Showing posts with label heroic. Show all posts
Showing posts with label heroic. Show all posts

Wednesday, July 9, 2008

Raid and Heroic timers

One of those things that they never officially explain to you is how timers work for the 10-man-and-larger raids and Heroic dungeons. The problem is compounded by the fact that many people that have been doing those types of things for a while and seem to have forgotten that not everyone knows it.

Long story short: raids and Heroics are on lockout timers. Once you have downed a boss, any boss, you are "saved" to that instance of that dungeon.

Being saved, in this sense, means this: until the timer resets, you will enter the dungeon in the exact state in which you left it. (This is true as far as bosses are concerned. Different instances have different rates at which trash respawns.)

You can check your saved instances by opening up the Social window and going over to the Raid tab:



The 5-man Heroics are on a 24-hour cycle and reset at the same time each day. The 10- and 25-man raids are on a 7-day cycle and reset the same time each week, except Zul'Aman which is on a 3-day cycle.

Saved instance timers can be both good and bad. For Heroics, they mean that you can run a particular dungeon every night of the week if you want to. Or, if you need a quest item from a dungeon, which presumably doesn't involve downing a boss, then you can have someone from a cleared instance invite you into the raid to get just that item. On the other hand, if you happen to be in the dungeon as the timer is resetting, you get kicked out and the instance resets.

Implications

When you get to the 10- and 25-man content, however, the implications get a bit more insidious. Remember that the rule is that once you down a boss you are saved to the instance. It doesn't have to be the first boss, nor does it have to be the last, just any boss will do. You have to be careful when PUGging the larger raids then, as you need to communicate with the group as to which bosses have been downed, which they will be doing that night, and what the schedule is going forward.

Let's say, for example, that you get in a PUG for Kara that starts with the Curator. If you down the Curator, then you will be saved to that instance. You will have to wait until the following week if you want to go back and hit up Attumen or Moroes or any of the other bosses that had already been downed.

Worse yet, if the group breaks up right after downing the Curator, then you are pretty much up a creek for the rest of the bosses. If you are smart, you will take down the names of the others that were saved to the same instance and try to get as many of them back the following night to continue the raid. You'll probably have holes to fill, at which point you are going to have a harder time as there are now even fewer bosses that other non-saved players can down, and thus fewer loot drops.

Tuesday, July 8, 2008

For every Good PUG, there is a bad one

Got into an Heroic Slave Pens PUG over the weekend. Still lovin' it.

We had a bit of a surprise, though. The MT and Healer group-quit and left after the first boss. No warning, just looted and ran. It wasn't even a ninja-loot: they only took Badges.



WTF? Really?

Kazard of Tempest and Dojin of The Fearless.

Now, a bad PUG is one thing, but this wasn't a bad PUG. We were making pretty good progress, despite the fact that the MT was Fury-specced and in full PvP gear. No one was arguing. As near as I can tell, there was no reason for the two guys to do it. And yet ... they just chose to be jerks.

But wait, it gets worse.

As I was pretty irked, I Armoried both of them and looked around to see if I could find an officer of each guild to let them know that their guildmates were trashing their rep. I spoke with Rabidewok of Tempest, and he was nice but it was pretty much obviously a dead end. I then spoke with someone with The Fearless and was told, flatly, to not even bother: no one cared. I hadn't even said what the problem was, just that I was looking for an officer to talk about a problem with one of their guildmates. I was nice. I was respectful. And in both cases I was blown off.

There's also a half of an epilogue.

Last night in /Trade I saw Dojin spamming for a Tailor. I cannot convey to you how strong the urge was to reply in the affirmative, as I'm sure he has no memory of who I am, then take his mats and tell him to please go fetch my missing Badges. Oh wait, they're Soulbound. Good luck with that.

But I didn't. I'm not that guy. There are times when I want to be, but I'm just not. (And I would have had a hard time defending my behavior to a GM.)

Either way, I don't think I'll be accepting anyone from The Fearless into any of my PUGs any time soon. It's a small revenge, but it's about all I can really do.

Thursday, July 3, 2008

Two! Ha, ha, ha!

I did not one but two (!) heroics last night: Mana Tombs (Daily) and Slave Pens.

The Heroic Mana Tombs run was a PUG (for me) with four guys from Grateful Undead. They have a small guild of IRL friends, just like ours, and struggle with finding comparably-able players to fill slots in their groups, just like we do. It was simultaneously comforting to see another guild working the same problem, and also a little bit of a bummer. Long story short, it was a very good fit. (And they spoke in complete sentences! omg!)

It took us a little while to get past Pandemonius. Okay, 3 wipes. After the second wipe we saw that the Druid tank was just taking far too much damage, and was getting 3-shotted. The Shaman we had healing just couldn't keep up with that kind of damage. Given that mana and DPS weren't the problem (the Mage was putting out enough DPS for both of us), we saw that I needed to put on some healing gear and off-heal.

We did wipe one more time. But I immediately saw that it was my fault -- I hadn't gotten into a healing mindset and hadn't been able to keep up, either. (You try switching from DPS to healing and doing it exactly right the first time.) It was frustrating, but we gave it one more try.

The fourth run went as smooth as chocolate silk pie. I kept a Renew, PWS, and a PoM on the tank at all times, then threw out GH and FH as necessary. I even got to practice a few GH dekes as I saw that the Shaman was able to keep up. When I had a few spare seconds, I DOTted and Fiended. Smooooth.

The rest of the run was a cakewalk, and we one-shotted everything else. It's nice to work with proper villains heroes.

But there was a downside.

I really, really had my A-game on for that run. We had a kick-ass team and the synergy raised the bar. I can honestly say that I think I performed better on that run than any other dungeon run I've done. I don't mean in terms of DPS or total damage or any other stats. I mean that I went above and beyond.

I was dispelling Immolates and Silencing left and right. (Recount said I had 52 Dispels by the end of the run.) If it looked like the Shaman needed an extra half-second to get off that Chain Heal, I blew a bubble on whoever needed it. If we started taking massive AoE damage, VE went up on my next cast. If the Shaman started taking aggro or got Silenced, I bubbled him and popped Shadowform to heal for a second, then popped right back in and kept going.

I didn't have to be told to do anything. I just did it, and it made a noticeable difference. I was frickin' heroic, dammit.

So what's the problem?

I thought I had been bringing my A-game before, but it turns out it was more like my B-game. Now I realize I've been slacking off. I need to be this on top of things all the time, not just when I get a good group.

Anyway ... it's something for me to think about.

The PUG for the Heroic Slave Pens run (which I am beginning to love) was both the same and the exact opposite.

It also started off with a few wipes, but they were dumb accidents. Several of the others were on Vent, but I wasn't given the info so I just did my thing to a mostly-silent chat channel. But ... that was okay. Vent is great for coordinating, but sometimes it is overkill. It was getting late, and I now feel like I have HSP down pat, so I appreciated being able to work in silence.

Hello. My toon's name is Apanthrope. Duh.

The bosses were all one-shots. I got a nice healing belt that no one else wanted, as well as my second [Primal Nether] for the evening. The entire run, including the dumb wipes at the beginning, took just over 45 minutes. Wicked.

But that was pretty much it. There were no tales of heroism for the second run. It was a nice, quiet way to end an evening, but with a few more Badges and mats in my bag.

Wednesday, July 2, 2008

I do it on the daily

My Daily rotation doesn't require any rep grinding to start, nor any group quests. (Ogri'la and Netherwing Dailies require a bunch of group quests before you can get to the daily quests.) It does, however, presume that your server has unlocked all of the SSO quests.

Start in Shattrath. Pick up:
  1. [Maintaining the Sunwell Portal] from Nasuun at the Quel'danas portal (10g)
  2. [The Multiphase Survey] from Haronem on the upper tier by the BG ramp (9g)
  3. [Gaining the Advantage] from Mordin by the flight point (16g)
  4. [Sunfury Attack Plans] from Torvos right next to Mordin (10g)

Fly to Nagrand.
  1. Fly to Oshu-gun. Don your [Multiphase Spectrographic Goggles] and get your 6 multiphases.
  2. If you are a skinner, while at Oshu'gun, kill any [Aged Clefthoof] or [Clefthoof Bull] mobs you see. Fly back toward Garadar and kill more clefthoofs until you've got all of the [Nether Residue] you need. You should also get a few [Oshu'gun Crystal Powder Sample], [Clefthoof Meat], and [Thick Clefthoof Leather] which are good for Halaa and the AH.

Approximate time: 15-25 min.

Fly to Blade's Edge.
  1. Head north to Bash'ir Landing.
  2. Kill ethereals until you get your [Bash'ir Phasing Device].
  3. Phase, then kill [Phase Wyrms] and pick up [Smuggled Mana Cell]. You should get a few [Mote of Mana] and [Apexis Shard] Save the shards for the Ogri'la questlines later.
  4. If you need to farm [Mote of Fire] for crafting, head east and kill off a few [Searing Elemental].

Approximate time: 15-25 min.

Fly to Area 52.
  1. Run west to Coruu and kill BElfs until you get your [Sunfury Attack Plans].
  2. If you need to grind Consortium rep, head south and kill ethereals to get [Zaxxis Insignia]. It's not worth any gold, but it does convert to rep.

Approximate time: 5-10 min.

Hearthstone back to Shattrath and turn in those 4. The whole trip should get you 45g and several mats for crafting or the AH. If you're lucky, the whole trip will take 30 minutes. If the drops aren't so good, it might take an hour.

Port to Quel'Danas. I'm not going to bother detailing the SSO Daily quests here, as they are all on one place.

Approximate time: 60-90 min. Revenue: 105g.

Pick up two more quests before you leave Quel'Danas: [Ata'mal Armaments] (18g) and [Rediscovering Your Roots] (14g).

Hearthstone back to Shattrath.

Fly to Shadowmoon Valley.
  1. Fly out to Ata'mal Terrace.
  2. Kill Shadowmoon orcs until they drop enough [Ata'mal Armament].
  3. Fly to Skettis.
  4. Pick up [Fires Over Skettis] (12g) from Doryn.
  5. Bomb the eggs.
  6. Land and talk to the Skyguard Prisoner to pick up [Escape from Skettis] (9g).
  7. Help the Skyguard Prisoner escape, then fly back to Doryn.
  8. Fly to Razorthorn Rise.
  9. Kill [Razorthorn Flayers] until you get a [Razorthorn Flayer Gland].
  10. Use the gland on a [Razorthorn Ravager] and get it to dig up [Razorthorn Root].

Approximate time: 25-45 min. Revenue: 21g.

Fly to the Throne of Kil'jaeden in Hellfire Peninsula.
  1. Talk to Seyla to get [Blood For Blood] (12g) and [Blast the Gateway] (10g).
  2. Use your [Sizzling Embers] so that your [Fel Flare] is out as you kill 8 [Fel Spark].
  3. Kill [Wrath Herald] to get [Demonic Blood].
  4. Use the blood on the [Felblood Initiate] to de-elite them, then kill them.
  5. Use the flare to blow up the gateway then turn in the quests.

Approximate time: 15-25 min. Revenue: 22g.

Fly or Hearthstone back to Shattrath. Port to Quel'Danas and turn in the last 2 quests for 32g. Use the [Darnarian's Scroll of Teleportation] to get back to Shattrath.

Total quests:20 Dailies.
Total revenue:225g, several greens, some crafting mats.
Total time:2h 15m to 3h 45m.
Realistic time:3h.
Wage:70g-80g per hour.


While you can certainly farm for stuff that will AH for more than 80g per hour, call it 100g per hour including all of the extra motes and greens that you get, it won't be nearly as varied and far more boring. It also probably won't get you nearly as much rep as the Dailies will. You get a ton of SSO, some Skyguard, and even some Consortium if you kill a few extra things along the way.

During the Midsummer Fire Festival, the Daily [Striking Back] is good for 7g and can be done in under 5 minutes including travel time while you are in Hellfire. If you make it back to a main city at any point, you can also do [More Torch Tossing] for 12g and, if you have enough skill, [More Torch Catching] for another 12g. If you are geared and can get a good group, you probably want to do [Summon Ahune] on Heroic for the extra badge instead of one of the torch quests.

That should leave you with 2 free Dailies. One, of course, should be the Daily Heroic for the Badges. The other, also of course, should be the Daily Battleground for the Honor. If the Daily BG is AV, I suggest you take the time to do it before all of your other Dailies. You have a better chance of getting Biscuits in AV than any other BG, and an 80-stack will easily last you the rest of the day.

Daily Quests: 24/25

I passed a milestone this weekend. I'm not sure if this is a good thing or not.

I managed to do 24 of my 25 daily quests. And, really, the only reason I didn't hit 25 was because I wanted to do another Heroic instead of doing the regular dungeon daily (Black Morass).

Tuesday, July 1, 2008

Heroics have begun!

As I've alluded to in my past couple of posts, I did my first Heroic run last weekend. The Daily was for Slave Pens, and I'm still locked out of Kara until Wednesday, so I figured it would be worth a shot.

Heroics are actually easier than I expected. For a Shadowpriest, you really aren't doing anything different. In a nutshell, Heroics make the group coordinate and work together better than Regulars where you can get away with winging it. Thus, if you are an “always bring your A-game” kind of person anyway, Heroics won't give you any problems.

It's oh so nice that everyone gets badges every time. Badge gear is still wicked expensive — figure no less than 6 to 8 full Heroics before you get to the first gear, and weeks of farming before you get to the really awesome stuff. But I'll still take that over the drama and chance of farming for loot. (Even with as lucky as I have been with Kara.)

Just one piece of advice: Take the time to get all of the keys before you PUG any of the Heroics. The keys aren't hard to get, especially now with the lowered rep requirements. If you've been following normal progression, you probably already have enough rep to get all of them.

But when you go for that first Heroic PUG, you don't want to walk through the instance portal and not zone in. It's embarrassing. Trust me. Get all of the keys and you won't have to worry what the daily is or what groups are just looking for one more DPS/CC and if you can get in or not.

How do you know if you're ready? In case you missed it in my last post, you are “Heroic-geared” when you are greenless, hit-capped, and sitting on roughly 750-800 unbuffed spell damage. By the time you've gotten your keys and have run Kara a few times, you're probably ready.

Ahune

Finally managed to down Ahune this weekend. Heroic Ahune, no less!


We wiped a few times. We had been trying to deal with the adds as they spawned, leaving me and the tank to down the elite. On our third or fourth try someone piped up that the elite was taking too long to go down. There was much grumbling, as I was the only ranged DPS and no one else wanted to get close enough to melee DPS and thus suffer the DOT. But, we figured it was worth a shot.

Long story short, the elite was down in under 15 seconds and it freed up time to deal with the adds. We had the core DPSed down the second time it popped. w00t!

Monday, June 30, 2008

What does "Heroic Geared" mean?

I see this spam in /LookingForGroup all night long:
LF1M DPS/CC for H SP - MUST BE GEARED!!!

And yet, try as I might, I found it was nigh impossible to figure out what that meant. What is “Heroic Geared”? What is "Kara Geared"? How do I know if I am correctly geared? I'm not in a raiding guild, so it's not like I can just ask on /guild and get an answer.

So, instead, I send out a whole lot of messages like this:
I know I don't qualify, but for my future reference, what is the spell damage or DPS requirement for that?

Whenever I see spam for a dungeon or raid, I ask. I don't always get useful answers, but most of the time it is worth it.

To that end, I've started this page on the Shadowpriest.com Wiki: Dungeon Expectations. But that's a huge page with a bunch of tables, so let me give it to you straight.

For a PUGging Shadowpriest ...

You are ready to start on Kara when you have replaced most or all of your greens with blues. If you have greens then you should have at least as many purples to compensate. You may or may not be hit-capped, but you should be a large way towards it. Your unbuffed spell damage should be close to or above 700. You can pull off 650 if your group is very good. You're going to have trouble pumping out the pure DPS and MP5 that the group needs for the big bosses (Nightbane and the Prince) until you are hit-capped and greenless, so make sure you have as many buff foods, elixirs, and oils as you can afford.

You are “Kara-geared” when you are greenless and hit-capped. You should be standing on 750-800 unbuffed spell damage. At this level you can feel comfortable doing full Kara runs, knowing that you're definitely pulling your weight.

The range for “Heroic-geared” overlaps a bit. You can start doing the easy ones (Slave Pens, Ramparts) around 750 as long as you have a decent group. You're going to want to be closer to 850 if you want to start doing ninja-farming runs that don't take two hours. The Heroic bosses take roughly the same effort as the Kara bosses, but there's a bit less wiggle-room for error as you are running a 5-man instead of a 10-man.

Your goal in Kara and Heroics should be to replace as many of your blues with purples as you can.

The next step at 850 is Gruul, then Magtheridon at 900.

At that point it starts over again for Zul'Aman. If you have an experienced group, you can start running ZA as early as 950. But you'll want to be 1000+ if you're going to farm it efficiently and feel like you are really contributing. You should be almost completely in purples for ZA.