Showing posts with label kara. Show all posts
Showing posts with label kara. Show all posts

Friday, August 15, 2008

How To: Shadow Priest in Karazhan

I've been looking over the traffic reports for this blog, and it seems that many people get here because they are looking for advice on what Shadow Priests should do in Kara. This one's for all of you.

First things first: remember that Shadow Priests (and Frost Mages and Warlocks) have the potential to significantly outgear most other classes at a Kara level. This includes tanks especially. Because we can complete our FSW set at 70, we're sitting on 3 purples the moment we step through the door to Kara. Many tanks won't be geared this well — there are a ton of tank drops in Kara that will help them catch up, but they may not be there just yet.

Because of this gear imbalance, a Shadow Priest will generally have to be extremely careful with their threat when running Kara with a fresh group. When you start to get Kara on farm it won't be so much of an issue, but it definitely is when you are just starting out. Keep an eye on your threat meter (you cannot run as a Shadow Priest without one) and make sure you are never at the top of the list.

Here are some Shadow Priest tips for each fight:
Attumen

Do what all of the other ranged DPS are doing. That is, give the tanks a few moments to build threat, then go to town and make sure you don't out-threat them. You probably won't need to keep up VE during Attumen, as it should be just the tanks that are taking damage, and they probably aren't in your group.

When Attumen and Midnight join, make sure you stack up on their rear with everyone else. Their charge is nasty and you're squishy.


Moroes

Priests, Shadow and Holy, can turn Moroes from a nightmare into a breeze. You have exactly one job in the Moroes fight: keep your target shackled. You've got the focus shackle macro, right?

#showtooltip Shackle Undead
/clearfocus [target=focus,dead][target=focus,help][target=focus,noexists]
/focus [target=focus,noexists]
/cast [target=focus] Shackle Undead

Generally, I find that if you reapply your shackle as each of the other mobs go down, you are probably okay. Or, if the rest of the DPS is going slowly, just count out 3 Mind Blasts between reapplications of your shackle. It's better to reapply the shackle far too soon than even a little too late. Your DPS for this fight is almost unimportant — always interrupt your spells to reshackle if you need to.

VE can be useful here to counteract the bleed effect from Garrote, but do be careful that you don't use it too soon and pull agrro from one of the mobs.

Most of the time, I don't SWD for this fight. It's not just the Garotte, but there is also and the potential for a long fight if the DPS is on the low side, meaning you need to be mana-conscious. If you run out of mana, you can't reapply your shackle.


Maiden

Priests and Paladins are crucial for Maiden. If you are the only one, you are going to have a rough time of things. The DOT that Maiden applies must be dispelled. Again, that means that if you have to interrupt your DPS to dispel, that's okay. It helps to have an addon like Decursive so that you can see and dispel with a single click.

Other than that, just stand with your back to a pillar and go nuts.

VE is useful here, as you aren't worried about threat.

SWD is a double-edged sword: if you can time it right, it will get you out of the silence phase. But if you mistime it, especially if you happen to get DOTted at the same time, you can one-shot yourself. Use it with extreme caution.


Opera: Wizard of Oz

There isn't much for a Shadow Priest beyond DPS here. You might be asked to fear Tito when he comes out, if there are no Warlocks in your party. I don't normally throw in VE or SWD until after Dorothy goes down. (She may not have an aggro table, but the others certainly do, and remember that your VE draws aggro from every single mob, not just one one you are targeting.)


Opera: Big Bad Wolf

You may want to use your focused chain-shield macro here to help the transformed player stay up. Beyond that, do your best to stay away from the Wolf and DPS him down. If everyone can stay away from the Wolf you don't need to be worried about aggro, so VE and SWD as much as you would like.


Opera: Romulo and Julianne

Tank-n-spank. If you know that you aren't going to have mana issues, and have a pair of good tanks, you can DOT up both of them to help get them down faster.


Curator

Ignore everything going on around you except Curator. No matter what the RL tells the other ranged DPS to do (kill the sparks), you need to focus on Curator. If the other DPS is slow, you may need to shield yourself if you get a spark, but you shouldn't have to switch targets.

Keep up VE at all times, as there's going to be a fair amount of raid damage. You can SWD for most of the fight, but you may want to drop it towards the end when Curator begins to evocate. At that point you will be doing massive DPS, and you don't want to one-shot yourself.


Shade of Aran

Do not move during Flame Wreath!

Beyond that, do what everyone else is doing. When you see yourself get targeted by Shade, shield immediately — you're about to take a bunch of damage. Don't bother trying to Fade. You can try to fear the elementals when they pop, but don't count on it working 100% of the time.

You probably want to keep up VE for most of the fight, but be careful with it as it comes time for elementals to pop. You have the potential to draw immediate aggro from every one of them if VE is up, they pop, and you SWD crit. It should go without saying that if you see yourself get targeted, that would not be the best time to SWD.


Illhoof

Unlike Curator, for Illhoof you must switch targets to the chains whenever they come up. Yeah, your DPS is going to probably drop significantly for this fight. Beyond that, do what ranged DPS is doing.


Netherspite

Make sure you get a rotation in the blue beam, that you have VE up, and that you DO NOT use SWD when you are in it. Never stack higher than 30 or 35 stacks of the buff before stepping out of it. Give your tank time to get aggro when the banish phase is over — don't do anything dumb before the red beam comes back up.

Oh, and remember to check out your DPS while standing in the blue beam. You won't see that again until Sunwell.


Prince Malchezzar

You may have to help dispel DOTs on the MT — this is especially crucial at the 63% range before Phase 2 is started, as you don't want the tank going into Phase 2 with anything less than full health. If you get the axes on you, shield and ignore them.

VE is normally not really useful until after Phase 1 is over, at which point you should keep it up until the end of the fight. Watch the SWD — if you mistime it and SWD as an enfeeble hits, you're down.


Nightbane

Watch your aggro during the air phases and do not DOT Nightbane during this time. Keep VE up the entire fight. SWD should be timed so that you know you won't be standing in the fire when the backlash hits. That is, it's safer right after a charred earth has just popped and you aren't in it.


Wednesday, July 23, 2008

Kara on Crack

I got an invite this evening to do a badge run in Kara with some guys from Gank This. A scant two and a half hours later I had 22 badges in my bag and my new Handwraps of Flowing Thought.

Yeah, two and a half hours later. W. T. F?

I'm sure it's probably not a world record, but it's certainly a new one for me. The group was, obviously, wicked OP. The Druid tank had 22k health and didn't stop for anything. People went AFK and then had to run to catch up because the rest of us kept moving. The healers were bored, and only one of them ported out with less than 77 Mana Biscuits on him ... and he had 76.

With the exception of my Shackle and the Hunter's Freeze Trap on Moroes, we didn't use any other CC at any point.

I died a few times, but not excessively. Sometimes from my own stupidity (like not waiting for the red beam to hit the tank on Netherspite), sometimes from bad luck (on the trash before the Opera). I uploaded the WWS for the entire run if you'd like. No, I still didn't use any SWD, but based on recent comments, I certainly will now.

Oh, and after the gear upgrade and some more regemming, I am now sitting on 1058 +Shadow. In theory, I could get into TK right now. I don't see that as likely, but it is possible.

Again, I say: W. T. F? How did I get here?

I honestly never thought I'd make it this far before Wrath. And yet ... I keep progressing. It's awesome, albeit very surprising.

Tuesday, July 22, 2008

Raiding with another guild

Because of my views on raiding guilds, I end up running almost all of my raids as the only non-guild player in a guild-sponsored run. Lately I have been running with Origin, but last night I needed to get a bit of Kara in and got an invite to run with Alliance Homicide. They needed more DPS for Netherspite and the Prince, so in I went.

Being the only non-guild player in a run has the potential to be tricky. I find that it can generally go one of two ways. If the guild group is at a similar level of progression and has a good RL, then I will normally just STFU and do my best to fill my role. This is by far the easiest, and for me the preferred, outcome.

The other path is the tricky one. If the guild group is new to the content or the RL isn't quite where they need to be, I have a hard time with things.

But I'm starting in the middle. Let me back up.

Why don't I do the raiding guild thing? I used to, just not in WoW. I've played a few other MMOs, but by far the heaviest was Dark Age of Camelot. In DAoC, I progressed to being not just a GM, but one step beyond: the GM for the guild that led the largest raiding alliance on the server. In DAoC, for those that aren't familiar, guilds could join forces into an alliance, giving a shared alliance chat channel and other niceties. Raiding in DAoC was also a very different thing than in WoW — we'd regularly get 200+ people on a raid.

If you think coordinating 25 or even 40 people is rough, try coordinating 200 from 8 different guilds. Multiply your typical guild drama x8. So, after 3-4 months, I burned out. How could I not? Now, with WoW, I'm here with friends to just have fun.

Back to my story.

The problem is that I can lead. I really try not to, as I like being the anonymous face that helps but isn't noticed. But I do know how. When I am raiding with a group that the RL isn't stepping up to do what I think should be done, there is much gnashing of teeth as I try to bite my tongue. Instead, I offer up encouragement and try to motivate instead of pointing out what I think is missing.

Everyone has their own style, and far be it from me to assume that mine is any better. And, especially when running with a guild, I really don't want to step on their toes or make them look bad. The guild is supposed to look up to the RL for guidance, and I don't want to do anything to tarnish that image.

It's rough. Generally, even when I know that we're going to wipe, I'll continue to STFU and let us wipe. I know, that sounds horrible, but I am also a firm believer that wipes are a good thing, as they help everyone learn what not to do.

You're expecting me to say that the RL from the Alliance Homicide was bad, right? You'd be wrong.

The RL, Dytinn, actually did a pretty good job. Several of the players had never been to Netherspite or the Prince, and several were woefully undergeared, and yet we were able to down Netherspite and get the Prince to 2%. That's not bad! And, really, as it always is with the Prince, we didn't wipe due to lack of skill, we just got a few really bad Infernal drops. We kept an eye out and moved proactively instead of reactively, but we just had bad luck.

Through it all, I did my best to STFU and DPS.

But ... there was one thing that Dytinn needed to do that he didn't: he needed to get everyone on Vent. Eight out of ten were on Vent, but that just didn't work. The other two asked if they needed to get on Vent, but were told that it was no big deal. Sorry, but that's the wrong answer. Explaining complex fights like Netherspite and Prince to people that have never been there simply cannot be done effectively over chat and voice at the same time. Invariably, one of the groups is going to miss something. A few of our wipes happened because the non-Vent people weren't getting to where they needed to go.

In the end, my leader-nature got the better of me and I started outlining the main points in chat. "1. Don't ever pull aggro off the tank, so watch your Omen. 2. When you get Enfeebled and turn purple like me, run to the healer. 3. ..." I hope that it helped, but I am not so sure. It's a tough call, deciding where the line is between trying to help and looking like an overbearing know-it-all ass-hat.

I catch a lot of flak for being a non-guildie in a guild run. Some people think I am taking up a slot that could/should have gone to a guildie. Some people think that I am riding on the coat-tails of the guild. Some people are made uncomfortable by my very presence — like they can't talk with an outsider around.

It's cool. I swear. I'm here to do a job. I'll try to disrupt your lives as little as I can. Pretend I'm not here, and just know that the mana, health, DPS, and shackles are coming.

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.

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.