastating Slam.  A triangle shaped wedge of the  ground will rumble, spikes will emerge, and the area will turn red.   You will have time to run out of the area before it does damage.  If a player doesn’t stop what they are doing and move immediately, they will be caught in it and likely die.

More Healing Tips for the Resto Shaman

The tank is immune to the one-shot kill mechanic, but as the healer, you are still vulnerable to it.  Expect you will get hit at the worst possible time and heal like crazy.  Keep everyone at full health, use your heals over time and your totems.  Earth shield should always be on the tank, keep using Riptide and Unleash Elements.  Healing surge is also good in this fight.

Do not worry about mana here.  If you don’t die, the party should need little emergency healing.  If you do die, your health and mana will be brought back to full when the troll priest resurrects you.  As long as the dps is doing their job, this is a fairly easy fight to heal.  The main thing is to be aware of the mechanics and to remain calm even though it feels like failure to have people in the party suddenly die.

The early part of the fight, before Mandokir gets a chance to level much, should be easy healing.  Feel free to put some damage on Oghan or the boss if you feel comfortable with the fight.  Be aware that each time he yells, “Ding!” that his damage will increase and your healing will have to increase as well.


Restoration Shaman – PVE Healing Zul’Gurub’s High Priest Venoxis – 4.1

Posted on: May 07, 2011 | Author: Savoire

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With 4.1 going live, Restoration Shamans now have the added challenges of healing a new dungeon. The new Zul’Gurub is filled with bosses and mini-bosses. It is a level 85 heroic dungeon with bosses dropping level 353 epic items.

You’ll need to have an average item level requirement of 346 to join the dungeon queue. To finish the entire dungeon, be prepared to spend 2-3 hours.

Starting Zul’Gurub

Before you get to High Priest Venoxis, also known as the Snake Boss, you will encounter some challenging trash mobs. Starting the instance, you’ll notice a path shrouded in green fog and filled with neutral mobs. If you attempt to run down the path and across the bridge you will die.

Notice a green cauldron, Zanzil’s Cauldron of Toxic Torment,  just beyond the quest givers. Click on the cauldron and you’ll get a debuff called Toxic Torment. It decreases nature damage by 90% and lasts for 30 seconds.

However, you can’t click the cauldron until the mob next to it has died. Be ready to heal as some groups pull the mob before you’ve even had a chance to get through your loading screen. The NPC you are killing will randomly select targets to give additional nature damage to. You’ll have to heal through it.

Once the mob is dead, you can finally click the cauldron. After you get the debuff, you have time to mount up, ride down the path and across the bridge.

Healing and Handling the Venoxis Trash Mobs

The trash mobs use two abilities that will also be in the Venoxis boss encounter. They are Toxic Link and Breath of Hethiss.

Toxic Link looks like a green line between two random players.  The two players need to run as far away from each other as possible while avoiding other players.  If the ranged (including yourself as healer) spread out, the mechanic becomes much easier.  If two melee get the Toxic Link, they will need to be aware and run away from each other and not towards any of the ranged.  When Toxic Link has been broken, a Toxic Explosion will occur causing AOE damage to nearby allies.  Toxic Link which is not handled properly will cause huge amounts of damage and may cause a wipe.

Breath of Hethiss is used by the large snake mobs found just prior to encountering Venoxis.  The ability is a cone-shaped AOE of 25,000-30,000 nature damage per second.  Survive this by clicking on a handy green cauldron in the area and get another 90% nature resistance debuff.  The tank should pull the adds toward the cauldron.  As a healer, make sure you constantly have the debuff as it only lasts 30 seconds.  Any dps who doesn’t have the debuff will die, so either tell them to get the debuff or resurrect them after.

Healing during the High Priest Venoxis Fight – Phase One

If you know what to avoid and how to do it, this fight is pretty easy to heal.  It certainly helps if your party also knows what to do and how to avoid unnecessary damage.  The mechanics used by the trash will also be used while fighting the Snake Boss.

To give your party 30 seconds of extra nature resistance, be sure to click on the cauldron just outside the Snake Boss’s room.  Everyone having the  Toxic Torment debuff will give your group a quick edge to reduce damage and make healing the party a bit easier, especially if anyone is new to the fight and needs a little time alive to get used to the mechanics.

High Priest Venoxis starts the fight as a troll, in his humanoid form.  He can be tanked at the bottom of the stairs, facing away from the group.  The tank will need to interrupt a channelled cast called Whispers of Hethiss.  If it’s not interrupted it looks like a green beam hitting a random player.

One of the new mechanics he gains in this phase include the maze he draws on the ground with neon green poison, called Venomous Infusion.  You can stand in the safe non-green parts of the maze, but you want to avoid touching the poison walls of the maze.

The Toxic Link mechanic will continue, so if you are linked run away from everyone else as quickly as possible.  No player should continue to hit, cast, or heal things.   Run through the maze until the Toxic Link is broken and heal through the AOE damage.

Healing during the High Priest Venoxis Fight – Phase Two

High Priest Venoxis uses Blessing of the Snake God to change into serpent form.  He deals 100% more damage and removes the ability to dodge or parry. He no longer uses Toxic Link or Whispers of Hethiss.

In this phase, he uses Breath of Hethiss, which you will remember from the trash mobs outside his room.   The tank needs to keep Venoxis pointed away from any of the players and to move out of the way to avoid the Breath of Hethiss damage himself.  With no cauldron providing a 90% nature damage reduction buff at this time, the tank may have to pop cooldowns to survive if he gets caught in the breath.

Before and after he casts Breath of Hethiss, he will also create a Pool of Acrid Tears.  Anyone standing in the pool will receive massive damage.  The tank should drag the boss from the pool before the breath, then avoid the breath, then pull Venoxis from the pool after the breath.

At the end of the phase, he will go up the stairs to his altar and send three beams of poison green light, called Bloodvenom, at three random people.  The bloodvenom tendrils move slowly but you must avoid them.  Run through the maze to avoid all damage. If you have to make a choice between getting hit by a beam and going through a maze wall, choose the maze wall as it’s less damage.  If everyone stacks up as Venoxis goes to his altar, you can all run together through the maze to avoid the tendrils.  You do not want to drag the tendrils to anyone else causing them extra damage.

After he finished Bloodvenom, he will be exhausted and suffer from Venom Withdrawal.  Make sure the team knows to save their cooldowns for when Venoxis becomes exhausted.  He goes up to his platform, rests, and takes 100% extra damage for only 10 seconds.  Use Bloodlust here.   His health should go down fast and the quicker he dies, the less challenging the healing will be.

Special Tips for Restoration Shamans

As a restoration shaman, you can pop either your Resistance Totem to mitigate nature damage or you can place your Healing Stream Totem if you have glyphed it so that is heals as well as acts as a Resistance Totem.  This is also an excellent fight to use Spiritwalker’s Grace for healing on the run, instant heals such as Riptide, Earth Shield, Unleash Elements from Earthliving Weapon, and Nature’s Swiftness with a Greater Healing Wave.  You also should have the instant ghostwolf ability, Ancestral Swiftness, to allow you to run away from the green beams, stop and do a quick heal, and run again.

I have done this fight with the tank dying fairly early due to a mistake with the Breath of Hethiss/Pool of Acrid Tears.  The melee dps died quickly also.  The two ranged dps and I were able to stay alive for a very long time by avoiding damage.  One of the ranged died, leaving a shadow priest and myself to down the boss.  The tank joked that he wasn’t needed, but the lesson of this fight is to avoid unnecessary damage.  Being at range makes the fight much easier.  Encourage the ranged dps to stay spread out and at maximum distance from the boss. Tanks and melee will have a harder time avoiding damage.

This is a fun fight for restoration shamans, one in which we can really shine.  With our mail gear, our shields, our totems, our ability to heal on the run, and Bloodlust, we have a fairly easy time healing this boss, even if people in the party make mistakes.


Resto Shaman L85 PVE Builds – 4.0.6

Posted on: Mar 07, 2011 | Author: Savoire

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Whether you are new to healing as a restoration shaman in Cataclysm or you have been healing all along, you can do your best healing by choosing the talent build that works best for you.  Be realistic about your role as a healer.  Are you going to be healing L85 dungeons and heroics?  Will you be mostly raid healing? How good is your gear?  If you aren’t sure, try a talent build that appeals to you and test it out.  You can always re-do your talents at your trainer.

Remember, your role as a healer may change.  As you improve your gear, you may need to change your talents too.  Don’t forget to consider your build after major patches as patch changes can affect your healing effectiveness as well.

 

Level 85 Dungeon Build for Restoration Shamans – 3/7/31

This standard healing spec is especially good for new healers, whether you are trying restoration for the first time on your shaman or you are still new to healing in Cataclysm.  You will want to avoid casting spells like Lightning Bolt or using the talent Telluric Currents.  Your focus will be on healing and staying alive while you get comfortable as a healer and get some gear to be able to raid.

Make sure you take Improved Cleanse Spirit and Cleansing Waters.  Then cleanse when you can.  Decursive is an add-on that makes it very easy to cleanse.  It’s easier for the healer to cleanse than for the dps because we are constantly watching everyone’s health.

The Acuity talent from the elemental tree provides an increase to crit.  The more you gear, the less important crit becomes, so this is a nice talent for entry level healers.

Do not ignore the usefulness of Ancestral Swiftness.  It may seem as though it does nothing to help you heal, but the instant ghost wolf ability can keep you alive.  Keep your ghost wolf spell on your action bar.  Practice using the ghost wolf as you run and when you quest or do daily quests.

 

Level 85 Raid Build for Restoration Shamans – 0/7/34

This raid build is one of the most popular.   Consider taking Focused Insight.  While considered primarily a pvp-type talent, if used properly in dungeons and raiding, you can increase your healing effectiveness by 30% while reducing your next heal’s mana cost by 75%.  If you cast Earth Shock, for example, and then Healing Rain, the mana cost of Healing Rain becomes greatly reduced and even more effect with each tick.

If you won’t be casting any Shock spell, consider using Nature’s Guardian instead of Focused Insight.  It reduces your health while giving you increased survivability.

 

Level 85 Raid Build for Restoration Shamans featuring Telluric Currents – 7/2/32

 

When you are comfortable healing and your average item level is at least 346, you may want to try a build with Telluric Currents.  This build is wonderful when you need to get more mana and have time to cast Lightning Bolts.  Even if you’re not comfortable certain restoration talents like Ancestral Swiftness for this build which is particularly effective in 25 player raids, consider trying a build including Telluric Currents to see how you like it.

Bosses you could use Lightning Bolts to activate Telluric Currents and gain mana while doing a little dps:

  • When Magmaw in Blackrock Descent is slumped and the raid is at full health, you can zap a few lightning bolts onto the boss to do a little damage and regain mana. 
  • Rohash in Throne of the Four Winds.  Any time you find yourself not needing to heal, you can toss a lightning bolt and get some mana back. 
  • Omnotron Defense System in Blackrock Descent, especially Arcanotron.

If you are trying out this or your own Telleric Currents build, be especially raid aware and see which bosses you can effectively use this talent.  It’s a really nice challenge if you’re finding healing a little boring and want to put a new twist on things.  Some healers who try this out find it improves their overall healing output for raiding.

Choose the talent build that most appeals to you.  Remember, it’s easy to switch talents so you can test out new combinations and ideas.  With a little trial-and-error you’ll discover the build which most exemplifies your favored playstyle so you can be the best healing shaman you can be!


Cataclysm Holy Priest Basics – 4.0.3a

Posted on: Jan 27, 2011 | Author: Aura

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Cata Holy Priest Basics

Along with the sweeping changes to many other classes Blizzard have made in Cataclysm, the priest class has seen a particularly heavy dose of overhaul. Consolidating many different healing spells, bringing back Lightwell to the forefront of raid healing and many diverse talent build changes being but a few of the aspects that are now different for healing priests, much of what we knew before must simply be thrown away and the learning curve must begin anew. Fear not, however; in many ways healing as a priest is actually simpler now than it has ever been, and this guide is intended to give new, returning or continuing Holy priests in Cataclysm a leg up and a quick start.

The Holy Talent Build(s)

The recommended talent build for a raiding Holy priest at the moment is the 6/32/3 build mentioned on the Elitist Jerks forums. However, many of the talents here are somewhat flexible depending on your playstyle and personal preferences in addition to your gear level. For example, the haste offered by Darkness is quite cool and you will likely need it, but what good is haste without mana? Many people choose to go for a single point or even no points in Darkness and put two into Veiled Shadows for regen instead, it’s up to you.

The other option from EJ’s forums is the 5/34/2 intended for 5-man heroic dungeons. This build drops Darkness entirely, puts two points in Veiled Shadows and pulls one point from Twin Disciplines and another from Test of Faith in order to take Desperate Prayer and Surge of Light.

Glyph Choices

For prime glyphs, the Holy priest should not be without Glyph of Renew and Glyph of Prayer of Healing. The final prime slot should be filled with Glyph of Lightwell assuming you can get the raid to click it (which they should be, see below).

Major glyphs are not as important but there are still some choices that are better than others. For example, the Glyph of Circle of Healing is pretty much essential for raid healing. For the other options, Glyph of Mass Dispel is nice if you find yourself using it a lot (very handy in certain situations at least) and Glyph of Psychic Scream can be useful sometimes in 5-mans.

As always, minor glyphs are basically ignorable from a raiding standpoint, just take whatever you like the look of.

Raid Healing Rotation

Raid healing is what Holy priests do best, it always has been and probably always will be. In Cataclysm, however, mana is much more an issue again than it was at the end of Wrath content, and raid healing burns mana like there’s no tomorrow. Careful use of cooldowns and keeping a vigilant eye on your overhealing is the first step toward mana efficient healing and it is vital you nail this ASAP to avoid going OOM when it matters most.

The first rule of raid healing is to keep Prayer of Mending on cooldown constantly. This has always been the case with the priest class, and Circle of Healing should probably be used on cooldown too along with HW:Sanctuary if possible. Stay in Chakra: Prayer of Healing throughout, using filler Flash Heals where needed to haste PoH through Serendipity. Lightwell has made a return in Cataclysm as it has been fixed to make it useful once again. The whole raid should be using your Lightwell regularly to limit the amount of direct healing you need to do as it is the most mana efficient heal in the whole game. Make sure the raid are using it!

Tank Healing Rotation

Although not the best job for a Holy priest, you may occasionally be asked to tank heal. For this your bread and butter spells will simply be Heal and Renew most of the time. However, you will need to keep up stacks of Serendipity and use Flash Heal or Greater Heal to keep up with tank damage as Heal and Renew alone probably won’t cut it. An initial couple of Flash Heals followed by Chakra: Heal should be the opening sequence of choice. If the tank takes crazy spike damage you can use HW: Serenity with a GHeal and a couple Flash Heals to top him back up.

Final Thoughts

Playing a Holy priest can be a very rewarding choice. It is also a difficult role to fill and you must make sure you understand it well to be of use to your raiding team. Learning how to efficiently manage your mana while pushing enough heals through can be a challenge but keep at it and you will get there in the end. And remember, Lightwell is your friend, use it!


Cataclysm Shadow Priest Basics – 4.0.3a

Posted on: Jan 14, 2011 | Author: Aura

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Cataclysm Shadow Priest Basics

Playing a shadow priest is a little different in Cataclysm to what people may be used to. While playing with shadow remains largely DoT focused we have a couple of new mechanics that all players should be aware of, both for reasons of damage output and mana conservation. In this post we’re going to take a look at the new level 85 Shadow Priest talent build, optimal glyphs for raiding and some guidelines to follow in order to maximise the DPS from your rotation. Shadow priests are at this point in time great single target DPS; although the AoE of Mind Sear seems to have been nerfed somewhat, it should be possible for most players to reach 10-12k DPS in a mixture of 333-346 blue gear (starter raiding level).

Level 85 Shadow Priest Talent Build

The recommended talent build for a raiding shadow priest begins with 8/0/31 and leaves two talent points to be assigned where you want them. Most of the talents that have already been placed are not optional if you want the best DPS, although two of the points in Improved Mind Blast could arguably be moved elsewhere if you really need them.

Aside from the obvious damage increasing talents there are a few other key talents in this build that have slightly changed the way shadow is played. As an example, before Cataclysm the ability Shadow Word: Death was used almost exclusively in situations where the priest had to move in order to maintain some damage output during movement, and only then if the priest had enough health that the incoming damage wouldn’t kill him/her. However, with talents such as Pain and Suffering and the new Masochism, Shadow Word: Death has become an important part of the overall mana conservation strategy, giving the priest a whopping 10% mana back when they injure themselves with the spell. Another interesting new talent-based mechanic is Dark Evangelism /Dark Archangel. What this does in simple terms is make Mind Flay stack a buff on the priest which increases the damage of periodic shadow spells by 2% per stack and goes up to five stacks. This buff affects Mind Flay itself which is also now treated as a DoT on the target while channeled. This buff can optionally be consumed by using Dark Archangel, which will increase the damage of Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death by 4% per stack for 18 seconds, enough time to fire off some nicely buffed damage. Dark Archangel will also return 5% of the priest’s total mana, making it another great tool in the mana management arsenal of the priest.

Of the optional talents in the tree, there is much debate on the best place to put them (and the 2 points which aren’t strictly needed in Improved Mind Blast). Some would argue that extra raid utility could be gained from taking Improved Psychic Scream and Silence, which along with the Glyph of Psychic Scream can be useful for a little extra CC and an extra interrupt. Other options include Phantasm which adds a “get out of jail free” mechanic to Fade, and Psychic Horror which is a sometimes useful disarm.

Best Glyphs for a Shadow Priest

In terms of Prime Glyphs, most shadow priests are currently running with Glyph of Mind Flay, Glyph of Shadow Word: Pain and Glyph of Shadow Word: Death for obvious reasons. None of these are really optional as there are no other choices which improve the priest’s DPS.

Major glyphs include Glyph of Psychic Scream, Glyph of Psychic Horror and Glyph of Scourge Imprisonment for raid utility, Glyph of Spirit Tap for a little extra help with mana on trash mobs, Glyph of Fade for extra threat management, and Glyph of Dispel Magic or Glyph of Mass Dispel if you find yourself dispelling a lot. As mentioned briefly above, Glyph of Psychic Scream is recommended as without it Psychic Scream is unusable in a dungeon/raid environment and it can be really useful to help with CC. Glyph of Fade is also extremely useful if you find aggro problems are frequent.

Minor glyphs are not really as important, but Glyph of Fading, Glyph of Shackle Undead and Glyph of Levitate are probably the most used.

The Shadow Priest Rotation

The top priority for a Shadow Priest remains largely the same in Cataclysm: DoT uptime. Keeping Vampiric Touch, Devouring Plague and Shadow Word: Pain up at all times on the mob/boss is vital. DoT clipping is no longer an issue, however, and so DoTs should be refreshed whenever possible in the moment just before they fall off. Mind Flay is also now treated as a DoT, meaning any buffs or procs that affect “periodic shadow damage spell” will also affect Mind Flay. There is an important new mechanic we have to watch for however: Shadow Orbs. Basically, whilst our DoTs are ticking or we are using Mind Flay we have a chance to create Shadow Orbs. These orbs are consumed with Mind Blast which turns them into a buff called Empowered Shadow which improves our DPS by a base amount of 10% plus whatever we add to that with the Mastery stat.

Maximising DPS as a Shadow Priest largely revolves around keeping DoTs active at all times, watching and managing Shadow Orbs and Empowered Shadow, and using Dark Evangelism stacks and Dark Archangel appropriately. It is also important to use Shadow Word: Death at appropriate times both for the extra damage and for the mana. The Shadowfiend is also non-trivial DPS which, if you can manage without it’s mana return you should use almost immediately in a raid boss fight with the hope of using it again during the same fight. This should be helped somewhat by the talents Veiled Shadows and Sin and Punishment. One other thing that not many people think about is the talent Shadowy Apparition; although often treated as a passive proc, it is important to realise that if you are moving, the chance to create apparitions increases by five times to 60% rather than 12% when SW:P ticks. Carefully timed movement can help to ensure you always have 3-4 apparitions moving toward the boss at any one time, maximising the small but still important DPS gain you get from them.

Twisted Faith and the Importance of Spirit

Just a quick note should probably be made here with regards to Spirit. Due to the new talent Twisted Faith, shadow priests no longer depend on pure hit rating to reach the spell hit cap and can use Spirit instead. This effectively means that while you can and still should roll on hit gear, if reforging or gemming to meet the hit cap choose Spirit and not Hit as it provides you with mana regen in addition to spell hit. Of course, you should also always remember that Intellect is your number one stat, regardless of how much hit you have. This means that even if you are below the hit cap after reforging for hit, you should never gem for pure spirit, and if you must gem it at all, do it only for the socket bonus and only with a split Intellect-Spirit gem.


Resto Druid Level 85 PVE Builds

Posted on: Dec 14, 2010 | Author: Garona

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Restoration Druid Builds

As a restoration druid you may already know very well how flexible a healers talent build can be. Many people adapt and play with their talents builds as restoration in order to fulfill their specific needs. This post will guide you few some of the build choices available and what they are used for.

Resto 10/0/31

This build concentrates on raid healing duties with some tank support. The main abilities this build boosts are Rejuvenation and Regrowth as well as heavily concentrating on mana regen. This build is a good choice when you are raid healing as a resto druid but may be considered a little weaker in heroics or for tank healing. It is also a good choice if you are having mana issues.

Resto 8/0/33

This build is more balanced between raid healing and tank healing but does not provide any mana regen. It is best to use this build if you do not suffer from mana issues in intensive encounters. If you are comfortable with your mana this build is excellent to provide an all round healing experience but does not include magic dispelling capabilities.

Resto 7/0/34

This build is also recommend for players who are not currently suffering mana issues. This build is balanced to provide both raid healing and tank healing abilities but with no personal mana regen. However, this build does include the raid mana regen buff Revitalise as well as adding Magic dispel to your remove corruption ability. This makes this build perfect for raids where the balance of classes is uncertain in every raid.

Resto 8/2/31

This build has a strong mana regen focus but sacrifices useful extra abilities such as magic dispel and Nature’s Swiftness.

Resto 8/2/31Recommended Starting Build

This build cuts back on some of the talents that have a smaller impact in order to create a build that provides aspects of raid healing, heroic healing, raid utility and some mana regen. It a great starting point if you are unsure what would be most suitable for your restoration druid yet and is an all round good build for most situations.

Which Build is Best?

None of these builds should be considered best of them all. Some people may prefer a slightly different arrangement of talent points to suit their healing style or their guild healing needs. If you are just starting out, I recommend you start off with the  Resto 8/2/31 build and then tweak it as you discover what you need out of your resto druid. Unlike DPS classes who have a clear set path for maximising damage, healing is much more complex and individual so don’t be afraid to test out your build and change a few point locations.


Hunter Level 85 PVE Builds

Posted on: Dec 06, 2010 | Author: Shambels

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Level 85 Hunter Builds

With the release of Cataclysm we are provided with 5 more talent points to spend within our talent trees. Below are outlined the current recommended level 85 raiding and levelling hunter builds devised by Frostheim from Hunters Union. You will notice that with the shortened talent trees in Cataclysm, Blizzard has given us less choice and flexibility with our builds and as a result there are really not that many options to choose from, making most of our choices obvious.

Please note that as with everything in this early stage of the expansion all builds are still subject to minor change.

 

Marksmanship Level 85 Raiding Build – 8/31/2

Level 85 Marksman Raiding Build

Arguably the highest dps build at the cost of the most challenging rotation.  It is recommended that if you struggle to master this rotation, then spec Survival as the easier Survival rotation will output more dps then a poorly executed MM rotation. Once we get to the bottom of the MM tree we see most benefit to our raiding build coming from the BM tree. Frenzy boosts our pet attack speed by 30% providing a nice contribution to our dps. We grab the somewhat lackluster talents One with Nature and Bestial Discipline to get down to Frenzy. 1 point is put into Resistance is Futile as the best dps filler option to keep going down the MM tree. Marked for Death although a purely situational talent is very handy in maintaining your Hunter’s Mark when target switching. While haste is proving to not be a great stat for MM hunters, Pathing seems to be the best option for your last two points, with possibly Bombardment being its only contender.

 

Survival Level 85 Raiding Build – 1/9/31

Level 85 Survival Raiding Build

Survival Hunters are looking very promising at level 85. Once we get to the bottom of the SV tree we see most benefit to our raiding build coming from the MM tree. Sic’EM looks to be a very desirable talent, as does Careful Aim with it’s 60% crit increase to Cobra Shot (which we will be using a fair bit). There is a degree of flexibitity with some of our Survival talents and that will come down to personal preference. For example some players may prefer grabbing Survival Tactics for the Disengage cooldown reduction instead of two points in Hunter vs Wild. Similarly some players may grab two points in Serpent Spread for the added effect on trash, removing the point out of Bestial Discipline which is a better single target choice.

 

Beast Mastery Level 85 Raiding Build – 31/9/1

Level 85 Beast Mastery Raiding Build

Beast Mastery Hunters remain as the pet spec focusing on Kill Command as its signature attack. Once we get to the bottom of the BM tree we see most benefit to our raiding build coming from the MM tree. In fact it’s the same MM talents taken in the SV build. It is still unknown how BM hunter’s will match up with the other builds, but hopefully Beast Mastery will prove to be a solid build at level 85.

 

Marksmanship Leveling Build – 7/31/3

Level 85 Marksman Leveling Build

 

In Cataclysm we see a new leveling build rise. Historically Beast Mastery has been the leveling spec of choice due to its pet enhancing talents. With Cataclysm and its smaller talent trees the pet difference is no longer as great. Furthermore with glyphs such as Glyph of Misdirection we do not have to worry about our pet’s ability to hold aggro anymore. The main advantages of the above MM leveling build over other builds is that you can pretty much DPS non stop, without having to worry about your focus, due to the instant focus regen provided by Rapid Recuperation. This build also provides the best survivability through Chimera Shot which is the largest self heal available to hunters, and the passive Spirit Bond talent.

Rotation for this build is very simple. You use -
Misdirection on your pet –>Chimera Shot or Arcane Shot –> dead.
Initially when you start leveling from 80 to 85 mobs will go down very fast (one-two shots) so there is probably no point in even using Misdirection until you get to the higher level mobs.